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							- /****************************************************************************
 
-  Copyright (c) 2010-2012 cocos2d-x.org
 
-  Copyright (c) 2008-2010 Ricardo Quesada
 
-  Copyright (c) 2011      Zynga Inc.
 
-  http://www.cocos2d-x.org
 
-  Permission is hereby granted, free of charge, to any person obtaining a copy
 
-  of this software and associated documentation files (the "Software"), to deal
 
-  in the Software without restriction, including without limitation the rights
 
-  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 
-  copies of the Software, and to permit persons to whom the Software is
 
-  furnished to do so, subject to the following conditions:
 
-  The above copyright notice and this permission notice shall be included in
 
-  all copies or substantial portions of the Software.
 
-  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 
-  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 
-  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 
-  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 
-  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 
-  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 
-  THE SOFTWARE.
 
-  ****************************************************************************/
 
- /**
 
-  * <p>
 
-  *   Drawing primitives Utility Class. this class is base class, it contain some render type version: Canvas, WebGL, DOM.<br/>
 
-  *   this class contain some primitive Drawing Method: <br/>
 
-  *     - drawPoint<br/>
 
-  *     - drawLine<br/>
 
-  *     - drawPoly<br/>
 
-  *     - drawCircle<br/>
 
-  *     - drawQuadBezier<br/>
 
-  *     - drawCubicBezier<br/>
 
-  *     You can change the color, width and other property by calling these WebGL API:<br/>
 
-  *     glColor4ub(), glLineWidth(), glPointSize().<br/>
 
-  * </p>
 
-  * @class
 
-  * @extends cc.Class
 
-  * @warning These functions draws the Line, Point, Polygon, immediately. They aren't batched. <br/>
 
-  *   If you are going to make a game that depends on these primitives, I suggest creating a batch.
 
-  */
 
- cc.DrawingPrimitive = cc.Class.extend(/** @lends cc.DrawingPrimitive# */{
 
-     _renderContext:null,
 
-     /**
 
-      * set render context of drawing primitive
 
-      * @param context
 
-      */
 
-     setRenderContext:function (context) {
 
-         this._renderContext = context;
 
-     },
 
-     /**
 
-      * returns render context of drawing primitive
 
-      * @return {CanvasRenderingContext2D}
 
-      */
 
-     getRenderContext:function () {
 
-         return this._renderContext;
 
-     },
 
-     /**
 
-      * Constructor
 
-      * @param {CanvasRenderingContext2D} renderContext
 
-      */
 
-     ctor:function (renderContext) {
 
-         this._renderContext = renderContext;
 
-     },
 
-     /**
 
-      * draws a point given x and y coordinate measured in points
 
-      * @param {cc.Point} point
 
-      */
 
-     drawPoint:function (point) {
 
-         cc.log("DrawingPrimitive.drawPoint() not implement!");
 
-     },
 
-     /**
 
-      * draws an array of points.
 
-      * @param {Array} points point of array
 
-      * @param {Number} numberOfPoints
 
-      */
 
-     drawPoints:function (points, numberOfPoints) {
 
-         cc.log("DrawingPrimitive.drawPoints() not implement!");
 
-     },
 
-     /**
 
-      * draws a line given the origin and destination point measured in points
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawLine:function (origin, destination) {
 
-         cc.log("DrawingPrimitive.drawLine() not implement!");
 
-     },
 
-     /**
 
-      * draws a rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawRect:function (origin, destination) {
 
-         cc.log("DrawingPrimitive.drawRect() not implement!");
 
-     },
 
-     /**
 
-      * draws a solid rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidRect:function (origin, destination, color) {
 
-         cc.log("DrawingPrimitive.drawSolidRect() not implement!");
 
-     },
 
-     /**
 
-      * draws a poligon given a pointer to cc.Point coordiantes and the number of vertices measured in points.
 
-      * @param {Array} vertices a pointer to cc.Point coordiantes
 
-      * @param {Number} numOfVertices the number of vertices measured in points
 
-      * @param {Boolean} closePolygon The polygon can be closed or open
 
-      * @param {Boolean} fill The polygon can be closed or open and optionally filled with current color
 
-      */
 
-     drawPoly:function (vertices, numOfVertices, closePolygon, fill) {
 
-         cc.log("DrawingPrimitive.drawPoly() not implement!");
 
-     },
 
-     /**
 
-      * draws a solid polygon given a pointer to CGPoint coordiantes, the number of vertices measured in points, and a color.
 
