Node is the base element of the Scene Graph. More...
Inherits Ref.
Inherited by __NodeRGBA, AtlasNode, AttachNode, BaseLight, Camera, ClippingNode, ClippingRectangleNode, DrawNode, TMXLayer, TMXTiledMap, AssetsManager, TableViewCell, GLNode, Label, Layer, MenuItem, MotionStreak, MotionStreak3D, NodeGrid, ParallaxNode, ParticleBatchNode, ParticleSystem3D, ProgressTimer, ProtectedNode, RenderTexture, Scene, Skybox, Sprite, Sprite3D, SpriteBatchNode, Terrain, TMXTiledMap, Scale9Sprite, and GLNode.
Public Member Functions | |
virtual bool | isRunning () const |
Returns whether or not the node is "running". More... | |
var | isRunning () |
Returns whether or not the node is "running". More... | |
local | isRunning () |
Returns whether or not the node is "running". More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
local | scheduleUpdateWithPriorityLua ( local handler, local priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops and removes all running actions and schedulers. | |
var | cleanup () |
Stops and removes all running actions and schedulers. | |
local | cleanup () |
Stops and removes all running actions and schedulers. | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) |
Override this method to draw your own node. More... | |
local | draw ( local renderer, local transform, local flags) |
Override this method to draw your own node. More... | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and send their render command recursively. More... | |
local | visit ( local renderer, local parentTransform, local parentFlags) |
Visits this node's children and send their render command recursively. More... | |
virtual Scene * | getScene () const |
Returns the Scene that contains the Node. More... | |
virtual Rect | getBoundingBox () const |
Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More... | |
virtual Rect | boundingBox () const |
local | boundingBox () |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for node. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher. More... | |
local | getEventDispatcher () |
Get the event dispatcher. More... | |
void | setPhysicsBody (PhysicsBody *body) |
Set the PhysicsBody that let the sprite effect with physics. More... | |
PhysicsBody * | getPhysicsBody () const |
Get the PhysicsBody the sprite have. More... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
var | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
local | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
Update the transform matrix from physics. | |
var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
Update the transform matrix from physics. | |
local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
Update the transform matrix from physics. | |
virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
Update physics body transform matrix. | |
var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
Update physics body transform matrix. | |
local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
Update physics body transform matrix. | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
Setters & Getters for Graphic Peroperties | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
local | _setLocalZOrder ( local z) |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
var | getLocalZOrder () |
Gets the local Z order of this node. More... | |
local | getLocalZOrder () |
Gets the local Z order of this node. More... | |
virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
local | setGlobalZOrder ( local globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
virtual void | setScaleX (float scaleX) |
Sets the scale (x) of the node. More... | |
local | setScaleX ( local scaleX) |
Sets the scale (x) of the node. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node The scale factor on X axis. | |
virtual void | setScaleY (float scaleY) |
Sets the scale (y) of the node. More... | |
local | setScaleY ( local scaleY) |
Sets the scale (y) of the node. More... | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node The scale factor on Y axis. | |
virtual void | setScaleZ (float scaleZ) |
Changes the scale factor on Z axis of this node. More... | |
local | setScaleZ ( local scaleZ) |
Changes the scale factor on Z axis of this node. More... | |
virtual float | getScaleZ () const |
Returns the scale factor on Z axis of this node The scale factor on Z axis. | |
virtual void | setScale (float scale) |
Sets the scale (x,y,z) of the node. More... | |
local | setScale ( local scale) |
Sets the scale (x,y,z) of the node. More... | |
virtual float | getScale () const |
Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
virtual void | setScale (float scaleX, float scaleY) |
Sets the scale (x,y) of the node. More... | |
local | setScale ( local scaleX, local scaleY) |
Sets the scale (x,y) of the node. More... | |
virtual void | setPosition (const Vec2 &position) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
var | setNormalizedPosition ( var position) |
Sets the position (x,y) using values between 0 and 1. More... | |
local | setNormalizedPosition ( local position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. More... | |
virtual void | setPosition (float x, float y) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
var | setPosition ( var x, var y) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
local | setPosition ( local x, local y) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | getPosition (float *x, float *y) const |
Gets position in a more efficient way, returns two number instead of a Vec2 object. More... | |
virtual void | setPositionX (float x) |
Sets the x coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionX (void) const |
Gets the x coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionY (void) const |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPosition3D (const Vec3 &position) |
Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
virtual Vec3 | getPosition3D () const |
Returns the position (X,Y,Z) in its parent's coordinate system. More... | |
virtual void | setPositionZ (float positionZ) |
Sets the 'z' coordinate in the position. More... | |
local | setPositionZ ( local positionZ) |
Sets the 'z' coordinate in the position. More... | |
virtual void | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. More... | |
var | getVertexZ () |
Gets position Z coordinate of this node. More... | |
local | getPositionZ () |
Gets position Z coordinate of this node. More... | |
virtual float | getVertexZ () const |
virtual void | setSkewX (float skewX) |
Changes the X skew angle of the node in degrees. More... | |
local | setSkewX ( local skewX) |
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... | |
var | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
local | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
virtual void | setSkewY (float skewY) |
Changes the Y skew angle of the node in degrees. More... | |
local | setSkewY ( local skewY) |
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... | |
var | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
local | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
Sets the anchor point in percent. More... | |
local | setAnchorPoint ( local anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
var | setContentSize ( var contentSize) |
Sets the untransformed size of the node. More... | |
local | setContentSize ( local contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
var | getContentSize () |
Returns the untransformed size of the node. More... | |
local | getContentSize () |
