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cocos2d::utils Namespace Reference

Functions

void CC_DLL  (const std::function< void(bool, const std::string &)> &afterCaptured, const std::string &filename)
 Capture the entire screen To ensure the snapshot is applied after everything is updated and rendered in the current frame, we need to wrap the operation with a custom command which is then inserted into the tail of the render queue. More...
 
std::vector< Node * > CC_DLL  (const Node &node, const std::string &name)
 Find children by name, it will return all child that has the same name. More...
 
double CC_DLL  (const char *str)
 Same to ::atof, but strip the string, remain 7 numbers after '. More...
 
double CC_DLL  ()
 Get current exact time, accurate to nanoseconds. More...
 
Rect CC_DLL  (Node *node)
 calculate all children's boundingBox More...
 
var  ( var node)
 calculate all children's boundingBox More...
 
local  ( local node)
 calculate all children's boundingBox More...
 

Function Documentation

void CC_DLL
cocos2d::utils::captureScreen
( const std::function< void(bool, const std::string &)> &  afterCaptured,
const std::string &  filename 
)

Capture the entire screen To ensure the snapshot is applied after everything is updated and rendered in the current frame, we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.

Parameters
afterCaptured,specifythe callback function which will be invoked after the snapshot is done.
filename,specifya filename where the snapshot is stored. This parameter can be either an absolute path or a simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png" etc.)
Since
v3.2
var captureScreen ( var  afterCaptured,
var  filename 
)

Capture the entire screen To ensure the snapshot is applied after everything is updated and rendered in the current frame, we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.

Parameters
afterCaptured,specifythe callback function which will be invoked after the snapshot is done.
filename,specifya filename where the snapshot is stored. This parameter can be either an absolute path or a simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png" etc.)
Since
v3.2
local captureScreen ( local  afterCaptured,
local  filename 
)

Capture the entire screen To ensure the snapshot is applied after everything is updated and rendered in the current frame, we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.

Parameters
afterCaptured,specifythe callback function which will be invoked after the snapshot is done.
filename,specifya filename where the snapshot is stored. This parameter can be either an absolute path or a simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png" etc.)
Since
v3.2
std::vector<Node*> CC_DLL
cocos2d::utils::findChildren
( const Node &  node,
const std::string &  name 
)

Find children by name, it will return all child that has the same name.

It supports c++ 11 regular expression. It is a helper function of Node::enumerateChildren(). You can refer to Node::enumerateChildren() for detail information.

Parameters
nodeThe node to find
nameThe name to search for, it supports c++ 11 expression
Returns
Array of Nodes that matches the name
Since
v3.2
var findChildren ( var  node,
var  name 
)

Find children by name, it will return all child that has the same name.

It supports c++ 11 regular expression. It is a helper function of Node::enumerateChildren(). You can refer to Node::enumerateChildren() for detail information.

Parameters
nodeThe node to find
nameThe name to search for, it supports c++ 11 expression
Returns
Array of Nodes that matches the name
Since
v3.2
local findChildren ( local  node,
local  name 
)

Find children by name, it will return all child that has the same name.

It supports c++ 11 regular expression. It is a helper function of Node::enumerateChildren(). You can refer to Node::enumerateChildren() for detail information.

Parameters
nodeThe node to find
nameThe name to search for, it supports c++ 11 expression
Returns
Array of Nodes that matches the name
Since
v3.2
double CC_DLL cocos2d::utils::atof ( const char *  str)

Same to ::atof, but strip the string, remain 7 numbers after '.

' before call atof. Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. this function is used to fix this bug.

var atof ( var  str)

Same to ::atof, but strip the string, remain 7 numbers after '.

' before call atof. Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. this function is used to fix this bug.

local atof ( local  str)

Same to ::atof, but strip the string, remain 7 numbers after '.

' before call atof. Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. this function is used to fix this bug.

double CC_DLL
cocos2d::utils::gettime
( )

Get current exact time, accurate to nanoseconds.

var gettime ( )

Get current exact time, accurate to nanoseconds.

local gettime ( )

Get current exact time, accurate to nanoseconds.

Rect CC_DLL
cocos2d::utils::getCascadeBoundingBox
( Node *  node)

calculate all children's boundingBox

var getCascadeBoundingBox ( var  node)

calculate all children's boundingBox

local getCascadeBoundingBox ( local  node)

calculate all children's boundingBox