-      * @param {Array} poli
 
-      * @param {Number} numberOfPoints
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidPoly:function (poli, numberOfPoints, color) {
 
-         cc.log("DrawingPrimitive.drawSolidPoly() not implement!");
 
-     },
 
-     /**
 
-      * draws a circle given the center, radius and number of segments.
 
-      * @param {cc.Point} center center of circle
 
-      * @param {Number} radius
 
-      * @param {Number} angle angle in radians
 
-      * @param {Number} segments
 
-      * @param {Boolean} drawLineToCenter
 
-      */
 
-     drawCircle:function (center, radius, angle, segments, drawLineToCenter) {
 
-         cc.log("DrawingPrimitive.drawCircle() not implement!");
 
-     },
 
-     /**
 
-      * draws a quad bezier path
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawQuadBezier:function (origin, control, destination, segments) {
 
-         cc.log("DrawingPrimitive.drawQuadBezier() not implement!");
 
-     },
 
-     /**
 
-      * draws a cubic bezier path
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control1
 
-      * @param {cc.Point} control2
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawCubicBezier:function (origin, control1, control2, destination, segments) {
 
-         cc.log("DrawingPrimitive.drawCubicBezier() not implement!");
 
-     },
 
-     /**
 
-      * draw a catmull rom line
 
-      * @param {Array} points
 
-      * @param {Number} segments
 
-      */
 
-     drawCatmullRom:function (points, segments) {
 
-         cc.log("DrawingPrimitive.drawCardinalSpline() not implement!");
 
-     },
 
-     /**
 
-      * draw a cardinal spline path
 
-      * @param {Array} config
 
-      * @param {Number} tension
 
-      * @param {Number} segments
 
-      */
 
-     drawCardinalSpline:function (config, tension, segments) {
 
-         cc.log("DrawingPrimitive.drawCardinalSpline() not implement!");
 
-     }
 
- });
 
- /**
 
-  * Canvas of DrawingPrimitive implement version
 
-  * @class
 
-  * @extends cc.DrawingPrimitive
 
-  */
 
- cc.DrawingPrimitiveCanvas = cc.DrawingPrimitive.extend(/** @lends cc.DrawingPrimitiveCanvas# */{
 
-     _cacheArray:[],
 
-     /**
 
-      * draws a point given x and y coordinate measured in points
 
-      * @override
 
-      * @param {cc.Point} point
 
-      * @param {Number} size
 
-      */
 
-     drawPoint:function (point, size) {
 
-         if (!size) {
 
-             size = 1;
 
-         }
 
-         var locScaleX = cc.EGLView.getInstance().getScaleX(), locScaleY = cc.EGLView.getInstance().getScaleY();
 
-         var newPoint = cc.p(point.x  * locScaleX, point.y * locScaleY);
 
-         this._renderContext.beginPath();
 
-         this._renderContext.arc(newPoint.x, -newPoint.y, size * locScaleX, 0, Math.PI * 2, false);
 
-         this._renderContext.closePath();
 
-         this._renderContext.fill();
 
-     },
 
-     /**
 
-      * draws an array of points.
 
-      * @override
 
-      * @param {Array} points point of array
 
-      * @param {Number} numberOfPoints
 
-      * @param {Number} size
 
-      */
 
-     drawPoints:function (points, numberOfPoints, size) {
 
-         if (points == null) {
 
-             return;
 
-         }
 
-         if (!size) {
 
-             size = 1;
 
-         }
 
-         var locContext = this._renderContext,locScaleX = cc.EGLView.getInstance().getScaleX(), locScaleY = cc.EGLView.getInstance().getScaleY();
 
-         locContext.beginPath();
 
-         for (var i = 0, len = points.length; i < len; i++)
 
-             locContext.arc(points[i].x * locScaleX, -points[i].y * locScaleY, size * locScaleX, 0, Math.PI * 2, false);
 
-         locContext.closePath();
 
-         locContext.fill();
 
-     },
 
-     /**
 
-      * draws a line given the origin and destination point measured in points
 
-      * @override
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawLine:function (origin, destination) {
 
-         var locContext = this._renderContext, locScaleX = cc.EGLView.getInstance().getScaleX(), locScaleY = cc.EGLView.getInstance().getScaleY();
 
-         locContext.beginPath();
 
-         locContext.moveTo(origin.x * locScaleX, -origin.y * locScaleY);
 