Returns the untransformed size of the node. More... | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. More... | |
local | setVisible ( local visible) |
Sets whether the node is visible. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. More... | |
virtual void | setRotation (float rotation) |
Sets the rotation (angle) of the node in degrees. More... | |
local | setRotation ( local rotation) |
Sets the rotation (angle) of the node in degrees. More... | |
virtual float | getRotation () const |
Returns the rotation of the node in degrees. More... | |
var | getRotation () |
Returns the rotation of the node in degrees. More... | |
local | getRotation () |
Returns the rotation of the node in degrees. More... | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
local | setRotation3D ( local rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. More... | |
local | setRotationQuat ( local quat) |
Set rotation by quaternion. More... | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion. | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
local | setRotationSkewX ( local rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationX (float rotationX) |
var | setRotationX ( var rotationX) |
local | setRotationX ( local rotationX) |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
local | getRotationSkewX () |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual float | getRotationX () const |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | setRotationSkewY ( local rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setRotationY (float rotationY) |
local | setRotationY ( local rotationY) |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | getRotationSkewY () |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () const |
void | setOrderOfArrival (int orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
int | getOrderOfArrival () const |
Returns the arrival order, indicates which children is added previously. More... | |
void | setGLServerState (int serverState) |
var | setGLServerState ( var serverState) |
int | getGLServerState () const |
var | getGLServerState () |
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... | |
Children and Parent | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. More... | |
var | addChild ( var child) |
Adds a child to the container with z-order as 0. More... | |
local | addChild ( local child) |
Adds a child to the container with z-order as 0. More... | |
virtual void | addChild (Node *child, int localZOrder) |
Adds a child to the container with a local z-order. More... | |
local | addChild ( local child, local localZOrder) |
Adds a child to the container with a local z-order. More... | |
virtual void | addChild (Node *child, int localZOrder, int tag) |
Adds a child to the container with z order and tag. More... | |
local | addChild ( local child, local localZOrder, local tag) |
Adds a child to the container with z order and tag. More... | |
virtual void | addChild (Node *child, int localZOrder, const std::string &name) |
Adds a child to the container with z order and tag. More... | |
local | addChild ( local child, local localZOrder, local name) |
Adds a child to the container with z order and tag. More... | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
template<typename T > | |
var | getChildByTag ( var tag) |
Gets a child from the container with its tag that can be cast to Type T. More... | |
template<typename T > | |
local | getChildByTag ( local tag) |
Gets a child from the container with its tag that can be cast to Type T. More... | |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. More... | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. More... | |
local | getChildren () |
Returns the array of the node's children. More... | |
virtual const Vector< Node * > & | getChildren () const |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. More... | |
var | getChildrenCount () |
Returns the amount of children. More... | |
local | getChildrenCount () |
Returns the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
local | setParent ( local parent) |
Sets the parent node. More... | |
virtual Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () const |
var | getParent () |
local | getParent () |
virtual void | removeFromParent () |
Removes this node itself from its parent node with a cleanup. More... | |
var | 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... | |
virtual void | removeChildByTag (int tag, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
var | removeChildByTag ( var tag, var 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 | removeChildByName (const std::string &name, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
var | removeChildByName ( var name, var true) |
Removes a child from the container by tag value. More... | |
local | removeChildByName ( local name, local true) |
Removes a child from the container by tag value. More... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. | |
var | removeAllChildren () |
Removes all children from the container with a cleanup. | |
local | removeAllChildren () |
Removes all children from the container with a cleanup. | |
virtual void | removeAllChildrenWithCleanup (bool cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
local | removeAllChildren ( local cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
virtual void | reorderChild (Node *child, int localZOrder) |
Reorders a child according to a new z value. More... | |
virtual void | sortAllChildren () |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
local | sortAllChildren () |
Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
Tag & User data | |
virtual int | getTag () const |
Returns a tag that is used to identify the node easily. More... | |
var | getTag () |
Returns a tag that is used to identify the node easily. More... | |
local | getTag () |
Returns a tag that is used to identify the node easily. More... | |
virtual void | setTag (int tag) |
Changes the tag that is used to identify the node easily. More... | |
local | setTag ( local tag) |
Changes the tag that is used to identify the node easily. More... | |
virtual const std::string & | getName () const |
Returns a string that is used to identify the node. More... | |
local | getName () |
Returns a string that is used to identify the node. More... | |
virtual void | setName (const std::string &name) |
Changes the name that is used to identify the node easily. More... | |
var | setName ( var name) |
Changes the name that is used to identify the node easily. More... | |
local | setName ( local name) |
Changes the name 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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
GLProgram | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
var | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
local | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
local | setGLProgram ( local glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
var | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
local | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
local | setGLProgramState ( local glProgramState) |
Set the GLProgramState for this node. More... | |
Event Callbacks | |
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... | |
Actions | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
var | setActionManager ( var actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
local | setActionManager ( local actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
virtual ActionManager * | getActionManager () |
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 ActionManager * | getActionManager () const |
