cocos2d-x  3.0-beta2
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RenderTexture Class Reference

RenderTexture is a generic rendering target. More...

#include <CCRenderTexture.h>

Inheritance diagram for RenderTexture:
Node Object

Public Member Functions

virtual void begin ()
 starts grabbing More...
 
virtual void beginWithClear (float r, float g, float b, float a)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
virtual void end ()
 ends grabbing More...
 
var end ()
 ends grabbing More...
 
local end ()
 ends grabbing More...
 
void clear (float r, float g, float b, float a)
 clears the texture with a color More...
 
virtual void clearDepth (float depthValue)
 clears the texture with a specified depth value More...
 
var clearDepth ( var depthValue)
 clears the texture with a specified depth value More...
 
local clearDepth ( local depthValue)
 clears the texture with a specified depth value More...
 
virtual void clearStencil (int stencilValue)
 clears the texture with a specified stencil value More...
 
var clearStencil ( var stencilValue)
 clears the texture with a specified stencil value More...
 
local clearStencil ( local stencilValue)
 clears the texture with a specified stencil value More...
 
ImagenewImage (bool flipImage=true)
CC_DEPRECATED_ATTRIBUTE ImagenewCCImage (bool flipImage=true)
local newCCImage ( local true)
bool saveToFile (const std::string &filename)
 saves the texture into a file using JPEG format. More...
 
bool saveToFile (const std::string &filename, Image::Format format)
 saves the texture into a file. More...
 
void listenToBackground (EventCustom *event)
 Listen "come to background" message, and save render texture. More...
 
var listenToBackground ( var event)
 Listen "come to background" message, and save render texture. More...
 
local listenToBackground ( local event)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (EventCustom *event)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int clearFlags)
local setClearFlags ( local clearFlags)
const Color4FgetClearColor () const
 Clear color value. More...
 
local getClearColor ()
 Clear color value. More...
 
void setClearColor (const Color4F &clearColor)
float getClearDepth () const
 Value for clearDepth. More...
 
void setClearDepth (float clearDepth)
int getClearStencil () const
 Value for clear Stencil. More...
 
void setClearStencil (int clearStencil)
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool isAutoDraw)
local setAutoDraw ( local isAutoDraw)
SpritegetSprite () const
 Gets the Sprite being used. More...
 
void setSprite (Sprite *sprite)
 Sets the Sprite being used. More...
 
virtual void visit () override
 Visits this node's children and draw them recursively. More...
 
virtual void draw () override
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
 RenderTexture ()
virtual ~RenderTexture ()
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
var initWithWidthAndHeight ( var w, var h, var format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local initWithWidthAndHeight ( local w, local h, local format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
var initWithWidthAndHeight ( var w, var h, var format, var depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
local initWithWidthAndHeight ( local w, local h, local format, local depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 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 ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
var setEventDispatcher ( var dispatcher)
local setEventDispatcher ( local dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
var setPhysicsBody ( var body)
 set the PhysicsBody that let the sprite effect with physics More...
 
local setPhysicsBody ( local body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBody * getPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
var getPhysicsBody ()
 get the PhysicsBody the sprite have More...
 
local getPhysicsBody ()
 get the PhysicsBody the sprite have More...
 
virtual bool updatePhysicsTransform ()
 update rotation and position from physics body More...
 
var updatePhysicsTransform ()
 update rotation and position from physics body More...
 
local updatePhysicsTransform ()
 update rotation and position from physics body More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
var getDisplayedOpacity ()
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
var updateDisplayedColor ( var parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
var setOpacityModifyRGB ( var bValue)
local setOpacityModifyRGB ( local bValue)
virtual bool isOpacityModifyRGB () const
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
local setZOrder ( local localZOrder)
virtual void _setLocalZOrder (int z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual CC_DEPRECATED_ATTRIBUTE int getZOrder () const
var getZOrder ()
local getZOrder ()
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the 'z' value in the OpenGL Depth Buffer. More...
 
var setVertexZ ( var vertexZ)
 Sets the 'z' value in the OpenGL Depth Buffer. More...
 
local setVertexZ ( local vertexZ)
 Sets the 'z' value in the OpenGL Depth Buffer. More...
 
virtual float getVertexZ () const
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float scaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local 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...
 
local getAnchorPoint ()
 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...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 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...
 
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 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 localZOrder)
 Adds a child to the container with a local z-order. More...
 
var addChild ( var child, var localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual Vector< Node * > & getChildren ()
 Return an array of children. More...
 
local getChildren ()
 Return an array of children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 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...
 
virtual void removeChildByTag (int tag, bool cleanup=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...
 
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 localZOrder)
 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...
 
var sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 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...
 
var getActionByTag ( var tag)
 Gets an action from the running action list by its tag. More...
 
local getActionByTag ( local tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t 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...
 
CC_DEPRECATED_ATTRIBUTE ssize_t 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...
 
var unscheduleAllSelectors ()
 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...
 
virtual void update (float delta)
var update ( var delta)
local update ( local delta)
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 kmMat4 & getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const kmMat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const kmMat4 & getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual kmMat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual kmMat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
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...
 