-         locContext.lineTo(destination.x * locScaleX, -destination.y * locScaleY);
 
-         locContext.closePath();
 
-         locContext.stroke();
 
-     },
 
-     /**
 
-      * draws a rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawRect:function (origin, destination) {
 
-         this.drawLine(cc.p(origin.x, origin.y), cc.p(destination.x, origin.y));
 
-         this.drawLine(cc.p(destination.x, origin.y), cc.p(destination.x, destination.y));
 
-         this.drawLine(cc.p(destination.x, destination.y), cc.p(origin.x, destination.y));
 
-         this.drawLine(cc.p(origin.x, destination.y), cc.p(origin.x, origin.y));
 
-     },
 
-     /**
 
-      * draws a solid rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidRect:function (origin, destination, color) {
 
-         var vertices = [
 
-             origin,
 
-             cc.p(destination.x, origin.y),
 
-             destination,
 
-             cc.p(origin.x, destination.y)
 
-         ];
 
-         this.drawSolidPoly(vertices, 4, color);
 
-     },
 
-     /**
 
-      * draws a polygon given a pointer to cc.Point coordinates and the number of vertices measured in points.
 
-      * @override
 
-      * @param {Array} vertices a pointer to cc.Point coordinates
 
-      * @param {Number} numOfVertices the number of vertices measured in points
 
-      * @param {Boolean} closePolygon The polygon can be closed or open
 
-      * @param {Boolean} [fill=] The polygon can be closed or open and optionally filled with current color
 
-      */
 
-     drawPoly:function (vertices, numOfVertices, closePolygon, fill) {
 
-         fill = fill || false;
 
-         if (vertices == null)
 
-             return;
 
-         if (vertices.length < 3)
 
-             throw new Error("Polygon's point must greater than 2");
 
-         var firstPoint = vertices[0], locContext = this._renderContext;
 
-         var locScaleX = cc.EGLView.getInstance().getScaleX(), locScaleY = cc.EGLView.getInstance().getScaleY();
 
-         locContext.beginPath();
 
-         locContext.moveTo(firstPoint.x * locScaleX, -firstPoint.y * locScaleY);
 
-         for (var i = 1, len = vertices.length; i < len; i++)
 
-             locContext.lineTo(vertices[i].x * locScaleX, -vertices[i].y * locScaleY);
 
-         if (closePolygon)
 
-             locContext.closePath();
 
-         if (fill)
 
-             locContext.fill();
 
-         else
 
-             locContext.stroke();
 
-     },
 
-     /**
 
-      * draws a solid polygon given a pointer to CGPoint coordinates, the number of vertices measured in points, and a color.
 
-      * @param {Array} polygons
 
-      * @param {Number} numberOfPoints
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidPoly:function (polygons, numberOfPoints, color) {
 
-         this.setDrawColor4F(color.r, color.g, color.b, color.a);
 
-         this.drawPoly(polygons, numberOfPoints, true, true);
 
-     },
 
-     /**
 
-      * draws a circle given the center, radius and number of segments.
 
-      * @override
 
-      * @param {cc.Point} center center of circle
 
-      * @param {Number} radius
 
-      * @param {Number} angle angle in radians
 
-      * @param {Number} segments
 
-      * @param {Boolean} [drawLineToCenter=]
 
-      */
 
-     drawCircle: function (center, radius, angle, segments, drawLineToCenter) {
 
-         drawLineToCenter = drawLineToCenter || false;
 
-         var locContext = this._renderContext;
 
-         var locScaleX = cc.EGLView.getInstance().getScaleX(), locScaleY = cc.EGLView.getInstance().getScaleY();
 
-         locContext.beginPath();
 
-         var endAngle = angle - Math.PI * 2;
 
-         locContext.arc(0 | (center.x * locScaleX), 0 | -(center.y * locScaleY), radius * locScaleX, -angle, -endAngle, false);
 
-         if (drawLineToCenter) {
 
-             locContext.lineTo(0 | (center.x * locScaleX), 0 | -(center.y * locScaleY));
 
-         }
 
-         locContext.stroke();
 
-     },
 
-     /**
 
-      * draws a quad bezier path
 
-      * @override
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawQuadBezier:function (origin, control, destination, segments) {
 
-         //this is OpenGL Algorithm
 
-         var vertices = this._cacheArray;
 
-         vertices.length =0;
 
-         var t = 0.0;
 
-         for (var i = 0; i < segments; i++) {
 
-             var x = Math.pow(1 - t, 2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x;
 