local | getActionManager () |
virtual Action * | runAction (Action *action) |
Executes an action, and returns the action that is executed. More... | |
var | runAction ( var action) |
Executes an action, and returns the action that is executed. More... | |
local | runAction ( local action) |
Executes an action, and returns the action that is executed. More... | |
void | stopAllActions () |
Stops and removes all actions from the running action list . | |
var | stopAllActions () |
Stops and removes all actions from the running action list . | |
local | stopAllActions () |
Stops and removes all actions from the running action list . | |
void | stopAction (Action *action) |
Stops and removes an action from the running action list. More... | |
var | stopAction ( var action) |
Stops and removes an action from the running action list. More... | |
local | stopAction ( local action) |
Stops and removes an action from the running action list. More... | |
void | stopActionByTag (int tag) |
Removes an action from the running action list by its tag. More... | |
var | stopActionByTag ( var tag) |
Removes an action from the running action list by its tag. More... | |
local | stopActionByTag ( local tag) |
Removes an action from the running action list by its tag. More... | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. More... | |
var | stopAllActionsByTag ( var tag) |
Removes all actions from the running action list by its tag. More... | |
local | stopAllActionsByTag ( local tag) |
Removes all actions from the running action list by its tag. More... | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. More... | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
ssize_t | numberOfRunningActions () const |
local | numberOfRunningActions () |
Scheduler and Timer | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
local | getScheduler () |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function 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 The SEL_SCHEDULE selector to be scheduled. More... | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | schedule (const std::function< void(float)> &callback, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
Schedules a lambda function. More... | |
var | schedule ( var callback, var interval, var repeat, var delay, var key) |
Schedules a lambda function. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
var | unschedule ( var selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
var | unschedule ( var key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
var | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
void | unscheduleAllSelectors () |
var | unscheduleAllSelectors () |
local | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
local | resume () |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pause () |
Pauses all scheduled selectors, actions and event listeners. More... | |
void | resumeSchedulerAndActions () |
Resumes all scheduled selectors, actions and event listeners. More... | |
void | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
var | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
var | update ( var delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
local | update ( local delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
Transformations | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
local | getNodeToParentAffineTransform () |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | getNodeToParentTransform ( local ancestor) |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | getNodeToParentAffineTransform ( local ancestor) |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
var | setNodeToParentTransform ( var transform) |
Sets the transformation matrix manually. More... | |
local | setNodeToParentTransform ( local transform) |
Sets the transformation matrix manually. More... | |
virtual AffineTransform | nodeToParentTransform () const |
local | nodeToParentTransform () |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
var | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
local | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
local | getParentToNodeAffineTransform () |
virtual AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual Mat4 | getNodeToWorldTransform () const |
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... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
local | getNodeToWorldAffineTransform () |
virtual AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
var | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
local | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
local | getWorldToNodeAffineTransform () |
virtual AffineTransform | worldToNodeTransform () const |
local | worldToNodeTransform () |
Coordinate Converters | |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
Converts a Vec2 to world space coordinates. More... | |
Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
Vec2 | convertTouchToNodeSpace (Touch *touch) const |
Convenience methods which take a Touch instead of Vec2. More... | |
var | convertTouchToNodeSpace ( var touch) |
Convenience methods which take a Touch instead of Vec2. More... | |
local | convertTouchToNodeSpace ( local touch) |
Convenience methods which take a Touch instead of Vec2. More... | |
Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
Converts a Touch (world coordinates) into a local coordinate. More... | |
void | setAdditionalTransform (Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
var | setAdditionalTransform ( var additionalTransform) |
local | setAdditionalTransform ( local additionalTransform) |
component functions | |
Component * | getComponent (const std::string &name) |
Gets a component by its name. More... | |
var | getComponent ( var name) |
Gets a component by its name. More... | |
local | getComponent ( local name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
virtual bool | removeComponent (const std::string &name) |
Removes a component by its name. More... | |
local | removeComponent ( local name) |
Removes a component by its name. More... | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. More... | |
local | removeComponent ( local component) |
Removes a component by its pointer. More... | |
virtual void | removeAllComponents () |
Removes all components. | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
local | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Attributes | |
Properties | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
var | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
local | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
Constructor, Destructor and Initializers | |
static Node * | create () |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
virtual std::string | getDescription () const |
Gets the description string. More... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
local | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
Node is the base element of the Scene Graph.
Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
The main features of a Node are:
addChild
, getChildByTag
, removeChild
, etc)schedule
, unschedule
, etc)runAction
, stopAction
, etc)Subclassing a Node usually means (one/all) of:
draw
to render the nodeProperties of Node:
Limitations:
|
static |
Allocates and initializes a node.
A initialized node which is marked as "autorelease".
|
static |
Allocates and initializes a node.
A initialized node which is marked as "autorelease".
|
static |
Allocates and initializes a node.
A initialized node which is marked as "autorelease".
|
virtual |
Gets the description string.
It makes debugging easier. A string
Reimplemented in Widget, LayerMultiplex, Label, LayerGradient, ScrollView, Sprite, TextField, EditBox, Layout, ListView, TMXLayer, TMXLayer, RichText, RadioButtonGroup, TMXTiledMap, TMXTiledMap, Layer, SpriteBatchNode, Button, Text, PageView, Menu, CheckBox, LoadingBar, ImageView, TextAtlas, RadioButton, TextBMFont, MenuItem, LabelAtlas, and Scene.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
The local Z order value.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
The local Z order value.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
The local Z order value.
|
inlinevirtual |
Gets the local Z order of this node.
The local (relative to its siblings) Z order.
|
inlinevirtual |
Gets the local Z order of this node.
The local (relative to its siblings) Z order.
|
inlinevirtual |
Gets the local Z order of this node.
The local (relative to its siblings) Z order.
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.
Reimplemented in Scale9Sprite, and Label.
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.
Reimplemented in Scale9Sprite, and Label.
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.
Reimplemented in Scale9Sprite, and Label.
|
inlinevirtual |
Returns the Node's Global Z Order.
The node's global Z order
|
inlinevirtual |
Returns the Node's Global Z Order.
The node's global Z order
|
inlinevirtual |
Returns the Node's Global Z Order.
The node's global Z order
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (y) of the node.
It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (y) of the node.
It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (y) of the node.
It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Changes the scale factor on Z axis of this node.
The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.
|
virtual |
Changes the scale factor on Z axis of this node.
The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.
|
virtual |
Changes the scale factor on Z axis of this node.
The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
Assert when _scaleX != _scaleY
The scale factor of the node.
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
Assert when _scaleX != _scaleY
The scale factor of the node.
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
Assert when _scaleX != _scaleY
The scale factor of the node.
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.
Reimplemented in Scale9Sprite, Sprite, and Widget.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.
Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.
Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.
Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
The position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
The position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
The position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Returns the normalized position.
The normalized position.
|
virtual |
Returns the normalized position.
The normalized position.
|
virtual |
Returns the normalized position.
The normalized position.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.
Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.
Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.
Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
To receive x coordinate for position. To receive y coordinate for position.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
To receive x coordinate for position. To receive y coordinate for position.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
To receive x coordinate for position. To receive y coordinate for position.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
The x coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
The y coordinate of the node.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented in PhysicsSprite, and MotionStreak3D.
|
virtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented in PhysicsSprite, and MotionStreak3D.
|
virtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
The position (X, Y, and Z) in its parent's coordinate system.
Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value. OpenGL Z vertex of this node.
Reimplemented in Sprite.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value. OpenGL Z vertex of this node.
Reimplemented in Sprite.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value. OpenGL Z vertex of this node.
Reimplemented in Sprite.
|
virtual |
Gets position Z coordinate of this node.
The position Z coordinate of this node.
|
virtual |
Gets position Z coordinate of this node.
The position Z coordinate of this node.
|
virtual |
Gets position Z coordinate of this node.
The position Z coordinate of this node.
|
virtual |
Changes the X skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Changes the X skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Changes the X skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Returns the X skew angle of the node in degrees.
The X skew angle of the node in degrees.
|
virtual |
Returns the X skew angle of the node in degrees.
The X skew angle of the node in degrees.
|
virtual |
Returns the X skew angle of the node in degrees.
The X skew angle of the node in degrees.
|
virtual |
Changes the Y skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Changes the Y skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Changes the Y skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Returns the Y skew angle of the node in degrees.
The Y skew angle of the node in degrees.
|
virtual |
Returns the Y skew angle of the node in degrees.
The Y skew angle of the node in degrees.
|
virtual |
Returns the Y skew angle of the node in degrees.
The Y skew angle of the node in degrees.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.
Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.
Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.
Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.
|
virtual |
Returns the anchor point in percent.
The anchor point of node.
|
virtual |
Returns the anchor point in percent.
The anchor point of node.
|
virtual |
Returns the anchor point in percent.
The anchor point of node.
|
virtual |
Returns the anchorPoint in absolute pixels.
You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.
|
virtual |
Returns the anchorPoint in absolute pixels.
You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.
|
virtual |
Returns the anchorPoint in absolute pixels.
You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Returns the untransformed size of the node.
The untransformed size of the node.
Reimplemented in Label, and ScrollView.
|
virtual |
Returns the untransformed size of the node.
The untransformed size of the node.
Reimplemented in Label, and ScrollView.
|
virtual |
Returns the untransformed size of the node.
The untransformed size of the node.
Reimplemented in Label, and ScrollView.
|
virtual |
Sets whether the node is visible.
The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.
Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.
|
virtual |
Sets whether the node is visible.
The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.
Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.
|
virtual |
Sets whether the node is visible.
The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.
Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.
|
virtual |
Determines if the node is visible.
true if the node is visible, false if the node is hidden.
|
virtual |
Determines if the node is visible.
true if the node is visible, false if the node is hidden.
|
virtual |
Determines if the node is visible.
true if the node is visible, false if the node is hidden.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.
Reimplemented in Sprite, and PhysicsSprite.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.
Reimplemented in Sprite, and PhysicsSprite.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.
Reimplemented in Sprite, and PhysicsSprite.
|
virtual |
Returns the rotation of the node in degrees.
The rotation of the node in degrees.
Reimplemented in PhysicsSprite.
|
virtual |
Returns the rotation of the node in degrees.
The rotation of the node in degrees.
Reimplemented in PhysicsSprite.
|
virtual |
Returns the rotation of the node in degrees.
The rotation of the node in degrees.
Reimplemented in PhysicsSprite.
|
virtual |
Sets the rotation (X,Y,Z) in degrees.
Useful for 3d rotations. The physics body doesn't support this. The rotation of the node in 3d.
Reimplemented in MotionStreak3D.
|
virtual |
Sets the rotation (X,Y,Z) in degrees.
Useful for 3d rotations. The physics body doesn't support this. The rotation of the node in 3d.
Reimplemented in MotionStreak3D.
|
virtual |
Returns the rotation (X,Y,Z) in degrees.
The rotation of the node in 3d.
|
virtual |
Returns the rotation (X,Y,Z) in degrees.
The rotation of the node in 3d.
|
virtual |
Set rotation by quaternion.
You should make sure the quaternion is normalized. The rotation in quaternion, note that the quat must be normalized.
Reimplemented in MotionStreak3D.
|
virtual |
Set rotation by quaternion.
You should make sure the quaternion is normalized. The rotation in quaternion, note that the quat must be normalized.
Reimplemented in MotionStreak3D.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
The X rotation in degrees.
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
The X rotation in degrees.
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
The X rotation in degrees.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.
Reimplemented in Sprite.
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The Y rotation in degrees.
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The Y rotation in degrees.
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The Y rotation in degrees.
void setOrderOfArrival | ( | int | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.
var setOrderOfArrival | ( | var | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.
local setOrderOfArrival | ( | local | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.
int getOrderOfArrival | ( | ) | const |
Returns the arrival order, indicates which children is added previously.
The arrival order.
var getOrderOfArrival | ( | ) |
Returns the arrival order, indicates which children is added previously.
The arrival order.
local getOrderOfArrival | ( | ) |
Returns the arrival order, indicates which children is added previously.
The arrival order.
|
inline |
|
inline |
|
inline |
|
inline |
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".
Reimplemented in Sprite.
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".
Reimplemented in Sprite.
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".
Reimplemented in Sprite.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
true if the anchor point will be (0,0) when you position this node.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
true if the anchor point will be (0,0) when you position this node.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
true if the anchor point will be (0,0) when you position this node.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
.
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. An integer to identify the node easily. Please refer to setTag(int)
. Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. An integer to identify the node easily. Please refer to setTag(int)
. Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. An integer to identify the node easily. Please refer to setTag(int)
. Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. A string to identify the node easily. Please refer to setName(int)
.
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. A string to identify the node easily. Please refer to setName(int)
.
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. A string to identify the node easily. Please refer to setName(int)
.
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Gets a child from the container with its tag.
An identifier to find the child node. A node object whose tag equals to the input parameter.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its tag.
An identifier to find the child node. A node object whose tag equals to the input parameter.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its tag.
An identifier to find the child node. A node object whose tag equals to the input parameter.
Reimplemented in ScrollView.
|
inline |
Gets a child from the container with its tag that can be cast to Type T.
tag | An identifier to find the child node. |
|
inline |
Gets a child from the container with its tag that can be cast to Type T.
tag | An identifier to find the child node. |
|
inline |
Gets a child from the container with its tag that can be cast to Type T.
tag | An identifier to find the child node. |
|
virtual |
Gets a child from the container with its name.
An identifier to find the child node. A node object whose name equals to the input parameter.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its name.
An identifier to find the child node. A node object whose name equals to the input parameter.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its name.
An identifier to find the child node. A node object whose name equals to the input parameter.
Reimplemented in ScrollView.
|
inline |
Gets a child from the container with its name that can be cast to Type T.
An identifier to find the child node. A node with the given name that can be cast to Type T.
|
inline |
Gets a child from the container with its name that can be cast to Type T.
An identifier to find the child node. A node with the given name that can be cast to Type T.
|
inline |
Gets a child from the container with its name that can be cast to Type T.
An identifier to find the child node. A node with the given name that can be cast to Type T.
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
The name to search for, supports c++11 regular expression. Search syntax options:
//
: Can only be placed at the begin of the search string. This indicates that it will search recursively...
: The search should move up to the node's parent. Can only be placed at the end of string./
: When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.
Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name
parameter. The function takes the following arguments: node
A node that matches the name And returns a boolean result. Your callback can return true
to terminate the enumeration.
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
The name to search for, supports c++11 regular expression. Search syntax options:
//
: Can only be placed at the begin of the search string. This indicates that it will search recursively...
: The search should move up to the node's parent. Can only be placed at the end of string./
: When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.
Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name
parameter. The function takes the following arguments: node
A node that matches the name And returns a boolean result. Your callback can return true
to terminate the enumeration.
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
The name to search for, supports c++11 regular expression. Search syntax options:
//
: Can only be placed at the begin of the search string. This indicates that it will search recursively...
: The search should move up to the node's parent. Can only be placed at the end of string./
: When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.
Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name
parameter. The function takes the following arguments: node
A node that matches the name And returns a boolean result. Your callback can return true
to terminate the enumeration.
|
inlinevirtual |
Returns the array of the node's children.
the array the node's children.
Reimplemented in ScrollView.
|
inlinevirtual |
Returns the array of the node's children.
the array the node's children.
Reimplemented in ScrollView.
|
inlinevirtual |
Returns the array of the node's children.
the array the node's children.
