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Director Class Referenceabstract

Class that creates and handles the main Window and manages how and when to execute the Scenes. More...

Inherits Ref.

Inherited by DisplayLinkDirector.

Public Types

enum  Projection { _2D, _3D, CUSTOM, DEFAULT = _3D }
 Possible OpenGL projections used by director. More...
 

Public Member Functions

ScenegetRunningScene ()
 Gets current running Scene. More...
 
var getRunningScene ()
 Gets current running Scene. More...
 
local getRunningScene ()
 Gets current running Scene. More...
 
float getAnimationInterval ()
 Gets the FPS value.
 
var getAnimationInterval ()
 Gets the FPS value.
 
local getAnimationInterval ()
 Gets the FPS value.
 
virtual void setAnimationInterval (float interval)=0
 Sets the FPS value. More...
 
local setAnimationInterval ( local interval)
 Sets the FPS value. More...
 
bool isDisplayStats ()
 Whether or not to display the FPS on the bottom-left corner.
 
var isDisplayStats ()
 Whether or not to display the FPS on the bottom-left corner.
 
local isDisplayStats ()
 Whether or not to display the FPS on the bottom-left corner.
 
void setDisplayStats (bool displayStats)
 Display the FPS on the bottom-left corner.
 
var setDisplayStats ( var displayStats)
 Display the FPS on the bottom-left corner.
 
local setDisplayStats ( local displayStats)
 Display the FPS on the bottom-left corner.
 
float getSecondsPerFrame ()
 Get seconds per frame.
 
var getSecondsPerFrame ()
 Get seconds per frame.
 
local getSecondsPerFrame ()
 Get seconds per frame.
 
GLViewgetOpenGLView ()
 Get the GLView.
 
var getOpenGLView ()
 Get the GLView.
 
void setOpenGLView (GLView *openGLView)
 Sets the GLView.
 
var setOpenGLView ( var openGLView)
 Sets the GLView.
 
bool isNextDeltaTimeZero ()
 Whether or not _nextDeltaTimeZero is set to 0.
 
var isNextDeltaTimeZero ()
 Whether or not _nextDeltaTimeZero is set to 0.
 
local isNextDeltaTimeZero ()
 Whether or not _nextDeltaTimeZero is set to 0.
 
void setNextDeltaTimeZero (bool nextDeltaTimeZero)
 Sets the delta time between current frame and next frame is 0. More...
 
bool isPaused ()
 Whether or not the Director is paused.
 
unsigned int getTotalFrames ()
 How many frames were called since the director started.
 
var getTotalFrames ()
 How many frames were called since the director started.
 
local getTotalFrames ()
 How many frames were called since the director started.
 
Projection getProjection ()
 Gets an OpenGL projection.
 
var getProjection ()
 Gets an OpenGL projection.
 
void setProjection (Projection projection)
 Sets OpenGL projection.
 
var setProjection ( var projection)
 Sets OpenGL projection.
 
local setProjection ( local projection)
 Sets OpenGL projection.
 
void setViewport ()
 Sets the glViewport.
 
bool isSendCleanupToScene ()
 Whether or not the replaced scene will receive the cleanup message. More...
 
NodegetNotificationNode () const
 This object will be visited after the main scene is visited. More...
 
var getNotificationNode ()
 This object will be visited after the main scene is visited. More...
 
local getNotificationNode ()
 This object will be visited after the main scene is visited. More...
 
void setNotificationNode (Node *node)
 Sets the notification node.
 
var setNotificationNode ( var node)
 Sets the notification node.
 
local setNotificationNode ( local node)
 Sets the notification node.
 
const SizegetWinSize () const
 Returns the size of the OpenGL view in points.
 
var getWinSize ()
 Returns the size of the OpenGL view in points.
 
local getWinSize ()
 Returns the size of the OpenGL view in points.
 
Size getWinSizeInPixels () const
 Returns the size of the OpenGL view in pixels.
 
var getWinSizeInPixels ()
 Returns the size of the OpenGL view in pixels.
 
local getWinSizeInPixels ()
 Returns the size of the OpenGL view in pixels.
 