-             var y = Math.pow(1 - t, 2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y;
 
-             vertices.push(cc.p(x, y));
 
-             t += 1.0 / segments;
 
-         }
 
-         vertices.push(cc.p(destination.x, destination.y));
 
-         this.drawPoly(vertices, segments + 1, false, false);
 
-     },
 
-     /**
 
-      * draws a cubic bezier path
 
-      * @override
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control1
 
-      * @param {cc.Point} control2
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawCubicBezier:function (origin, control1, control2, destination, segments) {
 
-         //this is OpenGL Algorithm
 
-         var vertices = this._cacheArray;
 
-         vertices.length =0;
 
-         var t = 0;
 
-         for (var i = 0; i < segments; i++) {
 
-             var x = Math.pow(1 - t, 3) * origin.x + 3.0 * Math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x;
 
-             var y = Math.pow(1 - t, 3) * origin.y + 3.0 * Math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y;
 
-             vertices.push(cc.p(x , y ));
 
-             t += 1.0 / segments;
 
-         }
 
-         vertices.push(cc.p(destination.x , destination.y));
 
-         this.drawPoly(vertices, segments + 1, false, false);
 
-     },
 
-     /**
 
-      * draw a CatmullRom curve
 
-      * @override
 
-      * @param {Array} points
 
-      * @param {Number} segments
 
-      */
 
-     drawCatmullRom:function (points, segments) {
 
-         this.drawCardinalSpline(points, 0.5, segments);
 
-     },
 
-     /**
 
-      * draw a cardinal spline path
 
-      * @override
 
-      * @param {Array} config
 
-      * @param {Number} tension
 
-      * @param {Number} segments
 
-      */
 
-     drawCardinalSpline:function (config, tension, segments) {
 
-         //lazy_init();
 
-         cc.renderContext.strokeStyle = "rgba(255,255,255,1)";
 
-         var points = this._cacheArray;
 
-         points.length = 0;
 
-         var p, lt;
 
-         var deltaT = 1.0 / config.length;
 
-         for (var i = 0; i < segments + 1; i++) {
 
-             var dt = i / segments;
 
-             // border
 
-             if (dt == 1) {
 
-                 p = config.length - 1;
 
-                 lt = 1;
 
-             } else {
 
-                 p = 0 | (dt / deltaT);
 
-                 lt = (dt - deltaT * p) / deltaT;
 
-             }
 
-             // Interpolate
 
-             var newPos = cc.CardinalSplineAt(
 
-                 cc.getControlPointAt(config, p - 1),
 
-                 cc.getControlPointAt(config, p - 0),
 
-                 cc.getControlPointAt(config, p + 1),
 
-                 cc.getControlPointAt(config, p + 2),
 
-                 tension, lt);
 
-             points.push(newPos);
 
-         }
 
-         this.drawPoly(points, segments + 1, false, false);
 
-     },
 
-     /**
 
-      * draw an image
 
-      * @override
 
-      * @param {HTMLImageElement|HTMLCanvasElement} image
 
-      * @param {cc.Point} sourcePoint
 
-      * @param {cc.Size} sourceSize
 
-      * @param {cc.Point} destPoint
 
-      * @param {cc.Size} destSize
 
-      */
 
-     drawImage:function (image, sourcePoint, sourceSize, destPoint, destSize) {
 
-         var len = arguments.length;
 
-         switch (len) {
 
-             case 2:
 
-                 var height = image.height;
 
-                 this._renderContext.drawImage(image, sourcePoint.x, -(sourcePoint.y + height));
 
-                 break;
 
-             case 3:
 
-                 this._renderContext.drawImage(image, sourcePoint.x, -(sourcePoint.y + sourceSize.height), sourceSize.width, sourceSize.height);
 
-                 break;
 
-             case 5:
 
-                 this._renderContext.drawImage(image, sourcePoint.x, sourcePoint.y, sourceSize.width, sourceSize.height, destPoint.x, -(destPoint.y + destSize.height),
 
-                     destSize.width, destSize.height);
 
-                 break;
 
-             default:
 
-                 throw new Error("Argument must be non-nil");
 
-                 break;
 
-         }
 
-     },
 
-     /**
 
-      * draw a star
 
-      * @param {CanvasRenderingContext2D} ctx canvas context
 
-      * @param {Number} radius
 
-      * @param {cc.Color3B|cc.Color4B|cc.Color4F} color
 
-      */
 
-     drawStar:function (ctx, radius, color) {
 
-         var context = ctx || this._renderContext;
 