Reimplemented in ScrollView.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Sets the parent node.
A pointer to the parent node.
|
virtual |
Sets the parent node.
A pointer to the parent node.
|
virtual |
Sets the parent node.
A pointer to the parent node.
|
inlinevirtual |
Returns a pointer to the parent node.
A pointer to the parent node.
|
inlinevirtual |
Returns a pointer to the parent node.
A pointer to the parent node.
|
inlinevirtual |
Returns a pointer to the parent node.
A pointer to the parent node.
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter. The child node which will be removed. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter. The child node which will be removed. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter. The child node which will be removed. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, ScrollView, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
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virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
True if all running actions on all children nodes should be cleanup, false oterwise.
Reimplemented in Label, Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
True if all running actions on all children nodes should be cleanup, false oterwise.
Reimplemented in Label, Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
True if all running actions on all children nodes should be cleanup, false oterwise.
Reimplemented in Label, Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.
|
virtual |
Reorders a child according to a new z value.
An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.
Reimplemented in Sprite, and SpriteBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.
Reimplemented in Sprite, and SpriteBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.
Reimplemented in Sprite, and SpriteBatchNode.
|
virtual |
Returns a tag that is used to identify the node easily.
An integer that identifies the node.
|
virtual |
Returns a tag that is used to identify the node easily.
An integer that identifies the node.
|
virtual |
Returns a tag that is used to identify the node easily.
An integer that identifies the node.
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code. A integer that identifies the node.
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code. A integer that identifies the node.
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code. A integer that identifies the node.
|
virtual |
Returns a string that is used to identify the node.
A string that identifies the node.
|
virtual |
Returns a string that is used to identify the node.
A string that identifies the node.
|
virtual |
Returns a string that is used to identify the node.
A string that identifies the node.
|
virtual |
Changes the name that is used to identify the node easily.
A string that identifies the node.
|
virtual |
Changes the name that is used to identify the node easily.
A string that identifies the node.
|
virtual |
Changes the name that is used to identify the node easily.
A string that identifies the node.
|
inlinevirtual |
Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object. A custom user data pointer.
|
inlinevirtual |
Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object. A custom user data pointer.
|
virtual |
Sets a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object, etc. Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased. A custom user data pointer.
|
virtual |
Sets a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object, etc. Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased. A custom user data pointer.
|
inlinevirtual |
Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object. A user assigned Object.
|
inlinevirtual |
Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object. A user assigned Object.
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.
GLProgram* getGLProgram | ( | ) | const |
var getGLProgram | ( | ) |
local getGLProgram | ( | ) |
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.
Reimplemented in Sprite3D.
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.
Reimplemented in Sprite3D.
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.
Reimplemented in Sprite3D.
GLProgramState* getGLProgramState | ( | ) | const |
Return the GLProgramState currently used for this node.
The GLProgramState currently used for this node.
var getGLProgramState | ( | ) |
Return the GLProgramState currently used for this node.
The GLProgramState currently used for this node.
local getGLProgramState | ( | ) |
Return the GLProgramState currently used for this node.
The GLProgramState currently used for this node.
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|
virtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
void scheduleUpdateWithPriorityLua | ( | int | handler, |
int | priority | ||
) |
Schedules for lua script.
@~
local scheduleUpdateWithPriorityLua | ( | local | handler, |
local | priority | ||
) |
Schedules for lua script.
@~
|
virtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, Widget, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, ScrollView, TextField, TransitionShrinkGrow, EditBox, Layout, TransitionSlideInL, Camera, TransitionMoveInL, TransitionJumpZoom, Menu, PhysicsSprite, TransitionRotoZoom, ProtectedNode, ScrollViewBar, ClippingNode, TransitionPageTurn, BaseLight, TransitionScene, TransitionProgress, and UICCTextField.
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virtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, Widget, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, ScrollView, TextField, TransitionShrinkGrow, EditBox, Layout, TransitionSlideInL, Camera, TransitionMoveInL, TransitionJumpZoom, Menu, PhysicsSprite, TransitionRotoZoom, ProtectedNode, ScrollViewBar, ClippingNode, TransitionPageTurn, BaseLight, TransitionScene, TransitionProgress, and UICCTextField.
|
virtual |
Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, Widget, EditBox, Layout, Camera, Menu, PhysicsSprite, ProtectedNode, ClippingNode, MenuItem, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.
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virtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, Widget, EditBox, Layout, Camera, Menu, PhysicsSprite, ProtectedNode, ClippingNode, MenuItem, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.
|
virtual |
Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.
|
virtual |
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.
|
virtual |
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.
|
virtual |
Visits this node's children and send their render command recursively.
A given renderer. A transform matrix. Renderer flag.
Reimplemented in Label, Scale9Sprite, Layout, Widget, RenderTexture, Camera, TextFieldTTF, Sprite3D, SpriteBatchNode, ScrollView, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.
|
virtual |
Visits this node's children and send their render command recursively.
A given renderer. A transform matrix. Renderer flag.
Reimplemented in Label, Scale9Sprite, Layout, Widget, RenderTexture, Camera, TextFieldTTF, Sprite3D, SpriteBatchNode, ScrollView, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.
|
virtual |
Visits this node's children and send their render command recursively.
A given renderer. A transform matrix. Renderer flag.