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 an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const kmMat4 &additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
var getComponent ( var pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
var addComponent ( var pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &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...
 
virtual std::string getDescription () 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...
 
unsigned int getReferenceCount () const
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)

Static Public Member Functions

static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
local create ( local w, local h, local format, local depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local create ( local w, local h, local format)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
static RenderTexturecreate (int w, int h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Member Functions

virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
void onBegin ()
void onEnd ()
void onClear ()
void onClearDepth ()
- Protected Member Functions inherited from Node
 Node ()
 Node ()
 Node ()
virtual ~Node ()
local ~Node ()
virtual bool init ()
local init ()
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
var detachChild ( var child, var index, var doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
local detachChild ( local child, local index, local doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Point convertToWindowSpace (const Point &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
var convertToWindowSpace ( var nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
local convertToWindowSpace ( local nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
virtual void updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
virtual void updateCascadeColor ()
virtual void disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()

Protected Attributes

GLuint _FBO
GLuint _depthRenderBufffer
GLint _oldFBO
Texture2D_texture
Texture2D_textureCopy
local _textureCopy
Image_UITextureImage
var _UITextureImage
local _UITextureImage
Texture2D::PixelFormat _pixelFormat
var _pixelFormat
local _pixelFormat
GLbitfield _clearFlags
Color4F _clearColor
var _clearColor
local _clearColor
GLclampf _clearDepth
var _clearDepth
local _clearDepth
GLint _clearStencil
bool _autoDraw
Sprite_sprite
 The Sprite being used. More...
 
GroupCommand _groupCommand
CustomCommand _beginWithClearCommand
CustomCommand _clearDepthCommand
CustomCommand _clearCommand
CustomCommand _beginCommand
var _beginCommand
local _beginCommand
CustomCommand _endCommand
var _endCommand
local _endCommand
kmMat4 _oldTransMatrix
var _oldTransMatrix
local _oldTransMatrix
kmMat4 _oldProjMatrix
kmMat4 _transformMatrix
local _transformMatrix
kmMat4 _projectionMatrix
var _projectionMatrix
local _projectionMatrix
- Protected Attributes inherited from Node
float _rotationX
 rotation angle on x-axis More...
 
float _rotationY
 rotation angle on y-axis More...
 
var _rotationY
 rotation angle on y-axis More...
 
local _rotationY
 rotation angle on y-axis More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
Point _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
kmMat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
kmMat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
kmMat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
kmMat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
float _vertexZ
 OpenGL real Z vertex. More...
 
var _vertexZ
 OpenGL real Z vertex. More...
 
local _vertexZ
 OpenGL real Z vertex. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Object_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
var _shaderProgram
 OpenGL shader. More...
 
local _shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
var _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
local _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
var _scheduler
 scheduler used to schedule timers and updates More...
 
local _scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local _actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
var _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
var _scriptType
 type of script binding, lua or javascript More...
 
local _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
PhysicsBody * _physicsBody
 the physicsBody the node have More...
 
var _physicsBody
 the physicsBody the node have More...
 
local _physicsBody
 the physicsBody the node have More...
 
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
- Protected Attributes inherited from Object
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 
- 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...
 

Detailed Description

RenderTexture is a generic rendering target.

To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.

Since
v0.8.1

Constructor & Destructor Documentation

var RenderTexture ( )
local RenderTexture ( )
virtual ~RenderTexture ( )
virtual
var ~RenderTexture ( )
virtual
local ~RenderTexture ( )
virtual

Member Function Documentation

virtual void begin ( )
virtual

starts grabbing

var begin ( )
virtual

starts grabbing

local begin ( )
virtual

starts grabbing

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue,
GLbitfield  flags 
)
protectedvirtual
var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue,
var  flags 
)
protectedvirtual
local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue,
local  flags 
)
protectedvirtual
void clear ( float  r,
float  g,
float  b,
float  a 
)

clears the texture with a color

var clear ( var  r,
var  g,
var  b,
var  a 
)

clears the texture with a color

local clear ( local  r,
local  g,
local  b,
local  a 
)

clears the texture with a color

virtual void clearDepth ( float  depthValue)
virtual

clears the texture with a specified depth value

var clearDepth ( var  depthValue)
virtual

clears the texture with a specified depth value

local clearDepth ( local  depthValue)
virtual

clears the texture with a specified depth value

virtual void clearStencil ( int  stencilValue)
virtual

clears the texture with a specified stencil value

var clearStencil ( var  stencilValue)
virtual

clears the texture with a specified stencil value

local clearStencil ( local  stencilValue)
virtual

clears the texture with a specified stencil value

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var create ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local create ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var create ( var  w,
var  h,
var  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local create ( local  w,
local  h,
local  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

static RenderTexture* create ( int  w,
int  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

var create ( var  w,
var  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

local create ( local  w,
local  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

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.

virtual void end ( )
virtual

ends grabbing

var end ( )
virtual

ends grabbing

local end ( )
virtual

ends grabbing

void endToLua ( )
inline

end is key word of lua, use other name to export to lua.

var endToLua ( )
inline

end is key word of lua, use other name to export to lua.

local endToLua ( )
inline

end is key word of lua, use other name to export to lua.

const Color4F& getClearColor ( ) const
inline

Clear color value.