-         radius *= cc.EGLView.getInstance().getScaleX();
 
-         if (color instanceof cc.Color4F)
 
-             color = new cc.Color3B(0 | (color.r * 255), 0 | (color.g * 255), 0 | (color.b * 255));
 
-         var colorStr = "rgba(" + color.r + "," + color.g + "," + color.b;
 
-         context.fillStyle = colorStr + ",1)";
 
-         var subRadius = radius / 10;
 
-         context.beginPath();
 
-         context.moveTo(-radius, radius);
 
-         context.lineTo(0, subRadius);
 
-         context.lineTo(radius, radius);
 
-         context.lineTo(subRadius, 0);
 
-         context.lineTo(radius, -radius);
 
-         context.lineTo(0, -subRadius);
 
-         context.lineTo(-radius, -radius);
 
-         context.lineTo(-subRadius, 0);
 
-         context.lineTo(-radius, radius);
 
-         context.closePath();
 
-         context.fill();
 
-         var g1 = context.createRadialGradient(0, 0, subRadius, 0, 0, radius);
 
-         g1.addColorStop(0, colorStr + ", 1)");
 
-         g1.addColorStop(0.3, colorStr + ", 0.8)");
 
-         g1.addColorStop(1.0, colorStr + ", 0.0)");
 
-         context.fillStyle = g1;
 
-         context.beginPath();
 
-         var startAngle_1 = 0;
 
-         var endAngle_1 = cc.PI2;
 
-         context.arc(0, 0, radius - subRadius, startAngle_1, endAngle_1, false);
 
-         context.closePath();
 
-         context.fill();
 
-     },
 
-     /**
 
-      * draw a color ball
 
-      * @param {CanvasRenderingContext2D} ctx canvas context
 
-      * @param {Number} radius
 
-      * @param {cc.Color3B|cc.Color4B|cc.Color4F} color
 
-      */
 
-     drawColorBall:function (ctx, radius, color) {
 
-         var context = ctx || this._renderContext;
 
-         radius *= cc.EGLView.getInstance().getScaleX();
 
-         if (color instanceof cc.Color4F)
 
-             color = new cc.Color3B(0 | (color.r * 255), 0 | (color.g * 255), 0 | (color.b * 255));
 
-         var colorStr = "rgba(" + color.r + "," + color.g + "," + color.b;
 
-         var subRadius = radius / 10;
 
-         var g1 = context.createRadialGradient(0, 0, subRadius, 0, 0, radius);
 
-         g1.addColorStop(0, colorStr + ", 1)");
 
-         g1.addColorStop(0.3, colorStr + ", 0.8)");
 
-         g1.addColorStop(0.6, colorStr + ", 0.4)");
 
-         g1.addColorStop(1.0, colorStr + ", 0.0)");
 
-         context.fillStyle = g1;
 
-         context.beginPath();
 
-         var startAngle_1 = 0;
 
-         var endAngle_1 = cc.PI2;
 
-         context.arc(0, 0, radius, startAngle_1, endAngle_1, false);
 
-         context.closePath();
 
-         context.fill();
 
-     },
 
-     /**
 
-      * fill text
 
-      * @param {String} strText
 
-      * @param {Number} x
 
-      * @param {Number} y
 
-      */
 
-     fillText:function (strText, x, y) {
 
-         this._renderContext.fillText(strText, x, -y);
 
-     },
 
-     /**
 
-      * set the drawing color with 4 unsigned bytes
 
-      * @param {Number} r red value (0 to 255)
 
-      * @param {Number} g green value (0 to 255)
 
-      * @param {Number} b blue value (0 to 255)
 
-      * @param {Number} a Alpha value (0 to 255)
 
-      */
 
-     setDrawColor4B:function (r, g, b, a) {
 
-         this._renderContext.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a / 255 + ")";
 
-         this._renderContext.strokeStyle = "rgba(" + r + "," + g + "," + b + "," + a / 255 + ")";
 
-     },
 
-     /**
 
-      * set the drawing color with 4 floats
 
-      * @param {Number} r red value (0 to 1)
 
-      * @param {Number} g green value (0 to 1)
 
-      * @param {Number} b blue value (0 to 1)
 
-      * @param {Number} a Alpha value (0 to 1)
 
-      */
 
-     setDrawColor4F:function (r, g, b, a) {
 
-         this._renderContext.fillStyle = "rgba(" + (0 | (r * 255)) + "," + (0 | (g * 255)) + "," + (0 | (b * 255)) + "," + a + ")";
 
-         this._renderContext.strokeStyle = "rgba(" + (0 | (r * 255)) + "," + (0 | (g * 255)) + "," + (0 | (b * 255)) + "," + a + ")";
 
-     },
 
-     /**
 
-      * set the point size in points. Default 1.
 