Size getVisibleSize () const
 Returns visible size of the OpenGL view in points. More...
 
var getVisibleSize ()
 Returns visible size of the OpenGL view in points. More...
 
local getVisibleSize ()
 Returns visible size of the OpenGL view in points. More...
 
Vec2 getVisibleOrigin () const
 Returns visible origin coordinate of the OpenGL view in points.
 
Vec2 convertToGL (const Vec2 &point)
 Converts a screen coordinate to an OpenGL coordinate. More...
 
var convertToGL ( var point)
 Converts a screen coordinate to an OpenGL coordinate. More...
 
local convertToGL ( local point)
 Converts a screen coordinate to an OpenGL coordinate. More...
 
Vec2 convertToUI (const Vec2 &point)
 Converts an OpenGL coordinate to a screen coordinate. More...
 
float getZEye () const
 Gets the distance between camera and near clipping frame. More...
 
void runWithScene (Scene *scene)
 Enters the Director's main loop with the given Scene. More...
 
local runWithScene ( local scene)
 Enters the Director's main loop with the given Scene. More...
 
void pushScene (Scene *scene)
 Suspends the execution of the running scene, pushing it on the stack of suspended scenes. More...
 
void popScene ()
 Pops out a scene from the stack. More...
 
void popToRootScene ()
 Pops out all scenes from the stack until the root scene in the queue. More...
 
void popToSceneStackLevel (int level)
 Pops out all scenes from the stack until it reaches level. More...
 
var popToSceneStackLevel ( var level)
 Pops out all scenes from the stack until it reaches level. More...
 
local popToSceneStackLevel ( local level)
 Pops out all scenes from the stack until it reaches level. More...
 
void replaceScene (Scene *scene)
 Replaces the running scene with a new one. More...
 
void end ()
 Ends the execution, releases the running scene.
 
void pause ()
 Pauses the running scene. More...
 
var pause ()
 Pauses the running scene. More...
 
local pause ()
 Pauses the running scene. More...
 
void resume ()
 Resumes the paused scene. More...
 
virtual void stopAnimation ()=0
 Stops the animation. More...
 
local stopAnimation ()
 Stops the animation. More...
 
virtual void startAnimation ()=0
 The main loop is triggered again. More...
 
var startAnimation ()
 The main loop is triggered again. More...
 
local startAnimation ()
 The main loop is triggered again. More...
 
void drawScene ()
 Draw the scene. More...
 
var drawScene ()
 Draw the scene. More...
 
local drawScene ()
 Draw the scene. More...
 
void purgeCachedData ()
 Removes all cocos2d cached data. More...
 
void setDefaultValues ()
 Sets the default values based on the Configuration info.
 
var setDefaultValues ()
 Sets the default values based on the Configuration info.
 
local setDefaultValues ()
 Sets the default values based on the Configuration info.
 
void setGLDefaultValues ()
 Sets the OpenGL default values. More...
 
local setGLDefaultValues ()
 Sets the OpenGL default values. More...
 
void setAlphaBlending (bool on)
 Enables/disable alpha blending.
 
var setAlphaBlending ( var on)
 Enables/disable alpha blending.
 
local setAlphaBlending ( local on)
 Enables/disable alpha blending.
 
void setClearColor (const Color4F &clearColor)
 Sets clear values for the color buffers, value range of each element is [0.0, 1.0].
 
void setDepthTest (bool on)
 Enable/disable depth test.
 
void setContentScaleFactor (float scaleFactor)
 The size in pixels of the surface. More...
 
var setContentScaleFactor ( var scaleFactor)
 The size in pixels of the surface. More...
 
local setContentScaleFactor ( local scaleFactor)
 The size in pixels of the surface. More...
 
float getContentScaleFactor () const
 Gets content scale factor.
 
SchedulergetScheduler () const
 Gets the Scheduler associated with this director.
 
var getScheduler ()
 Gets the Scheduler associated with this director.
 
local getScheduler ()
 Gets the Scheduler associated with this director.
 
void setScheduler (Scheduler *scheduler)
 Sets the Scheduler associated with this director.
 
ActionManagergetActionManager () const
 Gets the ActionManager associated with this director.
 
var getActionManager ()
 Gets the ActionManager associated with this director.
 
local getActionManager ()
 Gets the ActionManager associated with this director.
 
void setActionManager (ActionManager *actionManager)
 Sets the ActionManager associated with this director.
 
var setActionManager ( var actionManager)
 Sets the ActionManager associated with this director.
 
local setActionManager ( local actionManager)
 Sets the ActionManager associated with this director.
 
EventDispatchergetEventDispatcher () const
 Gets the EventDispatcher associated with this director.
 
local getEventDispatcher ()
 Gets the EventDispatcher associated with this director.
 
void setEventDispatcher (EventDispatcher *dispatcher)
 Sets the EventDispatcher associated with this director.
 
local setEventDispatcher ( local dispatcher)
 Sets the EventDispatcher associated with this director.
 
Renderer * getRenderer () const
 Returns the Renderer associated with this director.
 
var getRenderer ()
 Returns the Renderer associated with this director.
 
local getRenderer ()
 Returns the Renderer associated with this director.
 
Console * getConsole () const
 Returns the Console associated with this director.
 
local getConsole ()
 Returns the Console associated with this director.
 
float getFrameRate () const
 Gets Frame Rate.
 
local getFrameRate ()
 Gets Frame Rate.
 
void pushMatrix (MATRIX_STACK_TYPE type)
 Clones a specified type matrix and put it to the top of specified type of matrix stack.
 
local pushMatrix ( local type)
 Clones a specified type matrix and put it to the top of specified type of matrix stack.
 
void popMatrix (MATRIX_STACK_TYPE type)
 Pops the top matrix of the specified type of matrix stack.
 
void loadIdentityMatrix (MATRIX_STACK_TYPE type)
 Adds an identity matrix to the top of specified type of matrxi stack.
 
void loadMatrix (MATRIX_STACK_TYPE type, const Mat4 &mat)
 Adds a matrix to the top of specified type of matrix stack. More...
 
local loadMatrix ( local type, local mat)
 Adds a matrix to the top of specified type of matrix stack. More...
 
void multiplyMatrix (MATRIX_STACK_TYPE type, const Mat4 &mat)
 Multiplies a matrix to the top of specified type of matrix stack. More...
 
const Mat4getMatrix (MATRIX_STACK_TYPE type)
 Gets the top matrix of specified type of matrix stack.
 
void resetMatrixStack ()
 Clears all types of matrix stack, and add indentity matrix to these matrix stacks.
 
const std::thread::id & getCocos2dThreadId () const
 returns the cocos2d thread id. More...
 
local getCocos2dThreadId ()
 returns the cocos2d thread id. More...
 
- 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...
 
Refautorelease ()
 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 Member Functions

static DirectorgetInstance ()
 Returns a shared instance of the director.
 
var _getInstance ()
 Returns a shared instance of the director.
 
local getInstance ()
 Returns a shared instance of the director.
 
static DirectorsharedDirector ()

Static Public Attributes

static const char * EVENT_PROJECTION_CHANGED
 Director will trigger an event when projection type is changed.
 
static const char * EVENT_BEFORE_UPDATE
 Director will trigger an event before Schedule::update() is invoked. More...
 
static const char * EVENT_AFTER_UPDATE
 Director will trigger an event after Schedule::update() is invoked.
 
var EVENT_AFTER_UPDATE
 Director will trigger an event after Schedule::update() is invoked.
 
local EVENT_AFTER_UPDATE
 Director will trigger an event after Schedule::update() is invoked.
 
static const char * EVENT_AFTER_VISIT
 Director will trigger an event after Scene::render() is invoked.
 
var EVENT_AFTER_VISIT
 Director will trigger an event after Scene::render() is invoked.
 
local EVENT_AFTER_VISIT
 Director will trigger an event after Scene::render() is invoked.
 
static const char * EVENT_AFTER_DRAW
 Director will trigger an event after a scene is drawn, the data is sent to GPU.
 

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...
 

Detailed Description

Class that creates and handles the main Window and manages how and when to execute the Scenes.

