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CCSkeleton Class Reference

Draws a skeleton. More...

#include <CCSkeleton.h>

Inheritance diagram for CCSkeleton:
NodeRGBA BlendProtocol Node RGBAProtocol Object CCSkeletonAnimation

Public Member Functions

 CCSkeleton (SkeletonData *skeletonData, bool ownsSkeletonData=false)
 CCSkeleton ( local skeletonData, local false)
 CCSkeleton (const char *skeletonDataFile, Atlas *atlas, float scale=1)
 CCSkeleton (const char *skeletonDataFile, const char *atlasFile, float scale=1)
virtual ~CCSkeleton ()
void updateWorldTransform ()
var updateWorldTransform ()
local updateWorldTransform ()
void setToSetupPose ()
void setBonesToSetupPose ()
var setBonesToSetupPose ()
local setBonesToSetupPose ()
void setSlotsToSetupPose ()
BonefindBone (const char *boneName) const
SlotfindSlot (const char *slotName) const
bool setSkin (const char *skinName)
AttachmentgetAttachment (const char *slotName, const char *attachmentName) const
local getAttachment ( local slotName, local attachmentName)
bool setAttachment (const char *slotName, const char *attachmentName)
virtual void update (float deltaTime) override
local update ( local deltaTime)
virtual void draw () override
 Override this method to draw your own node. More...
 
virtual cocos2d::Rect getBoundingBox () const override
 Returns a "local" axis aligned bounding box of the node. More...
 
var getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
local getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual void setOpacityModifyRGB (bool value) override
 Changes the OpacityModifyRGB property. More...
 
local setOpacityModifyRGB ( local value)
 Changes the OpacityModifyRGB property. More...
 
virtual bool isOpacityModifyRGB () const override
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
virtual void setBlendFunc (const cocos2d::BlendFunc &func) override
 Sets the source blending function. More...
 
local setBlendFunc ( local func)
 Sets the source blending function. More...
 
virtual const cocos2d::BlendFuncgetBlendFunc () const override
 Returns the blending function that is currently being used. More...
 
var getBlendFunc ()
 Returns the blending function that is currently being used. More...
 
local getBlendFunc ()
 Returns the blending function that is currently being used. More...
 
- Public Member Functions inherited from NodeRGBA
 NodeRGBA ()
virtual ~NodeRGBA ()
virtual bool init ()
 Initializes the instance of Node. More...
 
virtual GLubyte getOpacity () const override
 Returns the opacity. More...
 
virtual GLubyte getDisplayedOpacity () const override
 Returns the displayed opacity. More...
 
virtual void setOpacity (GLubyte opacity) override
 Changes the opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity) override
 recursive method that updates the displayed opacity. More...
 
virtual bool isCascadeOpacityEnabled () const override
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled) override
virtual const Color3BgetColor (void) const override
 Returns color that is currently used. More...
 
virtual const Color3BgetDisplayedColor () const override
 Returns the displayed color. More...
 
virtual void setColor (const Color3B &color) override
 Changes the color with R,G,B bytes. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor) override
 recursive method that updates display color More...
 
virtual bool isCascadeColorEnabled () const override
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled) override
- Public Member Functions inherited from Node
virtual CameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
local getCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning () const
 Returns whether or not the node accepts event callbacks. More...
 
local isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void visit ()
 Visits this node's children and draw them recursively. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
var _setZOrder ( var z)
local _setZOrder ( local z)
virtual int getZOrder () const
 Gets the Z order of this node. More...
 
var getZOrder ()
 Gets the Z order of this node. More...
 
local getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ () const
 Gets OpenGL Z vertex of this node. More...
 
var getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
local getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float scaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
var getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
local getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local scaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const Point &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
local setPosition ( local x, local y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
var getPosition ( var x, var y)
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
var setRotationY ( var rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual int getOrderOfArrival () const
 Returns the arrival order, indecates which children is added previously. More...
 
local getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
var addChild ( var child, var zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (Node *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
var addChild ( var child, var zOrder, var tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () const
var getChildren ()
local getChildren ()
long getChildrenCount () const
 Get the amount of children. More...
 
var getChildrenCount ()
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
var removeChild ( var child, var true)
 Removes a child from the container. More...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int zOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var zOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local zOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual GridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
local getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual const GridBasegetGrid () const
local getGrid ()
virtual void setGrid (GridBase *grid)
 Changes a grid object that is used when applying effects. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const ObjectgetUserObject () const
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE
unsigned int 
numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void transform ()
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
var updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const AffineTransformgetNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const AffineTransformgetParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual AffineTransform getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Point to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
var convertToNodeSpaceAR ( var worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpaceAR ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 Sets the additional transform. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets the additional transform. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets the additional transform. More...
 