-      * @param {Number} pointSize
 
-      */
 
-     setPointSize:function (pointSize) {
 
-     },
 
-     /**
 
-      * set the line width. Default 1.
 
-      * @param {Number} width
 
-      */
 
-     setLineWidth:function (width) {
 
-         this._renderContext.lineWidth = width * cc.EGLView.getInstance().getScaleX();
 
-     }
 
- });
 
- /**
 
-  * Canvas of DrawingPrimitive implement version
 
-  * @class
 
-  * @extends cc.DrawingPrimitive
 
-  */
 
- cc.DrawingPrimitiveWebGL = cc.DrawingPrimitive.extend({
 
-     _initialized:false,
 
-     _shader: null,
 
-     _colorLocation:-1,
 
-     _color: null,
 
-     _pointSizeLocation:-1,
 
-     _pointSize:-1,
 
-     ctor:function (ctx) {
 
-         if (ctx == null)
 
-             ctx = cc.renderContext;
 
-         if (!ctx instanceof  WebGLRenderingContext)
 
-             throw "Can't initialise DrawingPrimitiveWebGL. context need is WebGLRenderingContext";
 
-         cc.DrawingPrimitive.prototype.ctor.call(this, ctx);
 
-         this._color = new cc.Color4F(1.0, 1.0, 1.0, 1.0);
 
-     },
 
-     lazy_init:function () {
 
-         if (!this._initialized) {
 
-             //
 
-             // Position and 1 color passed as a uniform (to similate glColor4ub )
 
-             //
 
-             this._shader = cc.ShaderCache.getInstance().programForKey(cc.SHADER_POSITION_UCOLOR);
 
-             this._colorLocation = this._renderContext.getUniformLocation(this._shader.getProgram(), "u_color");
 
-             this._pointSizeLocation = this._renderContext.getUniformLocation(this._shader.getProgram(), "u_pointSize");
 
-             //cc.CHECK_GL_ERROR_DEBUG();
 
-             this._initialized = true;
 
-         }
 
-     },
 
-     /**
 
-      * initlialize context
 
-      */
 
-     drawInit:function () {
 
-         this._initialized = false;
 
-     },
 
-     /**
 
-      * draws a point given x and y coordinate measured in points
 
-      * @param {cc.Point} point
 
-      */
 
-     drawPoint:function (point) {
 
-         this.lazy_init();
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         this._shader.setUniformLocationWith1f(this._pointSizeLocation, this._pointSize);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, new Float32Array([point.x, point.y]), glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.POINTS, 0, 1);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws an array of points.
 
-      * @param {Array} points point of array
 
-      * @param {Number} numberOfPoints
 
-      */
 
-     drawPoints:function (points, numberOfPoints) {
 
-         if (!points || points.length == 0)
 
-             return;
 
-         this.lazy_init();
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         this._shader.setUniformLocationWith1f(this._pointSizeLocation, this._pointSize);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, this._pointsToTypeArray(points), glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.POINTS, 0, points.length);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     _pointsToTypeArray:function (points) {
 
-         var typeArr = new Float32Array(points.length * 2);
 
-         for (var i = 0; i < points.length; i++) {
 
-             typeArr[i * 2] = points[i].x;
 
-             typeArr[i * 2 + 1] = points[i].y;
 
-         }
 
-         return typeArr;
 
-     },
 
-     /**
 
-      * draws a line given the origin and destination point measured in points
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawLine:function (origin, destination) {
 
-         this.lazy_init();
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, this._pointsToTypeArray([origin, destination]), glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.LINES, 0, 2);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws a rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      */
 
-     drawRect:function (origin, destination) {
 
-         this.drawLine(cc.p(origin.x, origin.y), cc.p(destination.x, origin.y));
 
-         this.drawLine(cc.p(destination.x, origin.y), cc.p(destination.x, destination.y));
 
-         this.drawLine(cc.p(destination.x, destination.y), cc.p(origin.x, destination.y));
 
-         this.drawLine(cc.p(origin.x, destination.y), cc.p(origin.x, origin.y));
 
-     },
 
-     /**
 
-      * draws a solid rectangle given the origin and destination point measured in points.
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} destination
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidRect:function (origin, destination, color) {
 
-         var vertices = [
 
-             origin,
 
-             cc.p(destination.x, origin.y),
 
-             destination,
 
-             cc.p(origin.x, destination.y)
 
-         ];
 
-         this.drawSolidPoly(vertices, 4, color);
 
-     },
 
-     /**
 
-      * draws a polygon given a pointer to cc.Point coordiantes and the number of vertices measured in points.
 