The Director is also responsible for:

  • initializing the OpenGL context
  • setting the OpenGL buffer depth (default one is 0-bit)
  • setting the projection (default one is 3D)

Since the Director is a singleton, the standard way to use it is by calling: Director::getInstance()->methodName();

Member Function Documentation

static Director* sharedDirector ( )
inlinestatic
local sharedDirector ( )
inlinestatic
Scene* getRunningScene ( )
inline

Gets current running Scene.

Director can only run one Scene at a time.

var getRunningScene ( )
inline

Gets current running Scene.

Director can only run one Scene at a time.

local getRunningScene ( )
inline

Gets current running Scene.

Director can only run one Scene at a time.

virtual void setAnimationInterval ( float  interval)
pure virtual

Sets the FPS value.

FPS = 1

Implemented in DisplayLinkDirector.

var setAnimationInterval ( var  interval)
pure virtual

Sets the FPS value.

FPS = 1

Implemented in DisplayLinkDirector.

local setAnimationInterval ( local  interval)
pure virtual

Sets the FPS value.

FPS = 1

Implemented in DisplayLinkDirector.

void setNextDeltaTimeZero ( bool  nextDeltaTimeZero)

Sets the delta time between current frame and next frame is 0.

This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions. This value will take effect only one time.

var setNextDeltaTimeZero ( var  nextDeltaTimeZero)

Sets the delta time between current frame and next frame is 0.

This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions. This value will take effect only one time.

local setNextDeltaTimeZero ( local  nextDeltaTimeZero)

Sets the delta time between current frame and next frame is 0.

This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions. This value will take effect only one time.

bool isSendCleanupToScene ( )
inline

Whether or not the replaced scene will receive the cleanup message.

If the new scene is pushed, then the old scene won't receive the "cleanup" message. If the new scene replaces the old one, the it will receive the "cleanup" message.

var isSendCleanupToScene ( )
inline

Whether or not the replaced scene will receive the cleanup message.

If the new scene is pushed, then the old scene won't receive the "cleanup" message. If the new scene replaces the old one, the it will receive the "cleanup" message.

local isSendCleanupToScene ( )
inline

Whether or not the replaced scene will receive the cleanup message.

If the new scene is pushed, then the old scene won't receive the "cleanup" message. If the new scene replaces the old one, the it will receive the "cleanup" message.

Node* getNotificationNode ( ) const
inline

This object will be visited after the main scene is visited.

This object MUST implement the "visit" function. Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)

var getNotificationNode ( )
inline

This object will be visited after the main scene is visited.

This object MUST implement the "visit" function. Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)

local getNotificationNode ( )
inline

This object will be visited after the main scene is visited.

This object MUST implement the "visit" function. Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)

Size getVisibleSize ( ) const

Returns visible size of the OpenGL view in points.

The value is equal to Director::getWinSize() if don't invoke GLView::setDesignResolutionSize().

var getVisibleSize ( )

Returns visible size of the OpenGL view in points.

The value is equal to Director::getWinSize() if don't invoke GLView::setDesignResolutionSize().

local getVisibleSize ( )

Returns visible size of the OpenGL view in points.

The value is equal to Director::getWinSize() if don't invoke GLView::setDesignResolutionSize().

Vec2 convertToGL ( const Vec2 point)

Converts a screen coordinate to an OpenGL coordinate.

Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).

var convertToGL ( var  point)

Converts a screen coordinate to an OpenGL coordinate.

Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).

local convertToGL ( local  point)

Converts a screen coordinate to an OpenGL coordinate.

Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).

Vec2 convertToUI ( const Vec2 point)

Converts an OpenGL coordinate to a screen coordinate.

Useful to convert node points to window points for calls such as glScissor.

var convertToUI ( var  point)

Converts an OpenGL coordinate to a screen coordinate.

Useful to convert node points to window points for calls such as glScissor.

local convertToUI ( local  point)

Converts an OpenGL coordinate to a screen coordinate.

Useful to convert node points to window points for calls such as glScissor.

float getZEye ( ) const

Gets the distance between camera and near clipping frame.

It is correct for default camera that near clipping frame is the same as screen.

var getZEye ( )

Gets the distance between camera and near clipping frame.