ComponentgetComponent (const char *pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
var removeComponent ( var pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
var removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
 Node (void)
 Default constructor. More...
 
virtual ~Node (void)
 Default destructor. More...
 
const char * description (void) const
 Gets the description string. More...
 
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)
- Public Member Functions inherited from RGBAProtocol
virtual ~RGBAProtocol ()
- Public Member Functions inherited from BlendProtocol
virtual ~BlendProtocol ()

Static Public Member Functions

static CCSkeletoncreateWithData (SkeletonData *skeletonData, bool ownsSkeletonData=false)
static CCSkeletoncreateWithFile (const char *skeletonDataFile, Atlas *atlas, float scale=1)
var createWithFile ( var skeletonDataFile, var atlas, var 1)
local createWithFile ( local skeletonDataFile, local atlas, local 1)
static CCSkeletoncreateWithFile (const char *skeletonDataFile, const char *atlasFile, float scale=1)
local createWithFile ( local skeletonDataFile, local atlasFile, local 1)

Public Attributes

Skeletonskeleton
BonerootBone
float timeScale
bool debugSlots
bool debugBones
bool premultipliedAlpha
local premultipliedAlpha
cocos2d::BlendFunc blendFunc
var blendFunc
local blendFunc

Protected Member Functions

 CCSkeleton ()
void setSkeletonData (SkeletonData *skeletonData, bool ownsSkeletonData)
var setSkeletonData ( var skeletonData, var ownsSkeletonData)
local setSkeletonData ( local skeletonData, local ownsSkeletonData)
cocos2d::TextureAtlasgetTextureAtlas (RegionAttachment *regionAttachment) const
local getTextureAtlas ( local regionAttachment)

Additional Inherited Members

- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Attributes inherited from NodeRGBA
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled

Detailed Description

Draws a skeleton.

Constructor & Destructor Documentation

CCSkeleton ( SkeletonData skeletonData,
bool  ownsSkeletonData = false 
)
local CCSkeleton ( local  skeletonData,
local  ownsSkeletonData = false 
)
CCSkeleton ( const char *  skeletonDataFile,
Atlas atlas,
float  scale = 1 
)
local CCSkeleton ( local  skeletonDataFile,
local  atlas,
local  scale = 1 
)
CCSkeleton ( const char *  skeletonDataFile,
const char *  atlasFile,
float  scale = 1 
)
local CCSkeleton ( local  skeletonDataFile,
local  atlasFile,
local  scale = 1 
)
virtual ~CCSkeleton ( )
virtual
CCSkeleton ( )
protected
var CCSkeleton ( )
protected
local CCSkeleton ( )
protected

Member Function Documentation

static CCSkeleton* createWithData ( SkeletonData skeletonData,
bool  ownsSkeletonData = false 
)
static
var createWithData ( var  skeletonData,
var  ownsSkeletonData = false 
)
static
local createWithData ( local  skeletonData,
local  ownsSkeletonData = false 
)
static
static CCSkeleton* createWithFile ( const char *  skeletonDataFile,
Atlas atlas,
float  scale = 1 
)
static
var createWithFile ( var  skeletonDataFile,
var  atlas,
var  scale = 1 
)
static
local createWithFile ( local  skeletonDataFile,
local  atlas,
local  scale = 1 
)
static
static CCSkeleton* createWithFile ( const char *  skeletonDataFile,
const char *  atlasFile,
float  scale = 1 
)
static
var createWithFile ( var  skeletonDataFile,
var  atlasFile,
var  scale = 1 
)
static
local createWithFile ( local  skeletonDataFile,
local  atlasFile,
local  scale = 1 
)
static
virtual void draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

var draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

local draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

Bone* findBone ( const char *  boneName) const
var findBone ( var  boneName)
local findBone ( local  boneName)
Slot* findSlot ( const char *  slotName) const
var findSlot ( var  slotName)
local findSlot ( local  slotName)
Attachment* getAttachment ( const char *  slotName,
const char *  attachmentName 
) const
var getAttachment ( var  slotName,
var  attachmentName 
)
local getAttachment ( local  slotName,
local  attachmentName 
)
virtual const
cocos2d::BlendFunc&
getBlendFunc
( ) const
overridevirtual

Returns the blending function that is currently being used.

