Node is the base element of the Scene Graph. More...
#include <CCNode.h>
Public Types | |
enum | { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) } |
Public Member Functions | |
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 (Renderer *renderer, const Mat4 &transform, uint32_t flags) |
Override this method to draw your own node. More... | |
local | draw ( local renderer, local transform, local flags) |
Override this method to draw your own node. More... | |
virtual void | draw () final |
var | draw () |
local | draw () |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and draw them recursively. More... | |
virtual void | visit () final |
var | visit () |
local | visit () |
virtual Scene * | getScene () 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) |
Set event dispatcher for scene. More... | |
local | setEventDispatcher ( local dispatcher) |
Set event dispatcher for scene. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher of scene. More... | |
local | getEventDispatcher () |
Get the event dispatcher of scene. More... | |
void | setPhysicsBody (PhysicsBody *body) |
Set the PhysicsBody that let the sprite effect with physics. More... | |
PhysicsBody * | getPhysicsBody () const |
Get the PhysicsBody the sprite have. More... | |
var | getPhysicsBody () |
Get the PhysicsBody the sprite have. More... | |
local | getPhysicsBody () |
Get the PhysicsBody the sprite have. More... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
var | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
local | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
Update the transform matrix from physics. More... | |
var | updateTransformFromPhysics ( var parentTransform, var parentFlags) |
Update the transform matrix from physics. More... | |
local | updateTransformFromPhysics ( local parentTransform, local parentFlags) |
Update the transform matrix from physics. More... | |
virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
Update physics body transform matrix. More... | |
var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
Update physics body transform matrix. More... | |
local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
Update physics body transform matrix. More... | |
virtual GLubyte | getOpacity () const |
virtual GLubyte | getDisplayedOpacity () const |
local | getDisplayedOpacity () |
virtual void | setOpacity (GLubyte opacity) |
local | setOpacity ( local opacity) |
virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
local | updateDisplayedOpacity ( local parentOpacity) |
virtual bool | isCascadeOpacityEnabled () const |
var | isCascadeOpacityEnabled () |
local | isCascadeOpacityEnabled () |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
local | setCascadeOpacityEnabled ( local cascadeOpacityEnabled) |
virtual const Color3B & | getColor () const |
local | getColor () |
virtual const Color3B & | getDisplayedColor () 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 |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
local | setCascadeColorEnabled ( local cascadeColorEnabled) |
virtual void | setOpacityModifyRGB (bool value) |
var | setOpacityModifyRGB ( var value) |
local | setOpacityModifyRGB ( local value) |
virtual bool | isOpacityModifyRGB () const |
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 () |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More... | |
virtual void | setCameraMask (unsigned short mask, bool applyChildren=true) |
local | setCameraMask ( local mask, local true) |
virtual | ~Node () |
virtual bool | init () |
var | init () |
local | init () |
Setters & Getters for Graphic Peroperties | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
var | _setLocalZOrder ( var z) |
local | _setLocalZOrder ( local z) |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
var | getLocalZOrder () |
Gets the local Z order of this node. More... | |
local | getLocalZOrder () |
Gets the local Z order of this node. More... | |
virtual int | getZOrder () const |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
local | setGlobalZOrder ( local globalZOrder) |
Defines the oder in which the nodes are renderer. More... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
var | getGlobalZOrder () |
Returns the Node's Global Z Order. More... | |
local | getGlobalZOrder () |
Returns the Node's Global Z Order. More... | |
virtual void | setScaleX (float scaleX) |
Sets the scale (x) of the node. More... | |
local | setScaleX ( local scaleX) |
Sets the scale (x) of the node. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node. 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... | |
var | setScaleZ ( var 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... | |
local | setPosition ( local position) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
var | setNormalizedPosition ( var position) |
Sets the position (x,y) using values between 0 and 1. More... | |
local | setNormalizedPosition ( local position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. More... | |
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 |
Gets the x coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionY (void) const |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPosition3D (const Vec3 &position) |
Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
virtual Vec3 | getPosition3D () const |
Returns the position (X,Y,Z) in its parent's coordinate system. More... | |
virtual void | setPositionZ (float positionZ) |
Sets the 'z' coordinate in the position. More... | |
var | setVertexZ ( var 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... | |
var | getVertexZ () |
Gets position Z coordinate of this node. More... | |
local | getPositionZ () |
Gets position Z coordinate of this node. More... | |
virtual float | getVertexZ () const |
virtual void | setSkewX (float skewX) |
Changes the X skew angle of the node in degrees. More... | |
local | setSkewX ( local skewX) |
Changes the X skew angle of the node in degrees. More... | |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. More... | |
var | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
local | getSkewX () |
Returns the X skew angle of the node in degrees. More... | |
virtual void | setSkewY (float skewY) |
Changes the Y skew angle of the node in degrees. More... | |
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... | |
var | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
local | getSkewY () |
Returns the Y skew angle of the node in degrees. More... | |
virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
Sets the anchor point in percent. More... | |
local | setAnchorPoint ( local anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
local | getAnchorPoint () |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. More... | |
var | setVisible ( var visible) |
Sets whether the node is visible. More... | |
local | setVisible ( local visible) |
Sets whether the node is visible. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. More... | |
virtual void | setRotation (float rotation) |
Sets the rotation (angle) of the node in degrees. More... | |
local | setRotation ( local rotation) |
Sets the rotation (angle) of the node in degrees. More... | |
virtual float | getRotation () const |
Returns the rotation of the node in degrees. More... | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
local | setRotation3D ( local rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. More... | |
local | setRotationQuat ( local quat) |
Set rotation by quaternion. More... | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More... | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
local | setRotationSkewX ( local rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationX (float rotationX) |
var | setRotationX ( var rotationX) |
local | setRotationX ( local rotationX) |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
var | getRotationX () |
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 |
var | getRotationX () |
local | getRotationX () |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | setRotationSkewY ( local rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setRotationY (float rotationY) |
local | setRotationY ( local rotationY) |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | getRotationSkewY () |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () const |
void | setOrderOfArrival (int orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
int | getOrderOfArrival () const |
Returns the arrival order, indicates which children is added previously. More... | |
void | setGLServerState (int serverState) |
var | setGLServerState ( var serverState) |
int | getGLServerState () const |
virtual void | ignoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. More... | |
Children and Parent | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. More... | |
var | addChild ( var child) |
Adds a child to the container with z-order as 0. More... | |
local | addChild ( local child) |
Adds a child to the container with z-order as 0. More... | |
virtual void | addChild (Node *child, int localZOrder) |
Adds a child to the container with a local z-order. More... | |
local | addChild ( local child, local localZOrder) |
Adds a child to the container with a local z-order. More... | |
virtual void | addChild (Node *child, int localZOrder, int tag) |
Adds a child to the container with z order and tag. More... | |
local | addChild ( local child, local localZOrder, local tag) |
Adds a child to the container with z order and tag. More... | |
virtual void | addChild (Node *child, int localZOrder, const std::string &name) |
Adds a child to the container with z order and tag. More... | |
local | addChild ( local child, local localZOrder, local name) |
Adds a child to the container with z order and tag. More... | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
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 Node * | getChildByName (const std::string &name) const |
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 > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. More... | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. More... | |
local | getChildren () |
Returns the array of the node's children. More... | |
virtual const Vector< Node * > & | getChildren () const |
local | getChildren () |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. More... | |
var | getChildrenCount () |
Returns the amount of children. More... | |
local | getChildrenCount () |
Returns the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
local | setParent ( local parent) |
Sets the parent node. More... | |
virtual Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () const |
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... | |
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... | |
var | removeAllChildren ( var cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
local | removeAllChildren ( local cleanup) |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More... | |
virtual void | reorderChild (Node *child, int localZOrder) |
Reorders a child according to a new z value. More... | |
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... | |
Tag & User data | |
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... | |
virtual void | setName (const std::string &name) |
Changes the name that is used to identify the node easily. More... | |
var | setName ( var name) |
Changes the name that is used to identify the node easily. More... | |
local | setName ( local name) |
Changes the name that is used to identify the node easily. More... | |
virtual void * | getUserData () |
Returns a custom user data pointer. More... | |
virtual const void * | getUserData () const |
virtual void | setUserData (void *userData) |
Sets a custom user data pointer. More... | |
virtual Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
GLProgram | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
var | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
local | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
var | getShaderProgram () |
local | getShaderProgram () |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
var | setGLProgram ( var glprogram) |
Sets the shader program for this node. More... | |
local | setGLProgram ( local glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
var | setShaderProgram ( var glprogram) |
local | setShaderProgram ( local glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
var | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
local | getGLProgramState () |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
local | setGLProgramState ( local glProgramState) |
Set the GLProgramState for this node. More... | |
Event Callbacks | |
virtual void | onEnter () |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. More... | |
virtual void | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. More... | |
Actions | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
var | setActionManager ( var actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
local | setActionManager ( local actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
local | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
virtual const ActionManager * | getActionManager () const |
virtual Action * | runAction (Action *action) |
Executes an action, and returns the action that is executed. More... | |
var | runAction ( var action) |
Executes an action, and returns the action that is executed. More... | |
local | runAction ( local action) |
Executes an action, and returns the action that is executed. More... | |
void | stopAllActions () |
Stops and removes all actions from the running action list . 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... | |
var | stopActionByTag ( var tag) |
Removes an action from the running action list by its tag. More... | |
local | stopActionByTag ( local tag) |
Removes an action from the running action list by its tag. More... | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. More... | |
var | stopAllActionsByTag ( var tag) |
Removes all actions from the running action list by its tag. More... | |
local | stopAllActionsByTag ( local tag) |
Removes all actions from the running action list by its tag. More... | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
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 () |
Scheduler and Timer | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
local | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function is scheduled. More... | |
void | scheduleUpdate (void) |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
var | scheduleUpdateWithPriority ( var 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... | |
var | scheduleOnce ( var selector, var delay) |
Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | schedule (const std::function< void(float)> &callback, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
Schedules a lambda function. More... | |
var | schedule ( var callback, var interval, var repeat, var delay, var key) |
Schedules a lambda function. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
var | unschedule ( var selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More... | |
void | unscheduleAllSelectors () |
var | unscheduleAllSelectors () |
local | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
local | resume () |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pause () |
Pauses all scheduled selectors, actions and event listeners. More... | |
void | resumeSchedulerAndActions () |
Resumes all scheduled selectors, actions and event listeners. More... | |
void | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
var | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
local | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More... | |
Transformations | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
local | getNodeToParentAffineTransform () |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
virtual AffineTransform | nodeToParentTransform () const |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
var | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
local | getParentToNodeTransform () |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
local | getParentToNodeAffineTransform () |
virtual AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
local | getNodeToWorldAffineTransform () |
virtual AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
var | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
local | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
local | getWorldToNodeAffineTransform () |
virtual AffineTransform | worldToNodeTransform () const |
local | worldToNodeTransform () |
Coordinate Converters | |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
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... | |
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... | |
void | setAdditionalTransform (Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
var | setAdditionalTransform ( var additionalTransform) |
local | setAdditionalTransform ( local additionalTransform) |
component functions | |
Component * | getComponent (const std::string &name) |
Gets a component by its name. More... | |
var | getComponent ( var name) |
Gets a component by its name. More... | |
local | getComponent ( local name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
virtual bool | removeComponent (const std::string &name) |
Removes a component by its name. More... | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. More... | |
virtual void | removeAllComponents () |
Removes all components. More... | |
var | removeAllComponents () |
Removes all components. More... | |
local | removeAllComponents () |
Removes all components. More... | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. More... | |
Public Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: Node() |
Static Public Attributes | |
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... | |
Protected Member Functions | |
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... | |
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... | |
var | convertToWindowSpace ( var nodePoint) |
Convert cocos2d coordinates to UI windows coordinate. More... | |
local | convertToWindowSpace ( local nodePoint) |
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 () |
var | 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) |
bool | isVisitableByVisitingCamera () const |
void | updateRotationQuat () |
var | updateRotationQuat () |
local | updateRotationQuat () |
void | updateRotation3D () |
var | updateRotation3D () |
local | updateRotation3D () |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Ref () | |
Constructor. More... | |
Protected Attributes | |
float | _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... | |
var | _rotationZ_Y |
rotation angle on Z-axis, component Y More... | |
local | _rotationZ_Y |
rotation angle on Z-axis, component Y More... | |
Quaternion | _rotationQuat |
var | _rotationQuat |
local | _rotationQuat |
float | _scaleX |
rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
var | _scaleX |
rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
local | _scaleX |
rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
float | _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 |
bool | _normalizedPositionDirty |
var | _normalizedPositionDirty |
local | _normalizedPositionDirty |
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... | |
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... | |
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... | |
int | _localZOrder |
Local order (relative to its siblings) used to sort the node. More... | |
var | _localZOrder |
Local order (relative to its siblings) used to sort the node. More... | |
local | _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... | |
Director * | _director |
var | _director |
local | _director |
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... | |
var | _orderOfArrival |
used to preserve sequence while sorting children with the same localZOrder More... | |
local | _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... | |
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... | |
float | _physicsRotation |
var | _physicsRotation |
local | _physicsRotation |
bool | _physicsTransformDirty |
var | _physicsTransformDirty |
local | _physicsTransformDirty |
bool | _updateTransformFromPhysics |
var | _updateTransformFromPhysics |
local | _updateTransformFromPhysics |
GLubyte | _displayedOpacity |
var | _displayedOpacity |
local | _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 |
unsigned short | _cameraMask |
var | _cameraMask |
local | _cameraMask |
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... | |
local | _referenceCount |
count of references More... | |
Static Protected Attributes | |
static int | s_globalOrderOfArrival |
var | s_globalOrderOfArrival |
local | s_globalOrderOfArrival |
Friends | |
class | Layer |
Constructor, Destructor and Initializers | |
static Node * | create () |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
virtual std::string | getDescription () const |
Gets the description string. More... | |
Node is the base element of the Scene Graph.
Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
The main features of a Node are:
addChild
, getChildByTag
, removeChild
, etc)schedule
, unschedule
, etc)runAction
, stopAction
, etc)Subclassing a Node usually means (one/all) of:
draw
to render the nodeProperties of Node:
Limitations:
|
virtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
Reimplemented in Layout, ScrollView, ListView, and Menu.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
tag | An integer to identify the node easily. Please refer to setTag(int) . |
Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
tag | An integer to identify the node easily. Please refer to setTag(int) . |
Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
tag | An integer to identify the node easily. Please refer to setTag(int) . |
Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Label, Sprite, Layout, ScrollView, TMXLayer, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
name | A string to identify the node easily. Please refer to setName(int) . |
Reimplemented in Sprite, Layout, ScrollView, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
name | A string to identify the node easily. Please refer to setName(int) . |
Reimplemented in Sprite, Layout, ScrollView, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
zOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
name | A string to identify the node easily. Please refer to setName(int) . |
Reimplemented in Sprite, Layout, ScrollView, ScrollView, ListView, SpriteBatchNode, Menu, Scene, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Adds a component.
component | A given component. |
|
virtual |
Adds a component.
component | A given component. |
|
virtual |
Adds a component.
component | A given component. |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
protected |
lazy allocs
|
protected |
lazy allocs
|
protected |
lazy allocs
|
virtual |
Stops all running actions and schedulers.
Reimplemented in Scale9Sprite, ProtectedNode, and TransitionScene.
|
virtual |
Stops all running actions and schedulers.
Reimplemented in Scale9Sprite, ProtectedNode, and TransitionScene.
|
virtual |
Stops all running actions and schedulers.
Reimplemented in Scale9Sprite, ProtectedNode, and TransitionScene.
Converts a Vec2 to node (local) space coordinates.
The result is in Points.
worldPoint | A given coordinate. |
var convertToNodeSpace | ( | var | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points.
worldPoint | A given coordinate. |
local convertToNodeSpace | ( | local | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points.
worldPoint | A given coordinate. |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
worldPoint | A given coordinate. |
var convertToNodeSpaceAR | ( | var | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
worldPoint | A given coordinate. |
local convertToNodeSpaceAR | ( | local | worldPoint | ) |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
worldPoint | A given coordinate. |
var convertTouchToNodeSpace | ( | var | touch | ) |
local convertTouchToNodeSpace | ( | local | touch | ) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
touch | A given touch. |
var convertTouchToNodeSpaceAR | ( | var | touch | ) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
touch | A given touch. |
local convertTouchToNodeSpaceAR | ( | local | touch | ) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
touch | A given touch. |
Convert cocos2d coordinates to UI windows coordinate.
|
protected |
Convert cocos2d coordinates to UI windows coordinate.
|
protected |
Convert cocos2d coordinates to UI windows coordinate.
Converts a Vec2 to world space coordinates.
The result is in Points.
nodePoint | A given coordinate. |
var convertToWorldSpace | ( | var | nodePoint | ) |
Converts a Vec2 to world space coordinates.
The result is in Points.
nodePoint | A given coordinate. |
local convertToWorldSpace | ( | local | nodePoint | ) |
Converts a Vec2 to world space coordinates.
The result is in Points.
nodePoint | A given coordinate. |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
nodePoint | A given coordinate. |
var convertToWorldSpaceAR | ( | var | nodePoint | ) |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
nodePoint | A given coordinate. |
local convertToWorldSpaceAR | ( | local | nodePoint | ) |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
nodePoint | A given coordinate. |
|
static |
Allocates and initializes a node.
|
static |
Allocates and initializes a node.
|
static |
Allocates and initializes a node.
Removes a child, call child->onExit(), do cleanup, remove it from children array.
|
protected |
Removes a child, call child->onExit(), do cleanup, remove it from children array.
|
protected |
Removes a child, call child->onExit(), do cleanup, remove it from children array.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protectedvirtual |
Reimplemented in Scale9Sprite, and ProtectedNode.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
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.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Sprite, LayerColor, DrawNode, TMXLayer, RenderTexture, PUParticleSystem3D, SpriteBatchNode, ParticleSystem3D, Sprite3D, ProgressTimer, VideoPlayer, ParticleSystemQuad, ParticleBatchNode, MotionStreak, TransitionScene, BillBoard, AtlasNode, TransitionPageTurn, and PhysicsDebugNode.
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Sprite, LayerColor, DrawNode, TMXLayer, RenderTexture, PUParticleSystem3D, SpriteBatchNode, ParticleSystem3D, Sprite3D, ProgressTimer, VideoPlayer, ParticleSystemQuad, ParticleBatchNode, MotionStreak, TransitionScene, BillBoard, AtlasNode, TransitionPageTurn, and PhysicsDebugNode.
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, Sprite, LayerColor, DrawNode, TMXLayer, RenderTexture, PUParticleSystem3D, SpriteBatchNode, ParticleSystem3D, Sprite3D, ProgressTimer, VideoPlayer, ParticleSystemQuad, ParticleBatchNode, MotionStreak, TransitionScene, BillBoard, AtlasNode, TransitionPageTurn, and PhysicsDebugNode.
|
finalvirtual |
|
finalvirtual |
|
finalvirtual |
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
name | The name to search for, supports c++11 regular expression. Search syntax options: // : Can only be placed at the begin of the search string. This indicates that it will search recursively. .. : The search should move up to the node's parent. Can only be placed at the end of string. / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children. |
callback | A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration. |
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
name | The name to search for, supports c++11 regular expression. Search syntax options: // : Can only be placed at the begin of the search string. This indicates that it will search recursively. .. : The search should move up to the node's parent. Can only be placed at the end of string. / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children. |
callback | A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration. |
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
name | The name to search for, supports c++11 regular expression. Search syntax options: // : Can only be placed at the begin of the search string. This indicates that it will search recursively. .. : The search should move up to the node's parent. Can only be placed at the end of string. / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children. |
callback | A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration. |
Action* getActionByTag | ( | int | tag | ) |
Gets an action from the running action list by its tag.
setTag(int)
, getTag()
.var getActionByTag | ( | var | tag | ) |
Gets an action from the running action list by its tag.
setTag(int)
, getTag()
.local getActionByTag | ( | local | tag | ) |
Gets an action from the running action list by its tag.
setTag(int)
, getTag()
.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Returns the anchor point in percent.
setAnchorPoint(const Vec2&)
|
virtual |
Returns the anchor point in percent.
setAnchorPoint(const Vec2&)
|
virtual |
Returns the anchor point in percent.
setAnchorPoint(const Vec2&)
|
virtual |
Returns the anchorPoint in absolute pixels.
getAnchorPoint()
Reimplemented in Armature.
|
virtual |
Returns the anchorPoint in absolute pixels.
getAnchorPoint()
Reimplemented in Armature.
|
virtual |
Returns the anchorPoint in absolute pixels.
getAnchorPoint()
Reimplemented in Armature.
|
virtual |
|
virtual |
|
virtual |
|
inline |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
|
inline |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
|
inline |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
|
virtual |
Gets a child from the container with its name.
name | An identifier to find the child node. |
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its name.
name | An identifier to find the child node. |
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its name.
name | An identifier to find the child node. |
Reimplemented in ScrollView.
|
inline |
Gets a child from the container with its name that can be cast to Type T.
name | An identifier to find the child node. |
|
inline |
Gets a child from the container with its name that can be cast to Type T.
name | An identifier to find the child node. |
|
inline |
Gets a child from the container with its name that can be cast to Type T.
name | An identifier to find the child node. |
|
virtual |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
Please use getChildByName()
instead.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
Please use getChildByName()
instead.
Reimplemented in ScrollView.
|
virtual |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
Please use getChildByName()
instead.
Reimplemented in ScrollView.
Returns the array of the node's children.
Reimplemented in ScrollView.
|
inlinevirtual |
Returns the array of the node's children.
Reimplemented in ScrollView.
|
inlinevirtual |
Returns the array of the node's children.
Reimplemented in ScrollView.
Reimplemented in ScrollView.
|
inlinevirtual |
Reimplemented in ScrollView.
|
inlinevirtual |
Reimplemented in ScrollView.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and AtlasNode.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and AtlasNode.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and AtlasNode.
Component* getComponent | ( | const std::string & | name | ) |
Gets a component by its name.
name | A given name of component. |
var getComponent | ( | var | name | ) |
Gets a component by its name.
name | A given name of component. |
local getComponent | ( | local | name | ) |
Gets a component by its name.
name | A given name of component. |
|
virtual |
Returns the untransformed size of the node.
setContentSize(const Size&)
Reimplemented in Label, and ScrollView.
|
virtual |
Returns the untransformed size of the node.
setContentSize(const Size&)
Reimplemented in Label, and ScrollView.
|
virtual |
Returns the untransformed size of the node.
setContentSize(const Size&)
Reimplemented in Label, and ScrollView.
|
virtual |
Gets the description string.
It makes debugging easier.
Reimplemented in LayerMultiplex, Widget, TextField, LayerGradient, Label, EditBox, Sprite, LayerColor, ScrollView, Layout, RichText, TMXLayer, TMXLayer, ListView, TMXTiledMap, Layer, CheckBox, Slider, TMXTiledMap, SpriteBatchNode, PageView, Button, Text, LoadingBar, Menu, ParticleSystemQuad, TextAtlas, ImageView, MenuItem, TextBMFont, LabelAtlas, and Scene.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
inlinevirtual |
Get the event dispatcher of scene.
|
inlinevirtual |
Get the event dispatcher of scene.
|
inlinevirtual |
Get the event dispatcher of scene.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
GLProgram* getGLProgram | ( | ) | const |
var getGLProgram | ( | ) |
local getGLProgram | ( | ) |
GLProgramState* getGLProgramState | ( | ) | const |
Return the GLProgramState currently used for this node.
var getGLProgramState | ( | ) |
Return the GLProgramState currently used for this node.
local getGLProgramState | ( | ) |
Return the GLProgramState currently used for this node.
|
inline |
|
inline |
|
inlinevirtual |
Gets the local Z order of this node.
setLocalZOrder(int)
|
inlinevirtual |
Gets the local Z order of this node.
setLocalZOrder(int)
|
inlinevirtual |
Gets the local Z order of this node.
setLocalZOrder(int)
|
virtual |
Returns a string that is used to identify the node.
|
virtual |
Returns a string that is used to identify the node.
|
virtual |
Returns a string that is used to identify the node.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and AttachNode.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and AttachNode.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and AttachNode.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels.
Reimplemented in Bone, Skin, and AttachNode.
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels.
Reimplemented in Bone, Skin, and AttachNode.
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels.
Reimplemented in Bone, Skin, and AttachNode.
|
virtual |
Returns the normalized position.
|
virtual |
Returns the normalized position.
|
virtual |
Returns the normalized position.
ssize_t getNumberOfRunningActions | ( | ) | const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
var getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
local getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and MotionStreak.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and MotionStreak.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ProgressTimer, and MotionStreak.
int getOrderOfArrival | ( | ) | const |
Returns the arrival order, indicates which children is added previously.
setOrderOfArrival(unsigned int)
var getOrderOfArrival | ( | ) |
Returns the arrival order, indicates which children is added previously.
setOrderOfArrival(unsigned int)
local getOrderOfArrival | ( | ) |
Returns the arrival order, indicates which children is added previously.
setOrderOfArrival(unsigned int)
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
|
inline |
Get the PhysicsBody the sprite have.
|
inline |
Get the PhysicsBody the sprite have.
|
inline |
Get the PhysicsBody the sprite have.
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
setPosition(float, float)
In js,out value not return.x | To receive x coordinate for position. |
y | To receive y coordinate for position. |
Reimplemented in MotionStreak.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
setPosition(float, float)
In js,out value not return.x | To receive x coordinate for position. |
y | To receive y coordinate for position. |
Reimplemented in MotionStreak.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
setPosition(float, float)
In js,out value not return.x | To receive x coordinate for position. |
y | To receive y coordinate for position. |
Reimplemented in MotionStreak.
|
virtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak.
|
virtual |
Gets position Z coordinate of this node.
|
virtual |
Gets position Z coordinate of this node.
|
virtual |
Gets position Z coordinate of this node.
|
virtual |
Returns the rotation of the node in degrees.
setRotation(float)
|
virtual |
Returns the rotation of the node in degrees.
setRotation(float)
|
virtual |
Returns the rotation of the node in degrees.
setRotation(float)
|
virtual |
Returns the rotation (X,Y,Z) in degrees.
|
virtual |
Returns the rotation (X,Y,Z) in degrees.
|
virtual |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise.
|
virtual |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise.
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
setRotationSkewX(float)
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
setRotationSkewX(float)
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
setRotationSkewX(float)
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
setRotationSkewY(float)
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
setRotationSkewY(float)
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
setRotationSkewY(float)
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
_scaleX != _scaleY
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
_scaleX != _scaleY
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
_scaleX != _scaleY
Reimplemented in Scale9Sprite, and Widget.
|
virtual |
Returns the scale factor on X axis of this node.
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on X axis of this node.
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on X axis of this node.
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on Y axis of this node.
setScaleY(float)
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on Y axis of this node.
setScaleY(float)
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on Y axis of this node.
setScaleY(float)
Reimplemented in Scale9Sprite, Label, and Widget.
|
virtual |
Returns the scale factor on Z axis of this node.
setScaleZ(float)
|
virtual |
Returns the scale factor on Z axis of this node.
setScaleZ(float)
|
virtual |
Returns the scale factor on Z axis of this node.
setScaleZ(float)
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
|
virtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inline |
|
inline |
|
inline |
|
virtual |
Returns the X skew angle of the node in degrees.
setSkewX(float)
|
virtual |
Returns the X skew angle of the node in degrees.
setSkewX(float)
|
virtual |
Returns the X skew angle of the node in degrees.
setSkewX(float)
|
virtual |
Returns the Y skew angle of the node in degrees.
setSkewY(float)
|
virtual |
Returns the Y skew angle of the node in degrees.
setSkewY(float)
|
virtual |
Returns the Y skew angle of the node in degrees.
setSkewY(float)
|
virtual |
Returns a tag that is used to identify the node easily.