It is correct for default camera that near clipping frame is the same as screen.

local getZEye ( )

Gets the distance between camera and near clipping frame.

It is correct for default camera that near clipping frame is the same as screen.

void runWithScene ( Scene scene)

Enters the Director's main loop with the given Scene.

Call it to run only your FIRST scene. Don't call it if there is already a running scene.

It will call pushScene: and then it will call startAnimation

local runWithScene ( local  scene)

Enters the Director's main loop with the given Scene.

Call it to run only your FIRST scene. Don't call it if there is already a running scene.

It will call pushScene: and then it will call startAnimation

void pushScene ( Scene scene)

Suspends the execution of the running scene, pushing it on the stack of suspended scenes.

The new scene will be executed. Try to avoid big stacks of pushed scenes to reduce memory allocation. ONLY call it if there is a running scene.

var pushScene ( var  scene)

Suspends the execution of the running scene, pushing it on the stack of suspended scenes.

The new scene will be executed. Try to avoid big stacks of pushed scenes to reduce memory allocation. ONLY call it if there is a running scene.

local pushScene ( local  scene)

Suspends the execution of the running scene, pushing it on the stack of suspended scenes.

The new scene will be executed. Try to avoid big stacks of pushed scenes to reduce memory allocation. ONLY call it if there is a running scene.

void popScene ( )

Pops out a scene from the stack.

This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. ONLY call it if there is a running scene.

var popScene ( )

Pops out a scene from the stack.

This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. ONLY call it if there is a running scene.

local popScene ( )

Pops out a scene from the stack.

This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. ONLY call it if there is a running scene.

void popToRootScene ( )

Pops out all scenes from the stack until the root scene in the queue.

This scene will replace the running one. Internally it will call popToSceneStackLevel(1).

var popToRootScene ( )

Pops out all scenes from the stack until the root scene in the queue.

This scene will replace the running one. Internally it will call popToSceneStackLevel(1).

local popToRootScene ( )

Pops out all scenes from the stack until the root scene in the queue.

This scene will replace the running one. Internally it will call popToSceneStackLevel(1).

void popToSceneStackLevel ( int  level)

Pops out all scenes from the stack until it reaches level.

If level is 0, it will end the director. If level is 1, it will pop all scenes until it reaches to root scene. If level is <= than the current stack level, it won't do anything.

var popToSceneStackLevel ( var  level)

Pops out all scenes from the stack until it reaches level.

If level is 0, it will end the director. If level is 1, it will pop all scenes until it reaches to root scene. If level is <= than the current stack level, it won't do anything.

local popToSceneStackLevel ( local  level)

Pops out all scenes from the stack until it reaches level.

If level is 0, it will end the director. If level is 1, it will pop all scenes until it reaches to root scene. If level is <= than the current stack level, it won't do anything.

void replaceScene ( Scene scene)

Replaces the running scene with a new one.

The running scene is terminated. ONLY call it if there is a running scene.

local replaceScene ( local  scene)

Replaces the running scene with a new one.

The running scene is terminated. ONLY call it if there is a running scene.

void pause ( )

Pauses the running scene.

The running scene will be drawed, but all scheduled timers will be paused. While paused, the draw rate will be 4 FPS to reduce CPU consumption.

var pause ( )

Pauses the running scene.

The running scene will be drawed, but all scheduled timers will be paused. While paused, the draw rate will be 4 FPS to reduce CPU consumption.

local pause ( )

Pauses the running scene.

The running scene will be drawed, but all scheduled timers will be paused. While paused, the draw rate will be 4 FPS to reduce CPU consumption.

void resume ( )

Resumes the paused scene.

The scheduled timers will be activated again. The "delta time" will be 0 (as if the game wasn't paused).

var resume ( )

Resumes the paused scene.

The scheduled timers will be activated again. The "delta time" will be 0 (as if the game wasn't paused).

local resume ( )

Resumes the paused scene.

The scheduled timers will be activated again. The "delta time" will be 0 (as if the game wasn't paused).

virtual void stopAnimation ( )
pure virtual

Stops the animation.