Returns
A BlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements BlendProtocol.

var getBlendFunc ( )
overridevirtual

Returns the blending function that is currently being used.

Returns
A BlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements BlendProtocol.

local getBlendFunc ( )
overridevirtual

Returns the blending function that is currently being used.

Returns
A BlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements BlendProtocol.

virtual cocos2d::Rect
getBoundingBox
( ) const
overridevirtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented from Node.

var getBoundingBox ( )
overridevirtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented from Node.

local getBoundingBox ( )
overridevirtual

Returns a "local" axis aligned bounding box of the node.

The returned box is relative only to its parent.

Note
This method returns a temporaty variable, so it can't returns const Rect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node.

Reimplemented from Node.

cocos2d::TextureAtlas*
getTextureAtlas
( RegionAttachment regionAttachment) const
protected
var getTextureAtlas ( var  regionAttachment)
protected
local getTextureAtlas ( local  regionAttachment)
protected
virtual bool isOpacityModifyRGB ( ) const
overridevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from NodeRGBA.

var isOpacityModifyRGB ( )
overridevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from NodeRGBA.

local isOpacityModifyRGB ( )
overridevirtual

Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity)

Returns
Returns opacity modify flag.

Reimplemented from NodeRGBA.

bool setAttachment ( const char *  slotName,
const char *  attachmentName 
)
var setAttachment ( var  slotName,
var  attachmentName 
)
local setAttachment ( local  slotName,
local  attachmentName 
)
virtual void setBlendFunc ( const cocos2d::BlendFunc blendFunc)
overridevirtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements BlendProtocol.

var setBlendFunc ( var  blendFunc)
overridevirtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements BlendProtocol.

local setBlendFunc ( local  blendFunc)
overridevirtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements BlendProtocol.

void setBonesToSetupPose ( )
var setBonesToSetupPose ( )
local setBonesToSetupPose ( )
virtual void setOpacityModifyRGB ( bool  value)
overridevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
valueIf true, then the opacity will be applied as: glColor(R,G,B,opacity); If false, then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from NodeRGBA.

var setOpacityModifyRGB ( var  value)
overridevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
valueIf true, then the opacity will be applied as: glColor(R,G,B,opacity); If false, then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from NodeRGBA.

local setOpacityModifyRGB ( local  value)
overridevirtual

Changes the OpacityModifyRGB property.

If thie property is set to true, then the rendered color will be affected by opacity. Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.

Parameters
valueIf true, then the opacity will be applied as: glColor(R,G,B,opacity); If false, then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);

Reimplemented from NodeRGBA.

void setSkeletonData ( SkeletonData skeletonData,
bool  ownsSkeletonData 
)
protected
var setSkeletonData ( var  skeletonData,
var  ownsSkeletonData 
)
protected
local setSkeletonData ( local  skeletonData,
local  ownsSkeletonData 
)
protected
bool setSkin ( const char *  skinName)
var setSkin ( var  skinName)
local setSkin ( local  skinName)
void setSlotsToSetupPose ( )
var setSlotsToSetupPose ( )
local setSlotsToSetupPose ( )
void setToSetupPose ( )
var setToSetupPose ( )
local setToSetupPose ( )
virtual void update ( float  deltaTime)
overridevirtual

Reimplemented from Node.

Reimplemented in CCSkeletonAnimation.

var update ( var  deltaTime)
overridevirtual

Reimplemented from Node.

Reimplemented in CCSkeletonAnimation.

local update ( local  deltaTime)
overridevirtual

Reimplemented from Node.

Reimplemented in CCSkeletonAnimation.

void updateWorldTransform ( )
var updateWorldTransform ( )
local updateWorldTransform ( )

Member Data Documentation

cocos2d::BlendFunc blendFunc
var blendFunc
local blendFunc
bool debugBones
var debugBones
local debugBones
bool debugSlots
var debugSlots
local debugSlots
bool premultipliedAlpha
var premultipliedAlpha
local premultipliedAlpha
Bone* rootBone
var rootBone
local rootBone
Skeleton* skeleton
var skeleton
local skeleton
float timeScale
var timeScale
local timeScale

The documentation for this class was generated from the following file: