cocos2d-x  3.2
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RenderTexture Class Reference

RenderTexture is a generic rendering target. More...

#include <CCRenderTexture.h>

Inheritance diagram for RenderTexture:
Node Ref

Public Member Functions

virtual void begin ()
 starts grabbing More...
 
var begin ()
 starts grabbing More...
 
local begin ()
 starts grabbing More...
 
virtual void beginWithClear (float r, float g, float b, float a)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
var endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
local endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
virtual void end ()
 ends grabbing More...
 
var end ()
 ends grabbing More...
 
local end ()
 ends grabbing More...
 
void clear (float r, float g, float b, float a)
 clears the texture with a color More...
 
var clear ( var r, var g, var b, var a)
 clears the texture with a color More...
 
local clear ( local r, local g, local b, local a)
 clears the texture with a color More...
 
virtual void clearDepth (float depthValue)
 clears the texture with a specified depth value More...
 
virtual void clearStencil (int stencilValue)
 clears the texture with a specified stencil value More...
 
local clearStencil ( local stencilValue)
 clears the texture with a specified stencil value More...
 
ImagenewImage (bool flipImage=true)
local newImage ( local true)
ImagenewCCImage (bool flipImage=true)
local newCCImage ( local true)
bool saveToFile (const std::string &filename, bool isRGBA=true)
 saves the texture into a file using JPEG format. More...
 
var saveToFile ( var filename, var true)
 saves the texture into a file using JPEG format. More...
 
local saveToFile ( local filename, local true)
 saves the texture into a file using JPEG format. More...
 
bool saveToFile (const std::string &filename, Image::Format format, bool isRGBA=true)
 saves the texture into a file. More...
 
var saveToFile ( var filename, var format, var true)
 saves the texture into a file. More...
 
local saveToFile ( local filename, local format, local true)
 saves the texture into a file. More...
 
void listenToBackground (EventCustom *event)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (EventCustom *event)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
var listenToForeground ( var event)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
local listenToForeground ( local event)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int clearFlags)
const Color4FgetClearColor () const
 Clear color value. More...
 
void setClearColor (const Color4F &clearColor)
float getClearDepth () const
 Value for clearDepth. More...
 
var getClearDepth ()
 Value for clearDepth. More...
 
local getClearDepth ()
 Value for clearDepth. More...
 
void setClearDepth (float clearDepth)
int getClearStencil () const
 Value for clear Stencil. More...
 
var getClearStencil ()
 Value for clear Stencil. More...
 
local getClearStencil ()
 Value for clear Stencil. More...
 
void setClearStencil (int clearStencil)
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
var isAutoDraw ()
 When enabled, it will render its children into the texture automatically. More...
 
local isAutoDraw ()
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool isAutoDraw)
SpritegetSprite () const
 Gets the Sprite being used. More...
 
local getSprite ()
 Gets the Sprite being used. More...
 
void setSprite (Sprite *sprite)
 Sets the Sprite being used. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and draw them recursively. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 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...
 
void setKeepMatrix (bool keepMatrix)
void setVirtualViewport (const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport)
 Used for grab part of screen to a texture. More...
 
var setVirtualViewport ( var rtBegin, var fullRect, var fullViewport)
 Used for grab part of screen to a texture. More...
 
local setVirtualViewport ( local rtBegin, local fullRect, local fullViewport)
 Used for grab part of screen to a texture. More...
 
 RenderTexture ()
virtual ~RenderTexture ()
local ~RenderTexture ()
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
var initWithWidthAndHeight ( var w, var h, var format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local initWithWidthAndHeight ( local w, local h, local format)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
var initWithWidthAndHeight ( var w, var h, var format, var depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
local initWithWidthAndHeight ( local w, local h, local format, local depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit () final
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 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)
var setEventDispatcher ( var dispatcher)
local setEventDispatcher ( local dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
var setPhysicsBody ( var body)
 set the PhysicsBody that let the sprite effect with physics More...
 
