cocos2d-x  3.0-alpha0
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Armature Class Reference

#include <CCArmature.h>

Inheritance diagram for Armature:
NodeRGBA BlendProtocol Node RGBAProtocol Object

Public Member Functions

 Armature ()
 ~Armature (void)
virtual bool init ()
 Init the empty armature. More...
 
virtual bool init (const char *name)
 Init an armature with specified name. More...
 
local init ( local name)
 Init an armature with specified name. More...
 
virtual bool init (const char *name, Bone *parentBone)
var init ( var name, var parentBone)
local init ( local name, local parentBone)
virtual void addBone (Bone *bone, const char *parentName)
 Add a Bone to this Armature,. More...
 
var addBone ( var bone, var parentName)
 Add a Bone to this Armature,. More...
 
local addBone ( local bone, local parentName)
 Add a Bone to this Armature,. More...
 
virtual BonegetBone (const char *name) const
 Get a bone with the specified name. More...
 
virtual void changeBoneParent (Bone *bone, const char *parentName)
 Change a bone's parent with the specified parent name. More...
 
var changeBoneParent ( var bone, var parentName)
 Change a bone's parent with the specified parent name. More...
 
local changeBoneParent ( local bone, local parentName)
 Change a bone's parent with the specified parent name. More...
 
virtual void removeBone (Bone *bone, bool recursion)
 Remove a bone with the specified name. More...
 
var removeBone ( var bone, var recursion)
 Remove a bone with the specified name. More...
 
local removeBone ( local bone, local recursion)
 Remove a bone with the specified name. More...
 
DictionarygetBoneDic ()
 Get Armature's bone dictionary. More...
 
virtual Rect getBoundingBox () const
 This boundingBox will calculate all bones' boundingBox every time. More...
 
BonegetBoneAtPoint (float x, float y)
var getBoneAtPoint ( var x, var y)
local getBoneAtPoint ( local x, local y)
virtual void visit () override
 Visits this node's children and draw them recursively. More...
 
virtual void update (float dt) override
var update ( var dt)
local update ( local dt)
virtual void draw () override
 Override this method to draw your own node. More...
 
virtual const AffineTransformgetNodeToParentTransform () const override
 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...
 
void setBlendFunc (const BlendFunc &blendFunc) override
 Sets the source blending function. More...
 
const BlendFuncgetBlendFunc (void) const override
 Returns the blending function that is currently being used. More...
 
var getBlendFunc ()
 Returns the blending function that is currently being used. More...
 
local getBlendFunc ()
 Returns the blending function that is currently being used. More...
 
virtual void updateOffsetPoint ()
 Set contentsize and Calculate anchor point. More...
 
var updateOffsetPoint ()
 Set contentsize and Calculate anchor point. More...
 
local updateOffsetPoint ()
 Set contentsize and Calculate anchor point. More...
 
virtual void setAnimation (ArmatureAnimation *animation)
virtual ArmatureAnimationgetAnimation ()
local getAnimation ()
virtual bool getArmatureTransformDirty ()
local getArmatureTransformDirty ()
virtual cpShape * getShapeList ()
local getShapeList ()
virtual cpBody * getBody (void)
 getBody More...
 
var getBody ()
 getBody More...
 
local getBody ()
 getBody More...
 
virtual void setBody (cpBody *var)
 setBody More...
 
var setBody ( var var)
 setBody More...
 
local setBody ( local var)
 setBody 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 void updateDisplayedOpacity (GLubyte parentOpacity) override
 recursive method that updates the displayed opacity. More...
 
virtual bool isCascadeOpacityEnabled () const override
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled) override
virtual const Color3BgetColor (void) const override
 Returns color that is currently used. More...
 
virtual const Color3BgetDisplayedColor () const override
 Returns the displayed color. More...
 
virtual void setColor (const Color3B &color) override
 Changes the color with R,G,B bytes. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor) override
 recursive method that updates display color More...
 
virtual bool isCascadeColorEnabled () const override
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled) override
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
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
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...
 
local setZOrder ( local zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 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
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const AffineTransformgetParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual AffineTransform getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
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 Armaturecreate ()
 Allocates and initializes an armature. More...
 
local create ()
 Allocates and initializes an armature. More...
 