Valid only when "autoDraw" is true.

var getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

local getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

float getClearDepth ( ) const
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

var getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

local getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

unsigned int getClearFlags ( ) const
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

var getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

local getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

int getClearStencil ( ) const
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

var getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

local getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

Sprite* getSprite ( ) const
inline

Gets the Sprite being used.

var getSprite ( )
inline

Gets the Sprite being used.

local getSprite ( )
inline

Gets the Sprite being used.

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var initWithWidthAndHeight ( var  w,
var  h,
var  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local initWithWidthAndHeight ( local  w,
local  h,
local  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var initWithWidthAndHeight ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local initWithWidthAndHeight ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

bool isAutoDraw ( ) const
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

var isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

local isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

void listenToBackground ( EventCustom event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

var listenToBackground ( var  event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

local listenToBackground ( local  event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

void listenToForeground ( EventCustom event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

var listenToForeground ( var  event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

local listenToForeground ( local  event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

CC_DEPRECATED_ATTRIBUTE Image*
newCCImage
( bool  flipImage = true)
inline
var newCCImage ( var  flipImage = true)
inline
local newCCImage ( local  flipImage = true)
inline
Image* newImage ( bool  flipImage = true)
var newImage ( var  flipImage = true)
local newImage ( local  flipImage = true)
void onBegin ( )
protected
var onBegin ( )
protected
local onBegin ( )
protected
void onClear ( )
protected
var onClear ( )
protected
local onClear ( )
protected
void onClearDepth ( )
protected
var onClearDepth ( )
protected
local onClearDepth ( )
protected
void onEnd ( )
protected
var onEnd ( )
protected
local onEnd ( )
protected
bool saveToFile ( const std::string &  filename)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  filename)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  filename)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

bool saveToFile ( const std::string &  filename,
Image::Format  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  filename,
var  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  filename,
local  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

void setAutoDraw ( bool  isAutoDraw)
inline
var setAutoDraw ( var  isAutoDraw)
inline
local setAutoDraw ( local  isAutoDraw)
inline
void setClearColor ( const Color4F clearColor)
inline
var setClearColor ( var  clearColor)
inline
local setClearColor ( local  clearColor)
inline
void setClearDepth ( float  clearDepth)
inline
var setClearDepth ( var  clearDepth)
inline
local setClearDepth ( local  clearDepth)
inline
void setClearFlags ( unsigned int  clearFlags)
inline
var setClearFlags ( var  clearFlags)
inline
local setClearFlags ( local  clearFlags)
inline
void setClearStencil ( int  clearStencil)
inline
var setClearStencil ( var  clearStencil)
inline
local setClearStencil ( local  clearStencil)
inline
void setSprite ( Sprite sprite)
inline

Sets the Sprite being used.

var setSprite ( var  sprite)
inline

Sets the Sprite being used.

local setSprite ( local  sprite)
inline

Sets the Sprite being used.

virtual void visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

var visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

local visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

bool _autoDraw
protected
var _autoDraw
protected
local _autoDraw
protected
CustomCommand _beginCommand
protected
var _beginCommand
protected
local _beginCommand
protected
CustomCommand
_beginWithClearCommand
protected
Color4F _clearColor
protected
var _clearColor
protected
local _clearColor
protected
CustomCommand _clearCommand
protected
var _clearCommand
protected
GLclampf _clearDepth
protected
var _clearDepth
protected
local _clearDepth
protected
CustomCommand _clearDepthCommand
protected
var _clearDepthCommand
protected
local _clearDepthCommand
protected
GLbitfield _clearFlags
protected
var _clearFlags
protected
local _clearFlags
protected
GLint _clearStencil
protected
var _clearStencil
protected
local _clearStencil
protected
GLuint _depthRenderBufffer
protected
CustomCommand _endCommand
protected
var _endCommand
protected
local _endCommand
protected
GLuint _FBO
protected
GroupCommand _groupCommand
protected
var _groupCommand
protected
local _groupCommand
protected
GLint _oldFBO
protected
kmMat4 _oldProjMatrix
protected
var _oldProjMatrix
protected
local _oldProjMatrix
protected
kmMat4 _oldTransMatrix
protected
var _oldTransMatrix
protected
local _oldTransMatrix
protected
Texture2D::PixelFormat _pixelFormat
protected
var _pixelFormat
protected
local _pixelFormat
protected
kmMat4 _projectionMatrix
protected
var _projectionMatrix
protected
local _projectionMatrix
protected
Sprite* _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
var _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
local _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
Texture2D* _texture
protected
Texture2D* _textureCopy
protected
var _textureCopy
protected
local _textureCopy
protected
kmMat4 _transformMatrix
protected
var _transformMatrix
protected
local _transformMatrix
protected
Image* _UITextureImage
protected
var _UITextureImage
protected
local _UITextureImage
protected

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