local setPhysicsBody ( local body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBodygetPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor () const
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
var isCascadeColorEnabled ()
local isCascadeColorEnabled ()
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool value)
var setOpacityModifyRGB ( var value)
local setOpacityModifyRGB ( local value)
virtual bool isOpacityModifyRGB () const
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
void setOnEnterCallback (const std::function< void()> &callback)
var setOnEnterCallback ( var callback)
local setOnEnterCallback ( local callback)
const std::function< void()> & getOnEnterCallback () const
local getOnEnterCallback ()
void setOnExitCallback (const std::function< void()> &callback)
var setOnExitCallback ( var callback)
local setOnExitCallback ( local callback)
const std::function< void()> & getOnExitCallback () const
local getOnExitCallback ()
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
var setonEnterTransitionDidFinishCallback ( var callback)
local setonEnterTransitionDidFinishCallback ( local callback)
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
local getonEnterTransitionDidFinishCallback ()
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
var setonExitTransitionDidStartCallback ( var callback)
local setonExitTransitionDidStartCallback ( local callback)
const std::function< void()> & getonExitTransitionDidStartCallback () const
local getonExitTransitionDidStartCallback ()
virtual ~Node ()
var ~Node ()
local ~Node ()
virtual bool init ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
local setLocalZOrder ( local 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
var getZOrder ()
local getZOrder ()
virtual void setGlobalZOrder (float 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...
 
var setScaleX ( var 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. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var 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. More...
 
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. More...
 
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...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 returns the normalized position More...
 
local getNormalizedPosition ()
 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...
 
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)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
var getPositionX ()
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
local setPosition3D ( local 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)
var setVertexZ ( var vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
var getVertexZ ()
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...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
var setSkewY ( var 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...
 
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 Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
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...
 
var setRotation ( var 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...
 
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 setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
var getRotationSkewX ()
 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)
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)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
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 NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
var getChildByName ( var name)
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename 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...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
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...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void 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. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local 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...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual 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...
 
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 RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () 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...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
GLProgramStategetGLProgramState () const
var getGLProgramState ()
local getGLProgramState ()
void setGLProgramState (GLProgramState *glProgramState)
var setGLProgramState ( var glProgramState)
local setGLProgramState ( local glProgramState)
void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
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...
 
ActiongetActionByTag (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...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
var numberOfRunningActions ()
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
var resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 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...
 
var resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local 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)
var update ( var delta)
local update ( local delta)
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &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 Mat4getParentToNodeTransform () const
 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 ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Vec2 to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 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...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
ComponentgetComponent (const std::string &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...
 
local addComponent ( local 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 void removeAllComponents ()
 removes all components More...
 
var removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void 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...
 
virtual ~Ref ()

Static Public Member Functions

static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
var create ( var w, var h, var format, var depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
local create ( local w, local h, local format, local depthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
static RenderTexturecreate (int w, int h, Texture2D::PixelFormat format)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local create ( local w, local h, local format)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
static RenderTexturecreate (int w, int h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 

Protected Member Functions

virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
local beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue, local flags)
void onBegin ()
void onEnd ()
local onEnd ()
void onClear ()
var onClear ()
local onClear ()
void onClearDepth ()
var onClearDepth ()
local onClearDepth ()
void onSaveToFile (const std::string &fileName, bool isRGBA=true)
var onSaveToFile ( var fileName, var true)
local onSaveToFile ( local fileName, local true)
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
var detachChild ( var child, var index, var doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
local detachChild ( local child, local index, local doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
var transform ( var parentTransform)
local transform ( local parentTransform)
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
var processParentFlags ( var parentTransform, var parentFlags)
local processParentFlags ( local parentTransform, local parentFlags)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
var disableCascadeColor ()
local disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
var doEnumerate ( var name, var callback)
local doEnumerate ( local name, local callback)
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
var doEnumerateRecursive ( var node, var name, var callback)
local doEnumerateRecursive ( local node, local name, local callback)
void updatePhysicsBodyTransform (Scene *layer)
var updatePhysicsBodyTransform ( var layer)
local updatePhysicsBodyTransform ( local layer)
virtual void updatePhysicsBodyPosition (Scene *layer)
local updatePhysicsBodyPosition ( local layer)
virtual void updatePhysicsBodyRotation (Scene *layer)
var updatePhysicsBodyRotation ( var layer)
local updatePhysicsBodyRotation ( local layer)
virtual void updatePhysicsBodyScale (Scene *scene)
var updatePhysicsBodyScale ( var scene)
local updatePhysicsBodyScale ( local scene)
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _keepMatrix
Rect _rtTextureRect
var _rtTextureRect
local _rtTextureRect
Rect _fullRect
var _fullRect
local _fullRect
Rect _fullviewPort
var _fullviewPort
local _fullviewPort
GLuint _FBO
var _FBO
local _FBO
GLuint _depthRenderBufffer
var _depthRenderBufffer
local _depthRenderBufffer
GLint _oldFBO
var _oldFBO
local _oldFBO
Texture2D_texture
var _texture
local _texture
Texture2D_textureCopy
var _textureCopy
local _textureCopy
Image_UITextureImage
var _UITextureImage
local _UITextureImage
Texture2D::PixelFormat _pixelFormat
var _pixelFormat
local _pixelFormat
GLbitfield _clearFlags
var _clearFlags
local _clearFlags
Color4F _clearColor
var _clearColor
local _clearColor
GLclampf _clearDepth
var _clearDepth
local _clearDepth
GLint _clearStencil
var _clearStencil
local _clearStencil
bool _autoDraw
var _autoDraw
local _autoDraw
Sprite_sprite
 The Sprite being used. More...
 
GroupCommand _groupCommand
CustomCommand _beginWithClearCommand
var _beginWithClearCommand
local _beginWithClearCommand
CustomCommand _clearDepthCommand
var _clearDepthCommand
local _clearDepthCommand
CustomCommand _clearCommand
var _clearCommand
local _clearCommand
CustomCommand _beginCommand
var _beginCommand
local _beginCommand
CustomCommand _endCommand
var _endCommand
local _endCommand
CustomCommand _saveToFileCommand
var _saveToFileCommand
local _saveToFileCommand
Mat4 _oldTransMatrix
local _oldTransMatrix
Mat4 _oldProjMatrix
var _oldProjMatrix
local _oldProjMatrix
Mat4 _transformMatrix
var _transformMatrix
local _transformMatrix
Mat4 _projectionMatrix
local _projectionMatrix
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
local _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
var _normalizedPosition
local _normalizedPosition
bool _usingNormalizedPosition
var _usingNormalizedPosition
local _usingNormalizedPosition
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
var _contentSizeDirty
 whether or not the contentSize is dirty More...
 
local _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
var _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
local _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
var _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
local _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
var _glProgramState
 OpenGL Program State. More...
 
local _glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
var _running
 is running More...
 
local _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
var _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
var _physicsBody
 the physicsBody the node have More...
 
local _physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
var _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
local _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
var _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
local _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
GLubyte _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
std::function< void()> _onEnterCallback
var _onEnterCallback
local _onEnterCallback
std::function< void()> _onExitCallback
var _onExitCallback
local _onExitCallback
std::function< void()> _onEnterTransitionDidFinishCallback
std::function< void()> _onExitTransitionDidStartCallback
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

RenderTexture is a generic rendering target.

To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.

Since
v0.8.1

Constructor & Destructor Documentation

var RenderTexture ( )
local RenderTexture ( )
virtual ~RenderTexture ( )
virtual
var ~RenderTexture ( )
virtual
local ~RenderTexture ( )
virtual

Member Function Documentation

virtual void begin ( )
virtual

starts grabbing

var begin ( )
virtual

starts grabbing

local begin ( )
virtual

starts grabbing

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue 
)
virtual

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue,
GLbitfield  flags 
)
protectedvirtual
var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue,
var  flags 
)
protectedvirtual
local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue,
local  flags 
)
protectedvirtual
void clear ( float  r,
float  g,
float  b,
float  a 
)

clears the texture with a color

var clear ( var  r,
var  g,
var  b,
var  a 
)

clears the texture with a color

local clear ( local  r,
local  g,
local  b,
local  a 
)