Please use getTag()
instead.
|
virtual |
Returns a tag that is used to identify the node easily.
Please use getTag()
instead.
|
virtual |
Returns a tag that is used to identify the node easily.
Please use getTag()
instead.
|
inlinevirtual |
Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object.
|
inlinevirtual |
Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object.
|
inlinevirtual |
Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true.
ignore | true if anchor point will be (0,0) when you position this node. |
Reimplemented in Sprite.
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true.
ignore | true if anchor point will be (0,0) when you position this node. |
Reimplemented in Sprite.
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true.
ignore | true if anchor point will be (0,0) when you position this node. |
Reimplemented in Sprite.
|
virtual |
Reimplemented in ParticleSystem, LayerMultiplex, LayerGradient, Sprite, LayerColor, DrawNode, Scale9Sprite, Layer, SpriteBatchNode, ControlButton, Control, Menu, Sprite3D, ClippingNode, Scene, Armature, ScrollView, Bone, ControlColourPicker, BatchNode, and ActionTimelineNode.
|
virtual |
Reimplemented in ParticleSystem, LayerMultiplex, LayerGradient, Sprite, LayerColor, DrawNode, Scale9Sprite, Layer, SpriteBatchNode, ControlButton, Control, Menu, Sprite3D, ClippingNode, Scene, Armature, ScrollView, Bone, ControlColourPicker, BatchNode, and ActionTimelineNode.
|
virtual |
Reimplemented in ParticleSystem, LayerMultiplex, LayerGradient, Sprite, LayerColor, DrawNode, Scale9Sprite, Layer, SpriteBatchNode, ControlButton, Control, Menu, Sprite3D, ClippingNode, Scene, Armature, ScrollView, Bone, ControlColourPicker, BatchNode, and ActionTimelineNode.
|
protected |
helper that reorder a child
|
protected |
helper that reorder a child
|
protected |
helper that reorder a child
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
|
virtual |
|
virtual |
|
virtual |
bool isScheduled | ( | SEL_SCHEDULE | selector | ) |
Checks whether a selector is scheduled.
selector | A function selector |
bool isScheduled | ( | const std::string & | key | ) |
Checks whether a lambda function is scheduled.
key | key of the callback |
|
virtual |
Determines if the node is visible.
setVisible(bool)
|
virtual |
Determines if the node is visible.
setVisible(bool)
|
virtual |
Determines if the node is visible.
setVisible(bool)
|
protected |
|
protected |
|
protected |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inline |
|
inline |
|
inline |
|
virtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, ParticleSystem, TransitionZoomFlipY, TransitionZoomFlipX, Widget, TransitionFlipAngular, TransitionFlipY, Scale9Sprite, TextField, TransitionFlipX, TransitionShrinkGrow, EditBox, ScrollView, Layout, TransitionSlideInL, TransitionMoveInL, TransitionJumpZoom, PageView, TransitionRotoZoom, Camera, Armature, Menu, ProtectedNode, ClippingNode, TransitionScene, TransitionPageTurn, BaseLight, TransitionProgress, and UICCTextField.
|
virtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, ParticleSystem, TransitionZoomFlipY, TransitionZoomFlipX, Widget, TransitionFlipAngular, TransitionFlipY, Scale9Sprite, TextField, TransitionFlipX, TransitionShrinkGrow, EditBox, ScrollView, Layout, TransitionSlideInL, TransitionMoveInL, TransitionJumpZoom, PageView, TransitionRotoZoom, Camera, Armature, Menu, ProtectedNode, ClippingNode, TransitionScene, TransitionPageTurn, BaseLight, TransitionProgress, and UICCTextField.
|
virtual |
Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
Reimplemented in Scale9Sprite, ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
Reimplemented in Scale9Sprite, ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, ParticleSystem, Widget, Scale9Sprite, EditBox, Layout, Camera, ProtectedNode, Armature, Menu, ClippingNode, TransitionScene, TransitionPageTurn, BaseLight, MenuItem, and TransitionProgress.
|
virtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, ParticleSystem, Widget, Scale9Sprite, EditBox, Layout, Camera, ProtectedNode, Armature, Menu, ClippingNode, TransitionScene, TransitionPageTurn, BaseLight, MenuItem, and TransitionProgress.
|
virtual |
Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
Reimplemented in Scale9Sprite, ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
Reimplemented in Scale9Sprite, ProtectedNode, and ClippingNode.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
void pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
var pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
local pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
|
protected |
|
protected |
|
virtual |
Removes all children from the container with a cleanup.
Reimplemented in Layout, ScrollView, ListView, and Scene.
|
virtual |
Removes all children from the container with a cleanup.
Reimplemented in Layout, ScrollView, ListView, and Scene.
|
virtual |
Removes all children from the container with a cleanup.
Reimplemented in Layout, ScrollView, ListView, and Scene.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | True if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | True if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | True if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes all components.
|
virtual |
Removes all components.
|
virtual |
Removes all components.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
name | A string that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
name | A string that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
name | A string that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
tag | An interger number that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Please use removeChildByName
instead.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
tag | An interger number that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Please use removeChildByName
instead.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
tag | An interger number that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Please use removeChildByName
instead.
|
virtual |
Removes a component by its name.
name | A given name of component. |
|
virtual |
Removes a component by its name.
name | A given name of component. |
|
virtual |
Removes a component by its name.
name | A given name of component. |
|
virtual |
Removes a component by its pointer.
name | A given component. |
|
virtual |
Removes a component by its pointer.
name | A given component. |
|
virtual |
Removes a component by its pointer.
name | A given component. |
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
removeFromParentAndCleanup(bool)
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
removeFromParentAndCleanup(bool)
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
removeFromParentAndCleanup(bool)
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
void removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.
var removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.
local removeFromPhysicsWorld | ( | ) |
Remove this node from physics world.
it will remove all the physics bodies in it's children too.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int). |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int). |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int). |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
void resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
var resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
local resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget().
An | Action pointer |
Reimplemented in Sprite3D.
|
virtual |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget().
An | Action pointer |
Reimplemented in Sprite3D.
|
virtual |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget().
An | Action pointer |
Reimplemented in Sprite3D.
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. |
repeat | The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
var schedule | ( | var | selector, |
var | interval, | ||
var | repeat, | ||
var | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. |
repeat | The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Callback interval time in seconds. 0 means tick every frame, |
var schedule | ( | var | selector, |
var | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Callback interval time in seconds. 0 means tick every frame, |
void schedule | ( | SEL_SCHEDULE | selector | ) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
selector | A function wrapped as a selector |
var schedule | ( | var | selector | ) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
selector | A function wrapped as a selector |
void schedule | ( | const std::function< void(float)> & | callback, |
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every frame.
callback | The lambda function to be scheduled. |
key | The key of the lambda function. To be used if you want to unschedule it. |
var schedule | ( | var | callback, |
var | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every frame.
callback | The lambda function to be scheduled. |
key | The key of the lambda function. To be used if you want to unschedule it. |
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every "interval" seconds
callback | The lambda function to be scheduled |
interval | Callback interval time in seconds. 0 means every frame, |
key | The key of the lambda function. To be used if you want to unschedule it |
var schedule | ( | var | callback, |
var | interval, | ||
var | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every "interval" seconds
callback | The lambda function to be scheduled |
interval | Callback interval time in seconds. 0 means every frame, |
key | The key of the lambda function. To be used if you want to unschedule it |
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
callback | The lambda function to be schedule. |
interval | Tick interval in seconds. 0 means tick every frame. |
repeat | The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. |
var schedule | ( | var | callback, |
var | interval, | ||
var | repeat, | ||
var | delay, | ||
var | key | ||
) |
Schedules a lambda function.
callback | The lambda function to be schedule. |
interval | Tick interval in seconds. 0 means tick every frame. |
repeat | The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. |
void scheduleOnce | ( | SEL_SCHEDULE | selector, |
float | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger.
selector | The SEL_SCHEDULE selector to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
var scheduleOnce | ( | var | selector, |
var | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger.
selector | The SEL_SCHEDULE selector to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
void scheduleOnce | ( | const std::function< void(float)> & | callback, |
float | delay, | ||
const std::string & | key | ||
) |
Schedules a lambda function that runs only once, with a delay of 0 or larger.
callback | The lambda function to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. |
var scheduleOnce | ( | var | callback, |
var | delay, | ||
var | key | ||
) |
Schedules a lambda function that runs only once, with a delay of 0 or larger.
callback | The lambda function to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. |
void scheduleUpdate | ( | void | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.
var scheduleUpdate | ( | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.
void scheduleUpdateWithPriority | ( | int | priority | ) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
@
var scheduleUpdateWithPriority | ( | var | priority | ) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
@
void scheduleUpdateWithPriorityLua | ( | int | handler, |
int | priority | ||
) |
Schedules for lua script.
@ @
local scheduleUpdateWithPriorityLua | ( | local | handler, |
local | priority | ||
) |
Schedules for lua script.
@ @
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
void setAdditionalTransform | ( | Mat4 * | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).additionalTransform | An additional transform matrix. |
var setAdditionalTransform | ( | var | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).additionalTransform | An additional transform matrix. |
local setAdditionalTransform | ( | local | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).additionalTransform | An additional transform matrix. |
void setAdditionalTransform | ( | const AffineTransform & | additionalTransform | ) |
var setAdditionalTransform | ( | var | additionalTransform | ) |
local setAdditionalTransform | ( | local | additionalTransform | ) |
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Scale9Sprite, Sprite, EditBox, RichText, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Scale9Sprite, Sprite, EditBox, RichText, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Scale9Sprite, Sprite, EditBox, RichText, and ProgressTimer.
|
virtual |
Reimplemented in Scale9Sprite, Label, ProtectedNode, and ClippingNode.
|
virtual |
Reimplemented in Scale9Sprite, Label, ProtectedNode, and ClippingNode.
|
virtual |
Reimplemented in Scale9Sprite, Label, ProtectedNode, and ClippingNode.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, and __LayerRGBA.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, AtlasNode, and ControlColourPicker.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, AtlasNode, and ControlColourPicker.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, AtlasNode, and ControlColourPicker.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.
|
virtual |
Set event dispatcher for scene.
dispatcher | The event dispatcher of scene. |
|
virtual |
Set event dispatcher for scene.
dispatcher | The event dispatcher of scene. |
|
virtual |
Set event dispatcher for scene.
dispatcher | The event dispatcher of scene. |
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
setLocalZOrder()
setVertexZ()
globalZOrder | The global Z order value. |
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
setLocalZOrder()
setVertexZ()
globalZOrder | The global Z order value. |
|
virtual |
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
setLocalZOrder()
setVertexZ()
globalZOrder | The global Z order value. |
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
glprogram | The shader program. |
Reimplemented in Sprite3D.
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
glprogram | The shader program. |
Reimplemented in Sprite3D.
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
glprogram | The shader program. |
Reimplemented in Sprite3D.
|
virtual |
Set the GLProgramState for this node.
glProgramState | The GLProgramState for this node. |
Reimplemented in Sprite3D.
|
virtual |
Set the GLProgramState for this node.
glProgramState | The GLProgramState for this node. |
Reimplemented in Sprite3D.
|
virtual |
Set the GLProgramState for this node.
glProgramState | The GLProgramState for this node. |
Reimplemented in Sprite3D.
|
inline |
|
inline |
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
setGlobalZOrder
setVertexZ
localZOrder | The local Z order value. |
Reimplemented in Bone.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
setGlobalZOrder
setVertexZ
localZOrder | The local Z order value. |
Reimplemented in Bone.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.
setGlobalZOrder
setVertexZ
localZOrder | The local Z order value. |
Reimplemented in Bone.
|
virtual |
Changes the name that is used to identify the node easily.
name | A string that identifies the node. |
|
virtual |
Changes the name that is used to identify the node easily.
name | A string that identifies the node. |
|
virtual |
Changes the name that is used to identify the node easily.
name | A string that identifies the node. |
|
virtual |
Sets the transformation matrix manually.
transform | A given transformation matrix. |
|
virtual |
Sets the transformation matrix manually.
transform | A given transformation matrix. |
|
virtual |
Sets the transformation matrix manually.
transform | A given transformation matrix. |
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, MotionStreak, and AtlasNode.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, MotionStreak, and AtlasNode.
|
virtual |
Reimplemented in __NodeRGBA, __LayerRGBA, ControlButton, ProgressTimer, MotionStreak, and AtlasNode.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
|
inlinevirtual |
Reimplemented in __NodeRGBA, ParticleSystem, Label, Sprite, __LayerRGBA, Control, Menu, MotionStreak, SkeletonRenderer, and AtlasNode.
void setOrderOfArrival | ( | int | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
var setOrderOfArrival | ( | var | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
local setOrderOfArrival | ( | local | orderOfArrival | ) |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
|
virtual |
Sets the parent node.
parent | A pointer to the parent node. |
|
virtual |
Sets the parent node.
parent | A pointer to the parent node. |
|
virtual |
Sets the parent node.
parent | A pointer to the parent node. |
void setPhysicsBody | ( | PhysicsBody * | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
body | A given physics body. |
var setPhysicsBody | ( | var | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
body | A given physics body. |
local setPhysicsBody | ( | local | body | ) |
Set the PhysicsBody that let the sprite effect with physics.
body | A given physics body. |
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates. |
Reimplemented in EditBox, Sprite, Widget, and MotionStreak.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates. |
Reimplemented in EditBox, Sprite, Widget, and MotionStreak.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates. |
Reimplemented in EditBox, Sprite, Widget, and MotionStreak.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++.
x | X coordinate for position. |
y | Y coordinate for position. |
Reimplemented in Sprite, and MotionStreak.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++.
x | X coordinate for position. |
y | Y coordinate for position. |
Reimplemented in Sprite, and MotionStreak.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++.
x | X coordinate for position. |
y | Y coordinate for position. |
Reimplemented in Sprite, and MotionStreak.
|
virtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
position | The position (X, Y, and Z) in its parent's coordinate system. |
|
virtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
position | The position (X, Y, and Z) in its parent's coordinate system. |
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings Sets the x coordinate of the node in its parent's coordinate system.
x | The x coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings Sets the x coordinate of the node in its parent's coordinate system.
x | The x coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings Sets the x coordinate of the node in its parent's coordinate system.
x | The x coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
y | The y coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
y | The y coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
y | The y coordinate of the node. |
Reimplemented in MotionStreak.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value.
setGlobalZValue()
positionZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value.
setGlobalZValue()
positionZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value.
setGlobalZValue()
positionZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, and ParticleSystem.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, and ParticleSystem.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, and ParticleSystem.
|
virtual |
Sets the rotation (X,Y,Z) in degrees.
Useful for 3d rotations.
rotation | The rotation of the node in 3d. |
|
virtual |
Sets the rotation (X,Y,Z) in degrees.
Useful for 3d rotations.
rotation | The rotation of the node in 3d. |
|
virtual |
Set rotation by quaternion.
quat | The rotation in quaternion. |
|
virtual |
Set rotation by quaternion.
quat | The rotation in quaternion. |
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children.
scale | The scale factor for both X and Y axis. |
Reimplemented in Scale9Sprite, Label, Sprite, Widget, and ParticleSystem.
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children.
scale | The scale factor for both X and Y axis. |
Reimplemented in Scale9Sprite, Label, Sprite, Widget, and ParticleSystem.
|
virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children.
scale | The scale factor for both X and Y axis. |
Reimplemented in Scale9Sprite, Label, Sprite, Widget, and ParticleSystem.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children.
scaleX | The scale factor on X axis. |
scaleY | The scale factor on Y axis. |
Reimplemented in Scale9Sprite, Widget, and Sprite.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children.
scaleX | The scale factor on X axis. |
scaleY | The scale factor on Y axis. |
Reimplemented in Scale9Sprite, Widget, and Sprite.
|
virtual |
Sets the scale (x,y) of the node.
It is a scaling factor that multiplies the width and height of the node and its children.
scaleX | The scale factor on X axis. |
scaleY | The scale factor on Y axis. |
Reimplemented in Scale9Sprite, Widget, and Sprite.
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children.
scaleX | The scale factor on X axis. |
Reimplemented in Scale9Sprite, Label, Widget, Sprite, and ParticleSystem.
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children.
scaleX | The scale factor on X axis. |
Reimplemented in Scale9Sprite, Label, Widget, Sprite, and ParticleSystem.
|