static Armaturecreate (const char *name)
 Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature. More...
 
var create ( var name)
 Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature. More...
 
local create ( local name)
 Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature. More...
 
static Armaturecreate (const char *name, Bone *parentBone)

Public Attributes

virtual ArmatureDatagetArmatureData (void)\n\n public
 getArmatureData More...
 
var getArmatureData ()
 getArmatureData More...
 
local getArmatureData ()
 getArmatureData More...
 
virtual BatchNodegetBatchNode (void)\n\n public
 getBatchNode More...
 
local getBatchNode ()
 getBatchNode More...
 
virtual std::string getName (void)\n\n public
 getName More...
 
var getName ()
 getName More...
 
local getName ()
 getName More...
 
virtual TextureAtlasgetTextureAtlas (void)\n\n public
 getTextureAtlas More...
 
virtual BonegetParentBone (void)\n\n public
 getParentBone More...
 
var getParentBone ()
 getParentBone More...
 
local getParentBone ()
 getParentBone More...
 
virtual float getVersion (void)\n\n public
 getVersion More...
 
var getVersion ()
 getVersion More...
 
local getVersion ()
 getVersion More...
 

Protected Member Functions

BonecreateBone (const char *boneName)
void updateBlendType (BlendType blendType)
 Update blend function. More...
 
var updateBlendType ( var blendType)
 Update blend function. More...
 
local updateBlendType ( local blendType)
 Update blend function. More...
 

Protected Attributes

ArmatureData_armatureData
BatchNode_batchNode
std::string _name
TextureAtlas_atlas
Bone_parentBone
float _version
bool _armatureTransformDirty
local _armatureTransformDirty
Dictionary_boneDic
Array_topBoneList
 The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren. More...
 
var _topBoneList
 The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren. More...
 
local _topBoneList
 The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren. More...
 
BlendFunc _blendFunc
var _blendFunc
local _blendFunc
Point _offsetPoint
 It's required for CCTextureProtocol inheritance. More...
 
var _offsetPoint
 It's required for CCTextureProtocol inheritance. More...
 
local _offsetPoint
 It's required for CCTextureProtocol inheritance. More...
 
ArmatureAnimation_animation
cpBody * _body
var _body
local _body
- 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...
 
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Constructor & Destructor Documentation

Armature ( )
var Armature ( )
local Armature ( )
~Armature ( void  )

Member Function Documentation

virtual void addBone ( Bone bone,
const char *  parentName 
)
virtual

Add a Bone to this Armature,.

Parameters
boneThe Bone you want to add to Armature
parentNameThe parent Bone's name you want to add to . If it's NULL, then set Armature to its parent
var addBone ( var  bone,
var  parentName 
)
virtual

Add a Bone to this Armature,.

Parameters
boneThe Bone you want to add to Armature
parentNameThe parent Bone's name you want to add to . If it's NULL, then set Armature to its parent
local addBone ( local  bone,
local  parentName 
)
virtual

Add a Bone to this Armature,.

Parameters
boneThe Bone you want to add to Armature
parentNameThe parent Bone's name you want to add to . If it's NULL, then set Armature to its parent
virtual void changeBoneParent ( Bone bone,
const char *  parentName 
)
virtual

Change a bone's parent with the specified parent name.

Parameters
boneThe bone you want to change parent
parentNameThe new parent's name.
var changeBoneParent ( var  bone,
var  parentName 
)
virtual

Change a bone's parent with the specified parent name.

Parameters
boneThe bone you want to change parent
parentNameThe new parent's name.
local changeBoneParent ( local  bone,
local  parentName 
)
virtual

Change a bone's parent with the specified parent name.

Parameters
boneThe bone you want to change parent
parentNameThe new parent's name.
static Armature* create ( )
static

Allocates and initializes an armature.

Returns
An initialized armature which is marked as "autorelease".
var create ( )
static

Allocates and initializes an armature.

Returns
An initialized armature which is marked as "autorelease".
local create ( )
static

Allocates and initializes an armature.

Returns
An initialized armature which is marked as "autorelease".
static Armature* create ( const char *  name)
static

Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.

Parameters
nameArmature will use the name to find the ArmatureData to initializes it.
Returns
A initialized armature which is marked as "autorelease".
var create ( var  name)
static

Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.

Parameters
nameArmature will use the name to find the ArmatureData to initializes it.
Returns
A initialized armature which is marked as "autorelease".
local create ( local  name)
static

Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.

Parameters
nameArmature will use the name to find the ArmatureData to initializes it.
Returns
A initialized armature which is marked as "autorelease".
static Armature* create ( const char *  name,
Bone parentBone 
)
static
var create ( var  name,
var  parentBone 
)
static
local create ( local  name,
local  parentBone 
)
static
Bone* createBone ( const char *  boneName)
protected
var createBone ( var  boneName)
protected
local createBone ( local  boneName)
protected
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 ArmatureAnimation*
getAnimation
( )
virtual
var getAnimation ( )
virtual
local getAnimation ( )
virtual
virtual bool
getArmatureTransformDirty
( )
virtual
var getArmatureTransformDirty ( )
virtual
local getArmatureTransformDirty ( )
virtual
const BlendFunc& getBlendFunc ( void  ) const
inlineoverridevirtual

Returns the blending function that is currently being used.

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

Implements BlendProtocol.

var getBlendFunc (   )
inlineoverridevirtual

Returns the blending function that is currently being used.

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

Implements BlendProtocol.

local getBlendFunc (   )
inlineoverridevirtual

Returns the blending function that is currently being used.

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

Implements BlendProtocol.

virtual cpBody* getBody ( void  )
virtual

getBody

var getBody (   )
virtual

getBody

local getBody (   )
virtual

getBody

virtual Bone* getBone ( const char *  name) const
virtual

Get a bone with the specified name.

Parameters
nameThe bone's name you want to get
var getBone ( var  name)
virtual

Get a bone with the specified name.

Parameters
nameThe bone's name you want to get
local getBone ( local  name)
virtual

Get a bone with the specified name.

Parameters
nameThe bone's name you want to get
Bone* getBoneAtPoint ( float  x,
float  y 
)
var getBoneAtPoint ( var  x,
var  y 
)
local getBoneAtPoint ( local  x,
local  y 
)
Dictionary* getBoneDic ( )

Get Armature's bone dictionary.

Returns
Armature's bone dictionary
var getBoneDic ( )

Get Armature's bone dictionary.

Returns
Armature's bone dictionary
local getBoneDic ( )

Get Armature's bone dictionary.

Returns
Armature's bone dictionary
virtual Rect getBoundingBox ( ) const
virtual

This boundingBox will calculate all bones' boundingBox every time.

Reimplemented from Node.

var getBoundingBox ( )
virtual

This boundingBox will calculate all bones' boundingBox every time.

Reimplemented from Node.

local getBoundingBox ( )
virtual

This boundingBox will calculate all bones' boundingBox every time.

Reimplemented from Node.

virtual const AffineTransform&
getNodeToParentTransform
( ) const
overridevirtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented from Node.

var getNodeToParentTransform ( )
overridevirtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented from Node.

local getNodeToParentTransform ( )
overridevirtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented from Node.

virtual cpShape* getShapeList ( )
virtual
var getShapeList ( )
virtual
local getShapeList ( )
virtual
virtual bool init ( )
virtual

Init the empty armature.

Reimplemented from NodeRGBA.

var init ( )
virtual

Init the empty armature.

Reimplemented from NodeRGBA.

local init ( )
virtual

Init the empty armature.

Reimplemented from NodeRGBA.

virtual bool init ( const char *  name)
virtual

Init an armature with specified name.

Parameters
nameArmature name
var init ( var  name)
virtual

Init an armature with specified name.

Parameters
nameArmature name
local init ( local  name)
virtual

Init an armature with specified name.

Parameters
nameArmature name
virtual bool init ( const char *  name,
Bone parentBone 
)
virtual
var init ( var  name,
var  parentBone 
)
virtual
local init ( local  name,
local  parentBone 
)
virtual
virtual void removeBone ( Bone bone,
bool  recursion 
)
virtual

Remove a bone with the specified name.

If recursion it will also remove child Bone recursionly.

Parameters
boneThe bone you want to remove
recursionDetermine whether remove the bone's child recursion.
var removeBone ( var  bone,
var  recursion 
)
virtual

Remove a bone with the specified name.

If recursion it will also remove child Bone recursionly.

Parameters
boneThe bone you want to remove
recursionDetermine whether remove the bone's child recursion.
local removeBone ( local  bone,
local  recursion 
)
virtual

Remove a bone with the specified name.

If recursion it will also remove child Bone recursionly.

Parameters
boneThe bone you want to remove
recursionDetermine whether remove the bone's child recursion.
virtual void setAnimation ( ArmatureAnimation animation)
virtual
var setAnimation ( var  animation)
virtual
local setAnimation ( local  animation)
virtual
void setBlendFunc ( const BlendFunc blendFunc)
inlineoverridevirtual

Sets the source blending function.

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

Implements BlendProtocol.

var setBlendFunc ( var  blendFunc)
inlineoverridevirtual

Sets the source blending function.

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

Implements BlendProtocol.

local setBlendFunc ( local  blendFunc)
inlineoverridevirtual

Sets the source blending function.

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

Implements BlendProtocol.

virtual void setBody ( cpBody *  var)
virtual

setBody

var setBody ( var  var)
virtual

setBody

local setBody ( local  var)
virtual

setBody

virtual void update ( float  dt)
overridevirtual

Reimplemented from Node.

var update ( var  dt)
overridevirtual

Reimplemented from Node.

local update ( local  dt)
overridevirtual

Reimplemented from Node.

void updateBlendType ( BlendType  blendType)
protected

Update blend function.

var updateBlendType ( var  blendType)
protected

Update blend function.

local updateBlendType ( local  blendType)
protected

Update blend function.

virtual void updateOffsetPoint ( )
virtual

Set contentsize and Calculate anchor point.

var updateOffsetPoint ( )
virtual

Set contentsize and Calculate anchor point.

local updateOffsetPoint ( )
virtual

Set contentsize and Calculate anchor point.

virtual void visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

ArmatureAnimation* _animation
protected
var _animation
protected
local _animation
protected
ArmatureData* _armatureData
protected
var _armatureData
protected
local _armatureData
protected
bool _armatureTransformDirty
mutableprotected
var _armatureTransformDirty
mutableprotected
local _armatureTransformDirty
mutableprotected
TextureAtlas* _atlas
protected
var _atlas
protected
local _atlas
protected
BatchNode* _batchNode
protected
var _batchNode
protected
local _batchNode
protected
BlendFunc _blendFunc
protected
var _blendFunc
protected
local _blendFunc
protected
cpBody* _body
protected
var _body
protected
local _body
protected
Dictionary* _boneDic
protected
var _boneDic
protected
local _boneDic
protected
std::string _name
protected
var _name
protected
local _name
protected
Point _offsetPoint
protected

It's required for CCTextureProtocol inheritance.

var _offsetPoint
protected

It's required for CCTextureProtocol inheritance.

local _offsetPoint
protected

It's required for CCTextureProtocol inheritance.

Bone* _parentBone
protected
var _parentBone
protected
local _parentBone
protected
Array* _topBoneList
protected

The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren.

var _topBoneList
protected

The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren.

local _topBoneList
protected

The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren.

float _version
protected
var _version
protected
local _version
protected
virtual ArmatureData*
getArmatureData(void)\n\n
public

getArmatureData

setArmatureData

var public

getArmatureData

setArmatureData

local public

getArmatureData

setArmatureData

virtual BatchNode*
getBatchNode(void)\n\n public

getBatchNode

setBatchNode

var public

getBatchNode

setBatchNode

local public

getBatchNode

setBatchNode

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

getName

setName

var public

getName

setName

local public

getName

setName

virtual Bone* getParentBone(void)\n\n
public

getParentBone

setParentBone

var public

getParentBone

setParentBone

local public

getParentBone

setParentBone

virtual TextureAtlas*
getTextureAtlas(void)\n\n
public

getTextureAtlas

setTextureAtlas

var public

getTextureAtlas

setTextureAtlas

local public

getTextureAtlas

setTextureAtlas

virtual float getVersion(void)\n\n
public

getVersion

setVersion

var public

getVersion

setVersion

local public

getVersion

setVersion


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