clears the texture with a color

virtual void clearDepth ( float  depthValue)
virtual

clears the texture with a specified depth value

var clearDepth ( var  depthValue)
virtual

clears the texture with a specified depth value

local clearDepth ( local  depthValue)
virtual

clears the texture with a specified depth value

virtual void clearStencil ( int  stencilValue)
virtual

clears the texture with a specified stencil value

var clearStencil ( var  stencilValue)
virtual

clears the texture with a specified stencil value

local clearStencil ( local  stencilValue)
virtual

clears the texture with a specified stencil value

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var create ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local create ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var create ( var  w,
var  h,
var  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local create ( local  w,
local  h,
local  format 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

static RenderTexture* create ( int  w,
int  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

var create ( var  w,
var  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

local create ( local  w,
local  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

virtual void draw ( Renderer renderer,
const Mat4 transform,
uint32_t  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

var draw ( var  renderer,
var  transform,
var  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

local draw ( local  renderer,
local  transform,
local  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

virtual void end ( )
virtual

ends grabbing

var end ( )
virtual

ends grabbing

local end ( )
virtual

ends grabbing

void endToLua ( )
inline

end is key word of lua, use other name to export to lua.

var endToLua ( )
inline

end is key word of lua, use other name to export to lua.

local endToLua ( )
inline

end is key word of lua, use other name to export to lua.

const Color4F& getClearColor ( ) const
inline

Clear color value.

Valid only when "autoDraw" is true.

var getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

local getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

float getClearDepth ( ) const
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

var getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

local getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

unsigned int getClearFlags ( ) const
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

var getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

local getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

int getClearStencil ( ) const
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

var getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

local getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

Sprite* getSprite ( ) const
inline

Gets the Sprite being used.

var getSprite ( )
inline

Gets the Sprite being used.

local getSprite ( )
inline

Gets the Sprite being used.

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var initWithWidthAndHeight ( var  w,
var  h,
var  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local initWithWidthAndHeight ( local  w,
local  h,
local  format 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var initWithWidthAndHeight ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local initWithWidthAndHeight ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

bool isAutoDraw ( ) const
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

var isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

local isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

void listenToBackground ( EventCustom event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

var listenToBackground ( var  event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

local listenToBackground ( local  event)

Listen "come to background" message, and save render texture.

It only has effect on Android.

void listenToForeground ( EventCustom event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

var listenToForeground ( var  event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

local listenToForeground ( local  event)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

Image* newCCImage ( bool  flipImage = true)
inline
var newCCImage ( var  flipImage = true)
inline
local newCCImage ( local  flipImage = true)
inline
Image* newImage ( bool  flipImage = true)
var newImage ( var  flipImage = true)
local newImage ( local  flipImage = true)
void onBegin ( )
protected
var onBegin ( )
protected
local onBegin ( )
protected
void onClear ( )
protected
var onClear ( )
protected
local onClear ( )
protected
void onClearDepth ( )
protected
var onClearDepth ( )
protected
local onClearDepth ( )
protected
void onEnd ( )
protected
var onEnd ( )
protected
local onEnd ( )
protected
void onSaveToFile ( const std::string &  fileName,
bool  isRGBA = true 
)
protected
var onSaveToFile ( var  fileName,
var  isRGBA = true 
)
protected
local onSaveToFile ( local  fileName,
local  isRGBA = true 
)
protected
bool saveToFile ( const std::string &  filename,
bool  isRGBA = true 
)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  filename,
var  isRGBA = true 
)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  filename,
local  isRGBA = true 
)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

bool saveToFile ( const std::string &  filename,
Image::Format  format,
bool  isRGBA = true 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  filename,
var  format,
var  isRGBA = true 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  filename,
local  format,
local  isRGBA = true 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

void setAutoDraw ( bool  isAutoDraw)
inline
var setAutoDraw ( var  isAutoDraw)
inline
local setAutoDraw ( local  isAutoDraw)
inline
void setClearColor ( const Color4F clearColor)
inline
var setClearColor ( var  clearColor)
inline
local setClearColor ( local  clearColor)
inline
void setClearDepth ( float  clearDepth)
inline
var setClearDepth ( var  clearDepth)
inline
local setClearDepth ( local  clearDepth)
inline
void setClearFlags ( unsigned int  clearFlags)
inline
var setClearFlags ( var  clearFlags)
inline
local setClearFlags ( local  clearFlags)
inline
void setClearStencil ( int  clearStencil)
inline
var setClearStencil ( var  clearStencil)
inline
local setClearStencil ( local  clearStencil)
inline
void setKeepMatrix ( bool  keepMatrix)
var setKeepMatrix ( var  keepMatrix)
local setKeepMatrix ( local  keepMatrix)
void setSprite ( Sprite sprite)
inline

