cocos2d-x  3.0-alpha0
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Bone Class Reference

#include <CCBone.h>

Inheritance diagram for Bone:
NodeRGBA Node RGBAProtocol Object

Public Member Functions

 Bone ()
virtual ~Bone (void)
virtual bool init ()
 Initializes an empty Bone with nothing init. More...
 
var init ()
 Initializes an empty Bone with nothing init. More...
 
local init ()
 Initializes an empty Bone with nothing init. More...
 
virtual bool init (const char *name)
 Initializes a Bone with the specified name. More...
 
local init ( local name)
 Initializes a Bone with the specified name. More...
 
void addDisplay (DisplayData *displayData, int index)
 Add display and use displayData to init the display. More...
 
var addDisplay ( var displayData, var index)
 Add display and use displayData to init the display. More...
 
local addDisplay ( local displayData, local index)
 Add display and use displayData to init the display. More...
 
void addDisplay (Node *display, int index)
void changeDisplayByIndex (int index, bool force)
void addChildBone (Bone *child)
 Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent. More...
 
void setParentBone (Bone *parent)
 Set parent bone. More...
 
var setParentBone ( var parent)
 Set parent bone. More...
 
local setParentBone ( local parent)
 Set parent bone. More...
 
BonegetParentBone ()
 Get parent bone. More...
 
void removeFromParent (bool recursion)
 Remove itself from its parent. More...
 
void removeChildBone (Bone *bone, bool recursion)
 Removes a child Bone. More...
 
var removeChildBone ( var bone, var recursion)
 Removes a child Bone. More...
 
local removeChildBone ( local bone, local recursion)
 Removes a child Bone. More...
 
void update (float delta)
void updateDisplayedColor (const Color3B &parentColor)
 recursive method that updates display color More...
 
var updateDisplayedColor ( var parentColor)
 recursive method that updates display color More...
 
local updateDisplayedColor ( local parentColor)
 recursive method that updates display color More...
 
void updateDisplayedOpacity (GLubyte parentOpacity)
 recursive method that updates the displayed opacity. More...
 
void updateColor ()
 Update color to render display. More...
 
void updateZOrder ()
 Update zorder. More...
 
var updateZOrder ()
 Update zorder. More...
 
local updateZOrder ()
 Update zorder. More...
 
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...
 
TweengetTween ()
virtual void setTransformDirty (bool dirty)
var setTransformDirty ( var dirty)
local setTransformDirty ( local dirty)
virtual bool isTransformDirty ()
virtual AffineTransform getNodeToArmatureTransform () const
local getNodeToArmatureTransform ()
virtual AffineTransform getNodeToWorldTransform () const override
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
NodegetDisplayRenderNode ()
virtual ArraygetColliderBodyList ()
local getColliderBodyList ()
virtual BoneDatagetBoneData (void)
 getBoneData More...
 
var getBoneData ()
 getBoneData More...
 
local getBoneData ()
 getBoneData More...
 
virtual void setBoneData (BoneData *var)
 setBoneData More...
 
local setBoneData ( local var)
 setBoneData More...
 
virtual ArmaturegetArmature (void)
 getArmature More...
 
var getArmature ()
 getArmature More...
 
local getArmature ()
 getArmature More...
 
virtual void setArmature (Armature *var)
 setArmature More...
 
local setArmature ( local var)
 setArmature More...
 
virtual ArmaturegetChildArmature (void)
 getChildArmature More...
 
var getChildArmature ()
 getChildArmature More...
 
local getChildArmature ()
 getChildArmature More...
 
virtual void setChildArmature (Armature *var)
 setChildArmature More...
 
local setChildArmature ( local var)
 setChildArmature More...
 
virtual FrameDatagetTweenData (void)
 getTweenData More...
 
- Public Member Functions inherited from NodeRGBA
 NodeRGBA ()
virtual ~NodeRGBA ()
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 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 bool isCascadeColorEnabled () const override
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled) override
virtual void setOpacityModifyRGB (bool bValue) override
 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...
 
- Public Member Functions inherited from Node
virtual CameragetCamera ()
 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...
 
void scheduleUpdateWithPriorityLua (int handler, int 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 draw ()
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
virtual void visit ()
 Visits this node's children and draw them recursively. More...
 
local visit ()
 Visits this node's children and draw them recursively. More...
 
virtual Rect getBoundingBox () const
 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
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder () const
 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...
 
virtual void setScaleX (float scaleX)
 Changes the scale factor on X axis of this node. More...
 
var setScaleX ( var 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...
 
virtual void setScaleY (float scaleY)
 Changes the scale factor on Y axis of this node. More...
 
var setScaleY ( var 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 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...
 
local getPosition ()
 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...
 
virtual void getPosition (float *x, float *y) const
 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
local getPositionX ()
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...
 
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...
 
local setAnchorPoint ( local 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...
 
var isVisible ()
 Determines if the node is visible. More...
 
local isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float 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...
 
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...
 
var setOrderOfArrival ( var 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...
 
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...
 
virtual void addChild (Node *child, int 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...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () const
unsigned int getChildrenCount () const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var 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...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local 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...
 
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...
 
local setGrid ( local 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...
 
var setTag ( var 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...
 
var setShaderProgram ( var 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...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *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...
 
void stopActionByTag (int 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)
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 resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. 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...
 
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
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...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 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...
 
void setAdditionalTransform (const AffineTransform &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...
 
virtual void 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)

Static Public Member Functions

static Bonecreate ()
 Allocates and initializes a bone. More...
 
var create ()
 Allocates and initializes a bone. More...
 
local create ()
 Allocates and initializes a bone. More...
 
static Bonecreate (const char *name)
 Allocates and initializes a bone. More...
 
local create ( local name)
 Allocates and initializes a bone. More...
 

Public Attributes

virtual std::string getName (void)\n\n public
 getName More...
 
var getName ()
 getName More...
 
local getName ()
 getName More...
 
Bone_parentBone
bool _boneTransformDirty
 A weak reference to its parent. More...
 
var _boneTransformDirty
 A weak reference to its parent. More...
 
local _boneTransformDirty
 A weak reference to its parent. More...
 
AffineTransform _worldTransform
 Whether or not transform dirty. More...
 
var _worldTransform
 Whether or not transform dirty. More...
 
local _worldTransform
 Whether or not transform dirty. More...
 

Protected Attributes

BoneData_boneData
Armature_armature
 A weak reference to the Armature. More...
 
var _armature
 A weak reference to the Armature. More...
 
local _armature
 A weak reference to the Armature. More...
 
Armature_childArmature
 A weak reference to the child Armature. More...
 
var _childArmature
 A weak reference to the child Armature. More...
 
local _childArmature
 A weak reference to the child Armature. More...
 
DisplayManager_displayManager
bool _ignoreMovementBoneData
 getDisplayManager More...
 
var _ignoreMovementBoneData
 getDisplayManager More...
 
local _ignoreMovementBoneData
 getDisplayManager More...
 
BlendType _blendType
 getIgnoreMovementBoneData More...
 
var _blendType
 getIgnoreMovementBoneData More...
 
local _blendType
 getIgnoreMovementBoneData More...
 
Tween_tween
 getBlendType More...
 
var _tween
 getBlendType More...
 
local _tween
 getBlendType More...
 
FrameData_tweenData
 Calculate tween effect. More...
 
var _tweenData
 Calculate tween effect. More...
 
local _tweenData
 Calculate tween effect. More...
 
std::string _name
- Protected Attributes inherited from NodeRGBA
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
- 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...
 
float _vertexZ
 OpenGL real Z vertex. More...
 
Point _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...
 
Size _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
AffineTransform _additionalTransform
 transform More...
 
AffineTransform _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
AffineTransform _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _additionalTransformDirty
 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...
 
Camera_camera
 a camera More...
 
GridBase_grid
 a grid More...
 
int _ZOrder
 z-order value that affects the draw order More...
 
Array_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...
 
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...
 
Object_userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
Scheduler_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...
 
bool _running
 is running More...
 
bool _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...
 
local _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...
 
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...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
int _eventPriority
 The scene graph based priority of event listener. More...
 
int _oldEventPriority
 The old scene graph based priority of event listener. More...
 
var _oldEventPriority
 The old scene graph based priority of event listener. More...
 
local _oldEventPriority
 The old scene graph based priority of event listener. More...
 
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
var _reference
 count of references More...
 
local _reference
 count of references More...
 
unsigned int _autoReleaseCount
 count of autorelease More...
 
var _autoReleaseCount
 count of autorelease More...
 
local _autoReleaseCount
 count of autorelease More...
 

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 Member Functions inherited from Node
void updateEventPriorityIndex ()
 Upates event priority for this node. More...
 
void removeAllEventListeners ()
 Removes all event listeners that associated with this node. More...
 
void setDirtyForAllEventListeners ()
 Sets dirty for event listener. More...
 
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, int index, bool 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...
 
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Constructor & Destructor Documentation

Bone ( )
var Bone ( )
local Bone ( )
virtual ~Bone ( void  )
virtual

Member Function Documentation

void addChildBone ( Bone child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
var addChildBone ( var  child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
local addChildBone ( local  child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
void addDisplay ( DisplayData displayData,
int  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
var addDisplay ( var  displayData,
var  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
local addDisplay ( local  displayData,
local  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
void addDisplay ( Node display,
int  index 
)
var addDisplay ( var  display,
var  index 
)
local addDisplay ( local  display,
local  index 
)
void changeDisplayByIndex ( int  index,
bool  force 
)
var changeDisplayByIndex ( var  index,
var  force 
)
local changeDisplayByIndex ( local  index,
local  force 
)
static Bone* create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
var create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
local create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
static Bone* create ( const char *  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
var create ( var  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
local create ( local  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
virtual Armature* getArmature ( void  )
virtual

getArmature

var getArmature (   )
virtual

getArmature

local getArmature (   )
virtual

getArmature

virtual BoneData* getBoneData ( void  )
virtual

getBoneData

var getBoneData (   )
virtual

getBoneData

local getBoneData (   )
virtual

getBoneData

virtual Armature* getChildArmature ( void  )
virtual

getChildArmature

var getChildArmature (   )
virtual

getChildArmature

local getChildArmature (   )
virtual

getChildArmature

virtual Array* getColliderBodyList ( )
virtual
var getColliderBodyList ( )
virtual
local getColliderBodyList ( )
virtual
Node* getDisplayRenderNode ( )
var getDisplayRenderNode ( )
local getDisplayRenderNode ( )
virtual AffineTransform
getNodeToArmatureTransform
( ) const
virtual
var getNodeToArmatureTransform ( )
virtual
local getNodeToArmatureTransform ( )
virtual
virtual AffineTransform
getNodeToWorldTransform
( ) const
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

var getNodeToWorldTransform ( )
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

local getNodeToWorldTransform ( )
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

Bone* getParentBone ( )

Get parent bone.

Returns
parent bone
var getParentBone ( )

Get parent bone.

Returns
parent bone
local getParentBone ( )

Get parent bone.

Returns
parent bone
Tween* getTween ( )
var getTween ( )
local getTween ( )
virtual FrameData* getTweenData ( void  )
virtual

getTweenData

var getTweenData (   )
virtual

getTweenData

local getTweenData (   )
virtual

getTweenData

virtual bool init ( )
virtual

Initializes an empty Bone with nothing init.

Reimplemented from NodeRGBA.

var init ( )
virtual

Initializes an empty Bone with nothing init.

Reimplemented from NodeRGBA.

local init ( )
virtual

Initializes an empty Bone with nothing init.

Reimplemented from NodeRGBA.

virtual bool init ( const char *  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
var init ( var  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
local init ( local  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
virtual bool isTransformDirty ( )
virtual
var isTransformDirty ( )
virtual
local isTransformDirty ( )
virtual
void removeChildBone ( Bone bone,
bool  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
var removeChildBone ( var  bone,
var  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
local removeChildBone ( local  bone,
local  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
void removeFromParent ( bool  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
var removeFromParent ( var  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
local removeFromParent ( local  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
virtual void setArmature ( Armature var)
virtual

setArmature

var setArmature ( var  var)
virtual

setArmature

local setArmature ( local  var)
virtual

setArmature

virtual void setBoneData ( BoneData var)
virtual

setBoneData

var setBoneData ( var  var)
virtual

setBoneData

local setBoneData ( local  var)
virtual

setBoneData

virtual void setChildArmature ( Armature var)
virtual

setChildArmature

var setChildArmature ( var  var)
virtual

setChildArmature

local setChildArmature ( local  var)
virtual

setChildArmature

void setParentBone ( Bone parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. NULL : remove this bone from armature
var setParentBone ( var  parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. NULL : remove this bone from armature
local setParentBone ( local  parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. NULL : remove this bone from armature
virtual void setTransformDirty ( bool  dirty)
virtual
var setTransformDirty ( var  dirty)
virtual
local setTransformDirty ( local  dirty)
virtual
virtual void setZOrder ( int  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented from Node.

var setZOrder ( var  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented from Node.

local setZOrder ( local  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
zOrderZ order of this node.

Reimplemented from Node.

void update ( float  delta)
virtual

Reimplemented from Node.

var update ( var  delta)
virtual

Reimplemented from Node.

local update ( local  delta)
virtual

Reimplemented from Node.

void updateColor ( )

Update color to render display.

var updateColor ( )

Update color to render display.

local updateColor ( )

Update color to render display.

void updateDisplayedColor ( const Color3B color)
virtual

recursive method that updates display color

Reimplemented from NodeRGBA.

var updateDisplayedColor ( var  color)
virtual

recursive method that updates display color

Reimplemented from NodeRGBA.

local updateDisplayedColor ( local  color)
virtual

recursive method that updates display color

Reimplemented from NodeRGBA.

void updateDisplayedOpacity ( GLubyte  opacity)
virtual

recursive method that updates the displayed opacity.

Reimplemented from NodeRGBA.

var updateDisplayedOpacity ( var  opacity)
virtual

recursive method that updates the displayed opacity.

Reimplemented from NodeRGBA.

local updateDisplayedOpacity ( local  opacity)
virtual

recursive method that updates the displayed opacity.

Reimplemented from NodeRGBA.

void updateZOrder ( )

Update zorder.

var updateZOrder ( )

Update zorder.

local updateZOrder ( )

Update zorder.

Member Data Documentation

Armature* _armature
protected

A weak reference to the Armature.

var _armature
protected

A weak reference to the Armature.

local _armature
protected

A weak reference to the Armature.

BlendType _blendType
protected

getIgnoreMovementBoneData

setIgnoreMovementBoneData

var _blendType
protected

getIgnoreMovementBoneData

setIgnoreMovementBoneData

local _blendType
protected

getIgnoreMovementBoneData

setIgnoreMovementBoneData

BoneData* _boneData
protected
bool _boneTransformDirty

A weak reference to its parent.

var _boneTransformDirty

A weak reference to its parent.

local _boneTransformDirty

A weak reference to its parent.

Armature* _childArmature
protected

A weak reference to the child Armature.

var _childArmature
protected

A weak reference to the child Armature.

local _childArmature
protected

A weak reference to the child Armature.

DisplayManager* _displayManager
protected
var _displayManager
protected
local _displayManager
protected
bool _ignoreMovementBoneData
protected

getDisplayManager

setDisplayManager

var _ignoreMovementBoneData
protected

getDisplayManager

setDisplayManager

local _ignoreMovementBoneData
protected

getDisplayManager

setDisplayManager

std::string _name
protected
var _name
protected
local _name
protected
Bone* _parentBone
var _parentBone
local _parentBone
Tween* _tween
protected

getBlendType

setBlendType

var _tween
protected

getBlendType

setBlendType

local _tween
protected

getBlendType

setBlendType

FrameData* _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

var _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

local _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

AffineTransform _worldTransform

Whether or not transform dirty.

self Transform, use this to change display's state

var _worldTransform

Whether or not transform dirty.

self Transform, use this to change display's state

local _worldTransform

Whether or not transform dirty.

self Transform, use this to change display's state

virtual std::string getName(void)\n\n
public

getName

setName

var public

getName

setName

local public

getName

setName


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