cocos2d-x  3.0-alpha0
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SpriteDisplayData Class Reference

#include <CCDatas.h>

Inheritance diagram for SpriteDisplayData:
DisplayData Object

Public Member Functions

 SpriteDisplayData ()
virtual ~SpriteDisplayData ()
void setParam (const char *displayName)
local setParam ( local displayName)
void copy (SpriteDisplayData *displayData)
local copy ( local displayData)
- Public Member Functions inherited from DisplayData
 DisplayData ()
virtual ~DisplayData (void)
- 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)
virtual void update (float dt)

Static Public Member Functions

static SpriteDisplayDatacreate (void)
local create ()
- Static Public Member Functions inherited from DisplayData
static DisplayDatacreate (void)
static const char * changeDisplayToTexture (const char *displayName)

Public Attributes

std::string displayName
 If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache. More...
 
var displayName
 If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache. More...
 
local displayName
 If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache. More...
 
BaseData skinData
- Public Attributes inherited from DisplayData
DisplayType displayType
- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 

Additional Inherited Members

- 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...
 

Constructor & Destructor Documentation

var ctor ( )
local SpriteDisplayData ( )
virtual ~SpriteDisplayData ( )
virtual

Member Function Documentation

void copy ( SpriteDisplayData displayData)
var copy ( var  displayData)
local copy ( local  displayData)
static SpriteDisplayData* create ( void  )
inlinestatic
var create (   )
inlinestatic
local create (   )
inlinestatic
void setParam ( const char *  displayName)
inline
var setParam ( var  displayName)
inline
local setParam ( local  displayName)
inline

Member Data Documentation

std::string displayName

If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache.

It should note that when use this name to create Sprite from CCSpriteFrameCache, you should use _displayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".

If DisplayType is CS_DISPLAY_ARMATURE, the name is the Armature's name. When Bone init display and type is CS_DISPLAY_ARMATURE, then Bone will create a Armature.

var displayName

If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache.

It should note that when use this name to create Sprite from CCSpriteFrameCache, you should use _displayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".

If DisplayType is CS_DISPLAY_ARMATURE, the name is the Armature's name. When Bone init display and type is CS_DISPLAY_ARMATURE, then Bone will create a Armature.

local displayName

If DisplayType is CS_DISPLAY_SPRITE, then Bone will use this image name to create a Sprite from CCSpriteFrameCache.

It should note that when use this name to create Sprite from CCSpriteFrameCache, you should use _displayName + ".png", because when use Texture Packer to pack single image file, the name have ".png".

If DisplayType is CS_DISPLAY_ARMATURE, the name is the Armature's name. When Bone init display and type is CS_DISPLAY_ARMATURE, then Bone will create a Armature.

BaseData skinData
var skinData
local skinData

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