Sets the Sprite being used.

var setSprite ( var  sprite)
inline

Sets the Sprite being used.

local setSprite ( local  sprite)
inline

Sets the Sprite being used.

void setVirtualViewport ( const Vec2 rtBegin,
const Rect fullRect,
const Rect fullViewport 
)

Used for grab part of screen to a texture.

rtBegin: the position of renderTexture on the fullRect fullRect: the total size of screen fullViewport: the total viewportSize

var setVirtualViewport ( var  rtBegin,
var  fullRect,
var  fullViewport 
)

Used for grab part of screen to a texture.

rtBegin: the position of renderTexture on the fullRect fullRect: the total size of screen fullViewport: the total viewportSize

local setVirtualViewport ( local  rtBegin,
local  fullRect,
local  fullViewport 
)

Used for grab part of screen to a texture.

rtBegin: the position of renderTexture on the fullRect fullRect: the total size of screen fullViewport: the total viewportSize

virtual void visit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

var visit ( var  renderer,
var  parentTransform,
var  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

local visit ( local  renderer,
local  parentTransform,
local  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

bool _autoDraw
protected
var _autoDraw
protected
local _autoDraw
protected
CustomCommand _beginCommand
protected
var _beginCommand
protected
local _beginCommand
protected
CustomCommand
_beginWithClearCommand
protected
var _beginWithClearCommand
protected
local _beginWithClearCommand
protected
Color4F _clearColor
protected
var _clearColor
protected
local _clearColor
protected
CustomCommand _clearCommand
protected
var _clearCommand
protected
local _clearCommand
protected
GLclampf _clearDepth
protected
var _clearDepth
protected
local _clearDepth
protected
CustomCommand _clearDepthCommand
protected
var _clearDepthCommand
protected
local _clearDepthCommand
protected
GLbitfield _clearFlags
protected
var _clearFlags
protected
local _clearFlags
protected
GLint _clearStencil
protected
var _clearStencil
protected
local _clearStencil
protected
GLuint _depthRenderBufffer
protected
var _depthRenderBufffer
protected
local _depthRenderBufffer
protected
CustomCommand _endCommand
protected
var _endCommand
protected
local _endCommand
protected
GLuint _FBO
protected
var _FBO
protected
local _FBO
protected
Rect _fullRect
protected
var _fullRect
protected
local _fullRect
protected
Rect _fullviewPort
protected
var _fullviewPort
protected
local _fullviewPort
protected
GroupCommand _groupCommand
protected
var _groupCommand
protected
local _groupCommand
protected
bool _keepMatrix
protected
var _keepMatrix
protected
GLint _oldFBO
protected
var _oldFBO
protected
local _oldFBO
protected
Mat4 _oldProjMatrix
protected
var _oldProjMatrix
protected
local _oldProjMatrix
protected
Mat4 _oldTransMatrix
protected
var _oldTransMatrix
protected
local _oldTransMatrix
protected
Texture2D::PixelFormat _pixelFormat
protected
var _pixelFormat
protected
local _pixelFormat
protected
Mat4 _projectionMatrix
protected
var _projectionMatrix
protected
local _projectionMatrix
protected
Rect _rtTextureRect
protected
var _rtTextureRect
protected
local _rtTextureRect
protected
CustomCommand _saveToFileCommand
protected
var _saveToFileCommand
protected
local _saveToFileCommand
protected
Sprite* _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

var _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

local _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

Texture2D* _texture
protected
var _texture
protected
local _texture
protected
Texture2D* _textureCopy
protected
var _textureCopy
protected
local _textureCopy
protected
Mat4 _transformMatrix
protected
var _transformMatrix
protected
local _transformMatrix
protected
Image* _UITextureImage
protected
var _UITextureImage
protected
local _UITextureImage
protected

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