-      * @param {Array} vertices a pointer to cc.Point coordiantes
 
-      * @param {Number} numOfVertices the number of vertices measured in points
 
-      * @param {Boolean} closePolygon The polygon can be closed or open
 
-      */
 
-     drawPoly:function (vertices, numOfVertices, closePolygon) {
 
-         this.lazy_init();
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, this._pointsToTypeArray(vertices), glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         if (closePolygon)
 
-             glContext.drawArrays(glContext.LINE_LOOP, 0, vertices.length);
 
-         else
 
-             glContext.drawArrays(glContext.LINE_STRIP, 0, vertices.length);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws a solid polygon given a pointer to CGPoint coordiantes, the number of vertices measured in points, and a color.
 
-      * @param {Array} poli
 
-      * @param {Number} numberOfPoints
 
-      * @param {cc.Color4F} color
 
-      */
 
-     drawSolidPoly:function (poli, numberOfPoints, color) {
 
-         this.lazy_init();
 
-         if (!color)
 
-             color = this._color;
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, this._pointsToTypeArray(poli), glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.TRIANGLE_FAN, 0, poli.length);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws a circle given the center, radius and number of segments.
 
-      * @param {cc.Point} center center of circle
 
-      * @param {Number} radius
 
-      * @param {Number} angle angle in radians
 
-      * @param {Number} segments
 
-      * @param {Boolean} drawLineToCenter
 
-      */
 
-     drawCircle:function (center, radius, angle, segments, drawLineToCenter) {
 
-         this.lazy_init();
 
-         var additionalSegment = 1;
 
-         if (drawLineToCenter)
 
-             additionalSegment++;
 
-         var coef = 2.0 * Math.PI / segments;
 
-         var vertices = new Float32Array((segments + 2) * 2);
 
-         if (!vertices)
 
-             return;
 
-         for (var i = 0; i <= segments; i++) {
 
-             var rads = i * coef;
 
-             var j = radius * Math.cos(rads + angle) + center.x;
 
-             var k = radius * Math.sin(rads + angle) + center.y;
 
-             vertices[i * 2] = j;
 
-             vertices[i * 2 + 1] = k;
 
-         }
 
-         vertices[(segments + 1) * 2] = center.x;
 
-         vertices[(segments + 1) * 2 + 1] = center.y;
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, vertices, glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.LINE_STRIP, 0, segments + additionalSegment);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws a quad bezier path
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawQuadBezier:function (origin, control, destination, segments) {
 
-         this.lazy_init();
 
-         var vertices = new Float32Array((segments + 1) * 2);
 
-         var t = 0.0;
 
-         for (var i = 0; i < segments; i++) {
 
-             vertices[i * 2] = Math.pow(1 - t, 2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x;
 
-             vertices[i * 2 + 1] = Math.pow(1 - t, 2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y;
 
-             t += 1.0 / segments;
 
-         }
 
-         vertices[segments * 2] = destination.x;
 
-         vertices[segments * 2 + 1] = destination.y;
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, vertices, glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.LINE_STRIP, 0, segments + 1);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draws a cubic bezier path
 
-      * @param {cc.Point} origin
 
-      * @param {cc.Point} control1
 
-      * @param {cc.Point} control2
 
-      * @param {cc.Point} destination
 
-      * @param {Number} segments
 
-      */
 
-     drawCubicBezier:function (origin, control1, control2, destination, segments) {
 
-         this.lazy_init();
 
-         var vertices = new Float32Array((segments + 1) * 2);
 
-         var t = 0;
 
-         for (var i = 0; i < segments; i++) {
 
-             vertices[i * 2] = Math.pow(1 - t, 3) * origin.x + 3.0 * Math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x;
 
-             vertices[i * 2 + 1] = Math.pow(1 - t, 3) * origin.y + 3.0 * Math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y;
 