Reimplemented in Label, Scale9Sprite, Layout, Widget, RenderTexture, Camera, TextFieldTTF, Sprite3D, SpriteBatchNode, ScrollView, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.
|
virtual |
|
virtual |
|
virtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Set event dispatcher for node.
The event dispatcher.
|
virtual |
Set event dispatcher for node.
The event dispatcher.
|
virtual |
Set event dispatcher for node.
The event dispatcher.
|
inlinevirtual |
Get the event dispatcher.
The event dispatcher.
|
inlinevirtual |
Get the event dispatcher.
The event dispatcher.
|
inlinevirtual |
Get the event dispatcher.
The event dispatcher.
|
virtual |
Sets the ActionManager object that is used by all actions.
If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.
|
virtual |
Sets the ActionManager object that is used by all actions.
If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.
|
virtual |
Sets the ActionManager object that is used by all actions.
If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
An ActionManager object.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
An ActionManager object.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
An ActionManager object.
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.
Reimplemented in Sprite3D.
|
virtual |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.
Reimplemented in Sprite3D.
|
virtual |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.
Reimplemented in Sprite3D.
void stopAction | ( | Action * | action | ) |
Stops and removes an action from the running action list.
The action object to be removed.
var stopAction | ( | var | action | ) |
Stops and removes an action from the running action list.
The action object to be removed.
local stopAction | ( | local | action | ) |
Stops and removes an action from the running action list.
The action object to be removed.
void stopActionByTag | ( | int | tag | ) |
Removes an action from the running action list by its tag.
A tag that indicates the action to be removed.
var stopActionByTag | ( | var | tag | ) |
Removes an action from the running action list by its tag.
A tag that indicates the action to be removed.
local stopActionByTag | ( | local | tag | ) |
Removes an action from the running action list by its tag.
A tag that indicates the action to be removed.
void stopAllActionsByTag | ( | int | tag | ) |
Removes all actions from the running action list by its tag.
A tag that indicates the action to be removed.
var stopAllActionsByTag | ( | var | tag | ) |
Removes all actions from the running action list by its tag.
A tag that indicates the action to be removed.
local stopAllActionsByTag | ( | local | tag | ) |
Removes all actions from the running action list by its tag.
A tag that indicates the action to be removed.
void stopActionsByFlags | ( | unsigned int | flags | ) |
Removes all actions from the running action list by its flags.
flags | A flag field that removes actions based on bitwise AND. |
var stopActionsByFlags | ( | var | flags | ) |
Removes all actions from the running action list by its flags.
flags | A flag field that removes actions based on bitwise AND. |
local stopActionsByFlags | ( | local | flags | ) |
Removes all actions from the running action list by its flags.
flags | A flag field that removes actions based on bitwise AND. |
Action* getActionByTag | ( | int | tag | ) |
Gets an action from the running action list by its tag.
The action object with the given tag.
var getActionByTag | ( | var | tag | ) |
Gets an action from the running action list by its tag.
The action object with the given tag.
local getActionByTag | ( | local | tag | ) |
Gets an action from the running action list by its tag.
The action object with the given tag.
ssize_t getNumberOfRunningActions | ( | ) | const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.
var getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.
local getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.
|
inline |
|
inline |
|
inline |
|
virtual |
|
virtual |
|
virtual |
|
inlinevirtual |
Gets a Sheduler object.
A Scheduler object.
|
inlinevirtual |
Gets a Sheduler object.
A Scheduler object.
bool isScheduled | ( | SEL_SCHEDULE | selector | ) |
Checks whether a selector is scheduled.
A function selector Whether the funcion selector is scheduled.
bool isScheduled | ( | const std::string & | key | ) |
Checks whether a lambda function is scheduled.
key of the callback Whether the lambda function selector is scheduled.
void scheduleUpdate | ( | void | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.
var scheduleUpdate | ( | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.
void scheduleUpdateWithPriority | ( | int | priority | ) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
var scheduleUpdateWithPriority | ( | var | priority | ) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again. The SEL_SCHEDULE selector to be scheduled. Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution.
var schedule | ( | var | selector, |
var | interval, | ||
var | repeat, | ||
var | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again. The SEL_SCHEDULE selector to be scheduled. Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution.
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
The SEL_SCHEDULE selector to be scheduled. Callback interval time in seconds. 0 means tick every frame,
var schedule | ( | var | selector, |
var | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
The SEL_SCHEDULE selector to be scheduled. Callback interval time in seconds. 0 means tick every frame,
void scheduleOnce | ( | SEL_SCHEDULE | selector, |
float | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled.
The amount of time that the first tick will wait before execution.
var scheduleOnce | ( | var | selector, |
var | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled.
The amount of time that the first tick will wait before execution.
void scheduleOnce | ( | const std::function< void(float)> & | callback, |
float | delay, | ||
const std::string & | key | ||
) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled.
The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.
var scheduleOnce | ( | var | callback, |
var | delay, | ||
var | key | ||
) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled.
The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.
void schedule | ( | SEL_SCHEDULE | selector | ) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
A function wrapped as a selector
var schedule | ( | var | selector | ) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
A function wrapped as a selector
void schedule | ( | const std::function< void(float)> & | callback, |
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every frame. The lambda function to be scheduled. The key of the lambda function. To be used if you want to unschedule it.
var schedule | ( | var | callback, |
var | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every frame. The lambda function to be scheduled. The key of the lambda function. To be used if you want to unschedule it.