Nothing will be drawn. The main loop won't be triggered anymore. If you don't want to pause your animation call [pause] instead.

Implemented in DisplayLinkDirector.

var stopAnimation ( )
pure virtual

Stops the animation.

Nothing will be drawn. The main loop won't be triggered anymore. If you don't want to pause your animation call [pause] instead.

Implemented in DisplayLinkDirector.

local stopAnimation ( )
pure virtual

Stops the animation.

Nothing will be drawn. The main loop won't be triggered anymore. If you don't want to pause your animation call [pause] instead.

Implemented in DisplayLinkDirector.

virtual void startAnimation ( )
pure virtual

The main loop is triggered again.

Call this function only if [stopAnimation] was called earlier. Don't call this function to start the main loop. To run the main loop call runWithScene.

Implemented in DisplayLinkDirector.

var startAnimation ( )
pure virtual

The main loop is triggered again.

Call this function only if [stopAnimation] was called earlier. Don't call this function to start the main loop. To run the main loop call runWithScene.

Implemented in DisplayLinkDirector.

local startAnimation ( )
pure virtual

The main loop is triggered again.

Call this function only if [stopAnimation] was called earlier. Don't call this function to start the main loop. To run the main loop call runWithScene.

Implemented in DisplayLinkDirector.

void drawScene ( )

Draw the scene.

This method is called every frame. Don't call it manually.

var drawScene ( )

Draw the scene.

This method is called every frame. Don't call it manually.

local drawScene ( )

Draw the scene.

This method is called every frame. Don't call it manually.

void purgeCachedData ( )

Removes all cocos2d cached data.

It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache

var purgeCachedData ( )

Removes all cocos2d cached data.

It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache

local purgeCachedData ( )

Removes all cocos2d cached data.

It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache

void setGLDefaultValues ( )

Sets the OpenGL default values.

It will enable alpha blending, disable depth test.

local setGLDefaultValues ( )

Sets the OpenGL default values.

It will enable alpha blending, disable depth test.

void setContentScaleFactor ( float  scaleFactor)

The size in pixels of the surface.

It could be different than the screen size. High-res devices might have a higher surface size than the screen size. Only available when compiled using SDK >= 4.0.

var setContentScaleFactor ( var  scaleFactor)

The size in pixels of the surface.

It could be different than the screen size. High-res devices might have a higher surface size than the screen size. Only available when compiled using SDK >= 4.0.

local setContentScaleFactor ( local  scaleFactor)

The size in pixels of the surface.

It could be different than the screen size. High-res devices might have a higher surface size than the screen size. Only available when compiled using SDK >= 4.0.

void loadMatrix ( MATRIX_STACK_TYPE  type,
const Mat4 mat 
)

Adds a matrix to the top of specified type of matrix stack.

Matrix type. The matrix that to be added.

local loadMatrix ( local  type,
local  mat 
)

Adds a matrix to the top of specified type of matrix stack.

Matrix type. The matrix that to be added.

void multiplyMatrix ( MATRIX_STACK_TYPE  type,
const Mat4 mat 
)

Multiplies a matrix to the top of specified type of matrix stack.

Matrix type. The matrix that to be multipied.

local multiplyMatrix ( local  type,
local  mat 
)

Multiplies a matrix to the top of specified type of matrix stack.

Matrix type. The matrix that to be multipied.

const std::thread::id&
getCocos2dThreadId
( ) const
inline

returns the cocos2d thread id.

Useful to know if certain code is already running on the cocos2d thread

var getCocos2dThreadId ( )
inline

returns the cocos2d thread id.

Useful to know if certain code is already running on the cocos2d thread

local getCocos2dThreadId ( )
inline

returns the cocos2d thread id.

Useful to know if certain code is already running on the cocos2d thread

Member Data Documentation

const char* EVENT_BEFORE_UPDATE
static

Director will trigger an event before Schedule::update() is invoked.

var EVENT_BEFORE_UPDATE
static

Director will trigger an event before Schedule::update() is invoked.

local EVENT_BEFORE_UPDATE
static

Director will trigger an event before Schedule::update() is invoked.


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