-             t += 1.0 / segments;
 
-         }
 
-         vertices[segments * 2] = destination.x;
 
-         vertices[segments * 2 + 1] = destination.y;
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, vertices, glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.LINE_STRIP, 0, segments + 1);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * draw a catmull rom line
 
-      * @param {Array} points
 
-      * @param {Number} segments
 
-      */
 
-     drawCatmullRom:function (points, segments) {
 
-         this.drawCardinalSpline(points, 0.5, segments);
 
-     },
 
-     /**
 
-      * draw a cardinal spline path
 
-      * @param {Array} config
 
-      * @param {Number} tension
 
-      * @param {Number} segments
 
-      */
 
-     drawCardinalSpline:function (config, tension, segments) {
 
-         this.lazy_init();
 
-         var vertices = new Float32Array((segments + 1) * 2);
 
-         var p, lt, deltaT = 1.0 / config.length;
 
-         for (var i = 0; i < segments + 1; i++) {
 
-             var dt = i / segments;
 
-             // border
 
-             if (dt == 1) {
 
-                 p = config.length - 1;
 
-                 lt = 1;
 
-             } else {
 
-                 p = 0 | (dt / deltaT);
 
-                 lt = (dt - deltaT * p) / deltaT;
 
-             }
 
-             var newPos = cc.CardinalSplineAt(
 
-                 cc.getControlPointAt(config, p - 1),
 
-                 cc.getControlPointAt(config, p),
 
-                 cc.getControlPointAt(config, p + 1),
 
-                 cc.getControlPointAt(config, p + 2),
 
-                 tension, lt);
 
-             // Interpolate
 
-             vertices[i * 2] = newPos.x;
 
-             vertices[i * 2 + 1] = newPos.y;
 
-         }
 
-         this._shader.use();
 
-         this._shader.setUniformForModelViewAndProjectionMatrixWithMat4();
 
-         cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POSITION);
 
-         this._shader.setUniformLocationWith4fv(this._colorLocation, new Float32Array(this._color._arrayBuffer,0,4), 1);
 
-         var glContext = this._renderContext;
 
-         var pointBuffer = glContext.createBuffer();
 
-         glContext.bindBuffer(glContext.ARRAY_BUFFER, pointBuffer);
 
-         glContext.bufferData(glContext.ARRAY_BUFFER, vertices, glContext.STATIC_DRAW);
 
-         glContext.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, glContext.FLOAT, false, 0, 0);
 
-         glContext.drawArrays(glContext.LINE_STRIP, 0, segments + 1);
 
-         glContext.deleteBuffer(pointBuffer);
 
-         cc.INCREMENT_GL_DRAWS(1);
 
-     },
 
-     /**
 
-      * set the drawing color with 4 unsigned bytes
 
-      * @param {Number} r red value (0 to 255)
 
-      * @param {Number} g green value (0 to 255)
 
-      * @param {Number} b blue value (0 to 255)
 
-      * @param {Number} a Alpha value (0 to 255)
 
-      */
 
-     setDrawColor4B:function (r, g, b, a) {
 
-         this._color.r = r / 255.0;
 
-         this._color.g = g / 255.0;
 
-         this._color.b = b / 255.0;
 
-         this._color.a = a / 255.0;
 
-     },
 
-     /**
 
-      * set the drawing color with 4 floats
 
-      * @param {Number} r red value (0 to 1)
 
-      * @param {Number} g green value (0 to 1)
 
-      * @param {Number} b blue value (0 to 1)
 
-      * @param {Number} a Alpha value (0 to 1)
 
-      */
 
-     setDrawColor4F:function (r, g, b, a) {
 
-         this._color.r = r;
 
-         this._color.g = g;
 
-         this._color.b = b;
 
-         this._color.a = a;
 
-     },
 
-     /**
 
-      * set the point size in points. Default 1.
 
-      * @param {Number} pointSize
 
-      */
 
-     setPointSize:function (pointSize) {
 
-         this._pointSize = pointSize * cc.CONTENT_SCALE_FACTOR();
 
-     },
 
-     /**
 
-      * set the line width. Default 1.
 
-      * @param {Number} width
 
-      */
 
-     setLineWidth:function (width) {
 
-         if(this._renderContext.lineWidth)
 
-             this._renderContext.lineWidth(width);
 
-     }
 
- });
 
- cc.PI2 = Math.PI * 2;
 
 
  |