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every "interval" seconds The lambda function to be scheduled Callback interval time in seconds. 0 means every frame The key of the lambda function. To be used if you want to unschedule it
var schedule | ( | var | callback, |
var | interval, | ||
var | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every "interval" seconds The lambda function to be scheduled Callback interval time in seconds. 0 means every frame The key of the lambda function. To be used if you want to unschedule it
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
The lambda function to be schedule. Tick interval in seconds. 0 means tick every frame. The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.
var schedule | ( | var | callback, |
var | interval, | ||
var | repeat, | ||
var | delay, | ||
var | key | ||
) |
Schedules a lambda function.
The lambda function to be schedule. Tick interval in seconds. 0 means tick every frame. The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.
void unschedule | ( | SEL_SCHEDULE | selector | ) |
Unschedules a custom selector.
A function wrapped as a selector.
var unschedule | ( | var | selector | ) |
Unschedules a custom selector.
A function wrapped as a selector.
void unschedule | ( | const std::string & | key | ) |
Unschedules a lambda function.
The key of the lambda function to be unscheduled.
var unschedule | ( | var | key | ) |
Unschedules a lambda function.
The key of the lambda function to be unscheduled.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
void resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
var resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
local resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
void pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
var pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
local pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
|
virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode)
, while you can only addChild(sprite) before.
Reimplemented in Sprite.
|
virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode)
, while you can only addChild(sprite) before.
Reimplemented in Sprite.
|
virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode)
, while you can only addChild(sprite) before.
Reimplemented in Sprite.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in AttachNode.
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Sets the transformation matrix manually.
A given transformation matrix.
|
virtual |
Sets the transformation matrix manually.
A given transformation matrix.
|
virtual |
Sets the transformation matrix manually.
A given transformation matrix.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels. The transformation matrix.
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels. The transformation matrix.
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels. The transformation matrix.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels. transformation matrix, in pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels. transformation matrix, in pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels. transformation matrix, in pixels.
Reimplemented in AttachNode.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels. The transformation matrix.
Reimplemented in AttachNode.
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels. The transformation matrix.
Reimplemented in AttachNode.
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels. The transformation matrix.
Reimplemented in AttachNode.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. A given coordinate. A point in node (local) space coordinates.
var convertToNodeSpace | ( | var | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. A given coordinate. A point in node (local) space coordinates.
local convertToNodeSpace | ( | local | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. A given coordinate. A point in node (local) space coordinates.
Converts a Vec2 to world space coordinates.
The result is in Points. A given coordinate. A point in world space coordinates.
var convertToWorldSpace | ( | var | nodePoint | ) |
Converts a Vec2 to world space coordinates.
The result is in Points. A given coordinate. A point in world space coordinates.
local convertToWorldSpace | ( | local | nodePoint | ) |
Converts a Vec2 to world space coordinates.
The result is in Points. A given coordinate. A point in world space coordinates.
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.
var convertToNodeSpaceAR | ( | var | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.
local convertToNodeSpaceAR | ( | local | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.
var convertToWorldSpaceAR | ( | var | nodePoint | ) |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.
local convertToWorldSpaceAR | ( | local | nodePoint | ) |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.
var convertTouchToNodeSpace | ( | var | touch | ) |
local convertTouchToNodeSpace | ( | local | touch | ) |
Converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.
var convertTouchToNodeSpaceAR | ( | var | touch | ) |
Converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.
local convertTouchToNodeSpaceAR | ( | local | touch | ) |
Converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.
void setAdditionalTransform | ( | Mat4 * | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).
var setAdditionalTransform | ( | var | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).
local setAdditionalTransform | ( | local | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).
Component* getComponent | ( | const std::string & | name | ) |
Gets a component by its name.
A given name of component. The Component by name.
var getComponent | ( | var | name | ) |
Gets a component by its name.
A given name of component. The Component by name.
local getComponent | ( | local | name | ) |
Gets a component by its name.
A given name of component. The Component by name.
|
virtual |
Adds a component.
A given component. True if added success.
|
virtual |
Adds a component.
A given component. True if added success.
|
virtual |
Adds a component.
A given component. True if added success.
|
virtual |
Removes a component by its name.
A given name of component. True if removed success.
|
virtual |
Removes a component by its name.
A given name of component. True if removed success.
|
virtual |
Removes a component by its name.
A given name of component. True if removed success.
|
virtual |
Removes a component by its pointer.
A given component. True if removed success.
|
virtual |
Removes a component by its pointer.
A given component. True if removed success.
|
virtual |
Removes a component by its pointer.
A given component. True if removed success.
void setPhysicsBody | ( | PhysicsBody * | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.
var setPhysicsBody | ( | var | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.
local setPhysicsBody | ( | local | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.
|
inline |
Get the PhysicsBody the sprite have.
The PhysicsBody the sprite have.
|
inline |
Get the PhysicsBody the sprite have.
The PhysicsBody the sprite have.
|
inline |
Get the PhysicsBody the sprite have.
The PhysicsBody the sprite have.
void removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.
var removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.
local removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.