RenderTexture is a generic rendering target. More...
#include <CCRenderTexture.h>
Public Member Functions | |
virtual void | begin () |
Starts grabbing. More... | |
var | begin () |
Starts grabbing. More... | |
local | begin () |
Starts grabbing. More... | |
virtual void | beginWithClear (float r, float g, float b, float a) |
Starts rendering to the texture while clearing the texture first. More... | |
virtual void | beginWithClear (float r, float g, float b, float a, float depthValue) |
Starts rendering to the texture while clearing the texture first. More... | |
local | beginWithClear ( local r, local g, local b, local a, local depthValue) |
Starts rendering to the texture while clearing the texture first. More... | |
virtual void | beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue) |
Starts rendering to the texture while clearing the texture first. More... | |
local | beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue) |
Starts rendering to the texture while clearing the texture first. More... | |
void | endToLua () |
End is key word of lua, use other name to export to lua. More... | |
virtual void | end () |
Ends grabbing. More... | |
local | end () |
Ends grabbing. More... | |
void | clear (float r, float g, float b, float a) |
Clears the texture with a color. More... | |
var | clear ( var r, var g, var b, var a) |
Clears the texture with a color. More... | |
local | clear ( local r, local g, local b, local a) |
Clears the texture with a color. More... | |
virtual void | clearDepth (float depthValue) |
Clears the texture with a specified depth value. More... | |
var | clearDepth ( var depthValue) |
Clears the texture with a specified depth value. More... | |
local | clearDepth ( local depthValue) |
Clears the texture with a specified depth value. More... | |
virtual void | clearStencil (int stencilValue) |
Clears the texture with a specified stencil value. More... | |
var | clearStencil ( var stencilValue) |
Clears the texture with a specified stencil value. More... | |
local | clearStencil ( local stencilValue) |
Clears the texture with a specified stencil value. More... | |
Image * | newImage (bool flipImage=true) |
Image * | newCCImage (bool flipImage=true) |
local | newCCImage ( local true) |
bool | saveToFile (const std::string &filename, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr) |
Saves the texture into a file using JPEG format. More... | |
local | saveToFile ( local filename, local true, local nullptr) |
Saves the texture into a file using JPEG format. More... | |
bool | saveToFile (const std::string &filename, Image::Format format, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr) |
saves the texture into a file. More... | |
void | listenToBackground (EventCustom *event) |
Listen "come to background" message, and save render texture. More... | |
void | listenToForeground (EventCustom *event) |
Listen "come to foreground" message and restore the frame buffer object. More... | |
unsigned int | getClearFlags () const |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More... | |
void | setClearFlags (unsigned int clearFlags) |
Set flags. More... | |
local | setClearFlags ( local clearFlags) |
Set flags. More... | |
const Color4F & | getClearColor () const |
Clear color value. More... | |
void | setClearColor (const Color4F &clearColor) |
Set color value. More... | |
float | getClearDepth () const |
Value for clearDepth. More... | |
void | setClearDepth (float clearDepth) |
Set Value for clearDepth. More... | |
var | setClearDepth ( var clearDepth) |
Set Value for clearDepth. More... | |
local | setClearDepth ( local clearDepth) |
Set Value for clearDepth. More... | |
int | getClearStencil () const |
Value for clear Stencil. More... | |
void | setClearStencil (int clearStencil) |
Set Value for clear Stencil. More... | |
bool | isAutoDraw () const |
When enabled, it will render its children into the texture automatically. More... | |
void | setAutoDraw (bool isAutoDraw) |
Set a valve to control whether or not render its children into the texture automatically. More... | |
Sprite * | getSprite () const |
Gets the Sprite being used. More... | |
void | setSprite (Sprite *sprite) |
Sets the Sprite being used. More... | |
var | setSprite ( var sprite) |
Sets the Sprite being used. More... | |
local | setSprite ( local sprite) |
Sets the Sprite being used. More... | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override |
Visits this node's children and draw them recursively. More... | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. More... | |
local | draw ( local renderer, local transform, local flags) |
Override this method to draw your own node. More... | |
void | setKeepMatrix (bool keepMatrix) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. More... | |
void | setVirtualViewport (const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport) |
Used for grab part of screen to a texture. More... | |
RenderTexture () | |
FIXME: should be procted. More... | |
virtual | ~RenderTexture () |
bool | initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
var | initWithWidthAndHeight ( var w, var h, var format) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
local | initWithWidthAndHeight ( local w, local h, local format) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
bool | initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format. More... | |
Public Member Functions inherited from Node | |
virtual bool | isRunning () const |
Returns whether or not the node is "running". More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops all running actions and schedulers. More... | |
virtual void | draw () final |
var | draw () |
local | draw () |
virtual void | visit () final |
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 () |
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... | |
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... | |
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 * | 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... | |
virtual void | onEnter () |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. More... | |
virtual void | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. More... | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
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 () |
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... | |
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 () |
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 * | 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... | |
virtual std::string | getDescription () const |
Gets the description string. More... | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
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... | |
Static Public Member Functions | |
static RenderTexture * | create (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format. More... | |
var | create ( var w, var h, var format, var depthStencilFormat) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format. More... | |
local | create ( local w, local h, local format, local depthStencilFormat) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format. More... | |
static RenderTexture * | create (int w, int h, Texture2D::PixelFormat format) |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
var | create ( var w, var h, var format) |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
local | create ( local w, local h, local format) |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
static RenderTexture * | create (int w, int h) |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888. More... | |
Static Public Member Functions inherited from Node | |
static Node * | create () |
Allocates and initializes a node. More... | |
var | create () |
Allocates and initializes a node. More... | |
local | create () |
Allocates and initializes a node. More... | |
Protected Member Functions | |
virtual void | beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags) |
void | onBegin () |
void | onEnd () |
local | onEnd () |
void | onClear () |
var | onClear () |
local | onClear () |
void | onClearDepth () |
var | onClearDepth () |
local | onClearDepth () |
void | onSaveToFile (const std::string &fileName, bool isRGBA=true) |
var | onSaveToFile ( var fileName, var true) |
local | onSaveToFile ( local fileName, local true) |
Protected Member Functions inherited from Node | |
void | childrenAlloc (void) |
lazy allocs More... | |
var | childrenAlloc () |
lazy allocs More... | |
local | childrenAlloc () |
lazy allocs More... | |
void | insertChild (Node *child, int z) |
helper that reorder a child More... | |
var | insertChild ( var child, var z) |
helper that reorder a child More... | |
local | insertChild ( local child, local z) |
helper that reorder a child More... | |
void | detachChild (Node *child, ssize_t index, bool doCleanup) |
Removes a child, call child->onExit(), do cleanup, remove it from children array. More... | |
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 | |
bool | _keepMatrix |
Rect | _rtTextureRect |
local | _rtTextureRect |
Rect | _fullRect |
var | _fullRect |
local | _fullRect |
Rect | _fullviewPort |
var | _fullviewPort |
local | _fullviewPort |
GLuint | _FBO |
var | _FBO |
local | _FBO |
GLuint | _depthRenderBufffer |
var | _depthRenderBufffer |
local | _depthRenderBufffer |
GLint | _oldFBO |
var | _oldFBO |
local | _oldFBO |
Texture2D * | _texture |
var | _texture |
local | _texture |
Texture2D * | _textureCopy |
var | _textureCopy |
local | _textureCopy |
Image * | _UITextureImage |
var | _UITextureImage |
local | _UITextureImage |
Texture2D::PixelFormat | _pixelFormat |
var | _pixelFormat |
local | _pixelFormat |
GLbitfield | _clearFlags |
var | _clearFlags |
local | _clearFlags |
Color4F | _clearColor |
var | _clearColor |
local | _clearColor |
GLclampf | _clearDepth |
var | _clearDepth |
local | _clearDepth |
GLint | _clearStencil |
var | _clearStencil |
local | _clearStencil |
bool | _autoDraw |
var | _autoDraw |
local | _autoDraw |
Sprite * | _sprite |
The Sprite being used. More... | |
GroupCommand | _groupCommand |
CustomCommand | _beginWithClearCommand |
var | _beginWithClearCommand |
local | _beginWithClearCommand |
CustomCommand | _clearDepthCommand |
var | _clearDepthCommand |
local | _clearDepthCommand |
CustomCommand | _clearCommand |
var | _clearCommand |
local | _clearCommand |
CustomCommand | _beginCommand |
var | _beginCommand |
local | _beginCommand |
CustomCommand | _endCommand |
var | _endCommand |
local | _endCommand |
CustomCommand | _saveToFileCommand |
var | _saveToFileCommand |
local | _saveToFileCommand |
std::function< void(RenderTexture *, const std::string &)> | _saveFileCallback |
Mat4 | _oldTransMatrix |
Mat4 | _oldProjMatrix |
local | _oldProjMatrix |
Mat4 | _transformMatrix |
var | _transformMatrix |
local | _transformMatrix |
Mat4 | _projectionMatrix |
local | _projectionMatrix |
Protected Attributes inherited from Node | |
float | _rotationX |
rotation on the X-axis More... | |
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... | |
Additional Inherited Members | |
Public Types inherited from Node | |
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 Attributes inherited from Node | |
CC_CONSTRUCTOR_ACCESS | __pad0__: Node() |
Static Public Attributes inherited from Node | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
var | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
local | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
Static Protected Attributes inherited from Node | |
static int | s_globalOrderOfArrival |
var | s_globalOrderOfArrival |
local | s_globalOrderOfArrival |
RenderTexture is a generic rendering target.
To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.
RenderTexture | ( | ) |
FIXME: should be procted.
but due to a bug in PowerVR + Android, the constructor is public again.
var RenderTexture | ( | ) |
FIXME: should be procted.
but due to a bug in PowerVR + Android, the constructor is public again.
local RenderTexture | ( | ) |
FIXME: should be procted.
but due to a bug in PowerVR + Android, the constructor is public again.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Starts grabbing.
|
virtual |
Starts grabbing.
|
virtual |
Starts grabbing.
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
depthValue | A specified depth value. |
stencilValue | A specified stencil value. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
depthValue | A specified depth value. |
stencilValue | A specified stencil value. |
|
virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
depthValue | A specified depth value. |
stencilValue | A specified stencil value. |
|
protectedvirtual |
|
protectedvirtual |
|
protectedvirtual |
void clear | ( | float | r, |
float | g, | ||
float | b, | ||
float | a | ||
) |
Clears the texture with a color.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
var clear | ( | var | r, |
var | g, | ||
var | b, | ||
var | a | ||
) |
Clears the texture with a color.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
local clear | ( | local | r, |
local | g, | ||
local | b, | ||
local | a | ||
) |
Clears the texture with a color.
r | Red. |
g | Green. |
b | Blue. |
a | Alpha. |
|
virtual |
Clears the texture with a specified depth value.
A | specified depth value. |
|
virtual |
Clears the texture with a specified depth value.
A | specified depth value. |
|
virtual |
Clears the texture with a specified depth value.
A | specified depth value. |
|
virtual |
Clears the texture with a specified stencil value.
A | specified stencil value. |
|
virtual |
Clears the texture with a specified stencil value.
A | specified stencil value. |
|
virtual |
Clears the texture with a specified stencil value.
A | specified stencil value. |
|
static |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
|
static |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
|
static |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
|
static |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
|
static |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
|
static |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
|
static |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
|
static |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
|
static |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
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 from Node.
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented from Node.
|
overridevirtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented from Node.
|
virtual |
Ends grabbing.
|
virtual |
Ends grabbing.
|
virtual |
Ends grabbing.
|
inline |
End is key word of lua, use other name to export to lua.
|
inline |
End is key word of lua, use other name to export to lua.
|
inline |
End is key word of lua, use other name to export to lua.
|
inline |
Clear color value.
Valid only when "autoDraw" is true.
|
inline |
Clear color value.
Valid only when "autoDraw" is true.
|
inline |
Clear color value.
Valid only when "autoDraw" is true.
|
inline |
|
inline |
|
inline |
|
inline |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
They can be OR'ed. Valid when "autoDraw" is true.
|
inline |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
They can be OR'ed. Valid when "autoDraw" is true.
|
inline |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
They can be OR'ed. Valid when "autoDraw" is true.
|
inline |
|
inline |
|
inline |
bool initWithWidthAndHeight | ( | int | w, |
int | h, | ||
Texture2D::PixelFormat | format | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
var initWithWidthAndHeight | ( | var | w, |
var | h, | ||
var | format | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
local initWithWidthAndHeight | ( | local | w, |
local | h, | ||
local | format | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
bool initWithWidthAndHeight | ( | int | w, |
int | h, | ||
Texture2D::PixelFormat | format, | ||
GLuint | depthStencilFormat | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
var initWithWidthAndHeight | ( | var | w, |
var | h, | ||
var | format, | ||
var | depthStencilFormat | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
local initWithWidthAndHeight | ( | local | w, |
local | h, | ||
local | format, | ||
local | depthStencilFormat | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
w | The RenderTexture object width. |
h | The RenderTexture object height. |
format | In Points and a pixel format( only RGB and RGBA formats are valid ). |
depthStencilFormat | The depthStencil format. |
|
inline |
When enabled, it will render its children into the texture automatically.
Disabled by default for compatiblity reasons. Will be enabled in the future.
|
inline |
When enabled, it will render its children into the texture automatically.
Disabled by default for compatiblity reasons. Will be enabled in the future.
|
inline |
When enabled, it will render its children into the texture automatically.
Disabled by default for compatiblity reasons. Will be enabled in the future.
void listenToBackground | ( | EventCustom * | event | ) |
Listen "come to background" message, and save render texture.
It only has effect on Android.
event | Event Custom. |
var listenToBackground | ( | var | event | ) |
Listen "come to background" message, and save render texture.
It only has effect on Android.
event | Event Custom. |
local listenToBackground | ( | local | event | ) |
Listen "come to background" message, and save render texture.
It only has effect on Android.
event | Event Custom. |
void listenToForeground | ( | EventCustom * | event | ) |
Listen "come to foreground" message and restore the frame buffer object.
It only has effect on Android.
event | Event Custom. |
var listenToForeground | ( | var | event | ) |
Listen "come to foreground" message and restore the frame buffer object.
It only has effect on Android.
event | Event Custom. |
local listenToForeground | ( | local | event | ) |
Listen "come to foreground" message and restore the frame buffer object.
It only has effect on Android.
event | Event Custom. |
|
inline |
|
inline |
|
inline |
Image* newImage | ( | bool | flipImage = true | ) |
var newImage | ( | var | flipImage = true | ) |
local newImage | ( | local | flipImage = true | ) |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
bool saveToFile | ( | const std::string & | filename, |
bool | isRGBA = true , |
||
std::function< void(RenderTexture *, const std::string &)> | callback = nullptr |
||
) |
Saves the texture into a file using JPEG format.
The file will be saved in the Documents folder. Returns true if the operation is successful.
filename | The file name. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
var saveToFile | ( | var | filename, |
var | isRGBA = true , |
||
var | callback = nullptr |
||
) |
Saves the texture into a file using JPEG format.
The file will be saved in the Documents folder. Returns true if the operation is successful.
filename | The file name. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
local saveToFile | ( | local | filename, |
local | isRGBA = true , |
||
local | callback = nullptr |
||
) |
Saves the texture into a file using JPEG format.
The file will be saved in the Documents folder. Returns true if the operation is successful.
filename | The file name. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
bool saveToFile | ( | const std::string & | filename, |
Image::Format | format, | ||
bool | isRGBA = true , |
||
std::function< void(RenderTexture *, const std::string &)> | callback = nullptr |
||
) |
saves the texture into a file.
The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
filename | The file name. |
format | The image format. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
var saveToFile | ( | var | filename, |
var | format, | ||
var | isRGBA = true , |
||
var | callback = nullptr |
||
) |
saves the texture into a file.
The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
filename | The file name. |
format | The image format. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
local saveToFile | ( | local | filename, |
local | format, | ||
local | isRGBA = true , |
||
local | callback = nullptr |
||
) |
saves the texture into a file.
The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
filename | The file name. |
format | The image format. |
isRGBA | The file is RGBA or not. |
callback | When the file is save finished,it will callback this function. |
|
inline |
Set a valve to control whether or not render its children into the texture automatically.
isAutoDraw | Whether or not render its children into the texture automatically. |
|
inline |
Set a valve to control whether or not render its children into the texture automatically.
isAutoDraw | Whether or not render its children into the texture automatically. |
|
inline |
Set a valve to control whether or not render its children into the texture automatically.
isAutoDraw | Whether or not render its children into the texture automatically. |
|
inline |
Set color value.
clearColor | Color value. |
|
inline |
Set color value.
clearColor | Color value. |
|
inline |
Set color value.
clearColor | Color value. |
|
inline |
|
inline |
|
inline |
|
inline |
Set flags.
clearFlags | Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. |
|
inline |
Set flags.
clearFlags | Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. |
|
inline |
Set flags.
clearFlags | Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. |
|
inline |
|
inline |
|
inline |
void setKeepMatrix | ( | bool | keepMatrix | ) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
keepMatrix | Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. |
var setKeepMatrix | ( | var | keepMatrix | ) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
keepMatrix | Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. |
local setKeepMatrix | ( | local | keepMatrix | ) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
keepMatrix | Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. |
Used for grab part of screen to a texture.
rtBegin | The position of renderTexture on the fullRect. |
fullRect | The total size of screen. |
fullViewport | The total viewportSize. |
var setVirtualViewport | ( | var | rtBegin, |
var | fullRect, | ||
var | fullViewport | ||
) |
Used for grab part of screen to a texture.
rtBegin | The position of renderTexture on the fullRect. |
fullRect | The total size of screen. |
fullViewport | The total viewportSize. |
local setVirtualViewport | ( | local | rtBegin, |
local | fullRect, | ||
local | fullViewport | ||
) |
Used for grab part of screen to a texture.
rtBegin | The position of renderTexture on the fullRect. |
fullRect | The total size of screen. |
fullViewport | The total viewportSize. |
|
overridevirtual |
|
overridevirtual |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
The Sprite being used.
The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:
|
protected |
The Sprite being used.
The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:
|
protected |
The Sprite being used.
The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |