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ControlSwitch Class Reference

for Cocos2D. More...

#include <CCControlSwitch.h>

Inheritance diagram for ControlSwitch:
Control Layer Node Ref

Public Member Functions

 ControlSwitch ()
virtual ~ControlSwitch ()
bool initWithMaskSprite (Sprite *maskSprite, Sprite *onSprite, Sprite *offSprite, Sprite *thumbSprite)
 Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
var initWithMaskSprite ( var maskSprite, var onSprite, var offSprite, var thumbSprite)
 Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
local initWithMaskSprite ( local maskSprite, local onSprite, local offSprite, local thumbSprite)
 Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
bool initWithMaskSprite (Sprite *maskSprite, Sprite *onSprite, Sprite *offSprite, Sprite *thumbSprite, Label *onLabel, Label *offLabel)
 Initializes a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels. More...
 
void setOn (bool isOn, bool animated)
 Set the state of the switch to On or Off, optionally animating the transition. More...
 
var setOn ( var isOn, var animated)
 Set the state of the switch to On or Off, optionally animating the transition. More...
 
local setOn ( local isOn, local animated)
 Set the state of the switch to On or Off, optionally animating the transition. More...
 
void setOn (bool isOn)
bool isOn (void) const
var isOn ()
local isOn ()
bool hasMoved () const
var hasMoved ()
local hasMoved ()
virtual void setEnabled (bool enabled) override
 Tells whether the control is enabled. More...
 
local setEnabled ( local enabled)
 Tells whether the control is enabled. More...
 
Vec2 locationFromTouch (Touch *touch)
virtual bool onTouchBegan (Touch *pTouch, Event *pEvent) override
 Callback function for touch began. More...
 
local onTouchBegan ( local pTouch, local pEvent)
 Callback function for touch began. More...
 
virtual void onTouchMoved (Touch *pTouch, Event *pEvent) override
 Callback function for touch moved. More...
 
local onTouchMoved ( local pTouch, local pEvent)
 Callback function for touch moved. More...
 
virtual void onTouchEnded (Touch *pTouch, Event *pEvent) override
 Callback function for touch ended. More...
 
local onTouchEnded ( local pTouch, local pEvent)
 Callback function for touch ended. More...
 
virtual void onTouchCancelled (Touch *pTouch, Event *pEvent) override
 Callback function for touch cancelled. More...
 
local onTouchCancelled ( local pTouch, local pEvent)
 Callback function for touch cancelled. More...
 
- Public Member Functions inherited from Control
virtual bool isEnabled () const
var isEnabled ()
local isEnabled ()
virtual void setSelected (bool bSelected)
 A Boolean value that determines the control selected state. More...
 
local setSelected ( local bSelected)
 A Boolean value that determines the control selected state. More...
 
virtual bool isSelected () const
virtual void setHighlighted (bool bHighlighted)
 A Boolean value that determines whether the control is highlighted. More...
 
var setHighlighted ( var bHighlighted)
 A Boolean value that determines whether the control is highlighted. More...
 
local setHighlighted ( local bHighlighted)
 A Boolean value that determines whether the control is highlighted. More...
 
virtual bool isHighlighted () const
bool hasVisibleParents () const
virtual void needsLayout ()
 Updates the control layout using its current internal state. More...
 
var needsLayout ()
 Updates the control layout using its current internal state. More...
 
local needsLayout ()
 Updates the control layout using its current internal state. More...
 
virtual void sendActionsForControlEvents (EventType controlEvents)
 Sends action messages for the given control events. More...
 
local sendActionsForControlEvents ( local controlEvents)
 Sends action messages for the given control events. More...
 
virtual void addTargetWithActionForControlEvents (Ref *target, Handler action, EventType controlEvents)
 Adds a target and action for a particular event (or events) to an internal dispatch table. More...
 
local addTargetWithActionForControlEvents ( local target, local action, local controlEvents)
 Adds a target and action for a particular event (or events) to an internal dispatch table. More...
 
virtual void removeTargetWithActionForControlEvents (Ref *target, Handler action, EventType controlEvents)
 Removes a target and action for a particular event (or events) from an internal dispatch table. More...
 
virtual Vec2 getTouchLocation (Touch *touch)
 Returns a point corresponding to the touh location converted into the control space coordinates. More...
 
virtual bool isTouchInside (Touch *touch)
 Returns a boolean value that indicates whether a touch is inside the bounds of the receiver. More...
 
virtual bool isOpacityModifyRGB () const override
virtual void setOpacityModifyRGB (bool bOpacityModifyRGB) override
local setOpacityModifyRGB ( local bOpacityModifyRGB)
virtual ~Control ()
virtual bool init (void) override
virtual State getState (void)
 getState More...
 
var getState ()
 getState More...
 
local getState ()
 getState More...
 
- Public Member Functions inherited from Layer
virtual bool ccTouchBegan (Touch *pTouch, Event *pEvent) final
var ccTouchBegan ( var pTouch, var pEvent)
local ccTouchBegan ( local pTouch, local pEvent)
virtual void ccTouchMoved (Touch *pTouch, Event *pEvent) final
var ccTouchMoved ( var pTouch, var pEvent)
local ccTouchMoved ( local pTouch, local pEvent)
virtual void ccTouchEnded (Touch *pTouch, Event *pEvent) final
var ccTouchEnded ( var pTouch, var pEvent)
local ccTouchEnded ( local pTouch, local pEvent)
virtual void ccTouchCancelled (Touch *pTouch, Event *pEvent) final
local ccTouchCancelled ( local pTouch, local pEvent)
virtual void ccTouchesBegan (__Set *pTouches, Event *pEvent) final
var ccTouchesBegan ( var pTouches, var pEvent)
local ccTouchesBegan ( local pTouches, local pEvent)
virtual void ccTouchesMoved (__Set *pTouches, Event *pEvent) final
var ccTouchesMoved ( var pTouches, var pEvent)
local ccTouchesMoved ( local pTouches, local pEvent)
virtual void ccTouchesEnded (__Set *pTouches, Event *pEvent) final
var ccTouchesEnded ( var pTouches, var pEvent)
local ccTouchesEnded ( local pTouches, local pEvent)
virtual void ccTouchesCancelled (__Set *pTouches, Event *pEvent) final
local ccTouchesCancelled ( local pTouches, local pEvent)
virtual void onTouchesBegan (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches began. More...
 
virtual void onTouchesMoved (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches moved. More...
 
virtual void onTouchesEnded (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches ended. More...
 
virtual void onTouchesCancelled (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches cancelled. More...
 
local onTouchesCancelled ( local touches, local unused_event)
 Callback function for multiple touches cancelled. More...
 
virtual void didAccelerate (Acceleration *accelerationValue) final
local didAccelerate ( local accelerationValue)
virtual void onAcceleration (Acceleration *acc, Event *unused_event)
 Callback funtion for acceleration. More...
 
virtual void registerWithTouchDispatcher () final
 If isTouchEnabled, this method is called onEnter. More...
 
bool isTouchEnabled () const
 whether or not it will receive Touch events. More...
 
local isTouchEnabled ()
 whether or not it will receive Touch events. More...
 
void setTouchEnabled (bool value)
var setTouchEnabled ( var value)
local setTouchEnabled ( local value)
virtual void setTouchMode (Touch::DispatchMode mode)
var setTouchMode ( var mode)
local setTouchMode ( local mode)
virtual Touch::DispatchMode getTouchMode () const
local getTouchMode ()
virtual void setSwallowsTouches (bool swallowsTouches)
 swallowsTouches of the touch events. More...
 
virtual bool isSwallowsTouches () const
var isSwallowsTouches ()
local isSwallowsTouches ()
virtual bool isAccelerometerEnabled () const
 whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
local isAccelerometerEnabled ()
 whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
virtual void setAccelerometerEnabled (bool value)
var setAccelerometerEnabled ( var value)
local setAccelerometerEnabled ( local value)
virtual void setAccelerometerInterval (double interval)
var setAccelerometerInterval ( var interval)
local setAccelerometerInterval ( local interval)
virtual bool isKeyboardEnabled () const
 whether or not it will receive keyboard or keypad events You can enable / disable accelerometer events with this property. More...
 
local isKeyboardEnabled ()
 whether or not it will receive keyboard or keypad events You can enable / disable accelerometer events with this property. More...
 
virtual void setKeyboardEnabled (bool value)
var setKeyboardEnabled ( var value)
local setKeyboardEnabled ( local value)
virtual void keyPressed (int keyCode) final
 Please use onKeyPressed instead. More...
 
local keyPressed ( local keyCode)
 Please use onKeyPressed instead. More...
 
virtual void keyReleased (int keyCode) final
 Please use onKeyReleased instead. More...
 
local keyReleased ( local keyCode)
 Please use onKeyReleased instead. More...
 
virtual void onKeyPressed (EventKeyboard::KeyCode keyCode, Event *event)
 Callback function for key pressed. More...
 
local onKeyPressed ( local keyCode, local event)
 Callback function for key pressed. More...
 
virtual void onKeyReleased (EventKeyboard::KeyCode keyCode, Event *event)
 Callback function for key released. More...
 
local onKeyReleased ( local keyCode, local event)
 Callback function for key released. More...
 
virtual bool isKeypadEnabled () const final
virtual void setKeypadEnabled (bool value)
virtual void keyBackClicked () final
virtual void keyMenuClicked () final
virtual std::string getDescription () const override
 Gets the description string. More...
 
virtual ~Layer ()
var ~Layer ()
local ~Layer ()
- 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 (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 ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () 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...
 
PhysicsBodygetPhysicsBody () 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 Color3BgetColor () const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
local setCascadeColorEnabled ( local cascadeColorEnabled)
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 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 Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
local getNormalizedPosition ()
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
 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 Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () 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 NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
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 NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () 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 RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
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)
GLProgramStategetGLProgramState () 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 ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual ActionrunAction (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...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
var numberOfRunningActions ()
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
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 Mat4getNodeToParentTransform () 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 Mat4getParentToNodeTransform () 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...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

static ControlSwitchcreate (Sprite *maskSprite, Sprite *onSprite, Sprite *offSprite, Sprite *thumbSprite, Label *onLabel, Label *offLabel)
 Creates a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels. More...
 
static ControlSwitchcreate (Sprite *maskSprite, Sprite *onSprite, Sprite *offSprite, Sprite *thumbSprite)
 Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
var create ( var maskSprite, var onSprite, var offSprite, var thumbSprite)
 Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
local create ( local maskSprite, local onSprite, local offSprite, local thumbSprite)
 Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite. More...
 
- Static Public Member Functions inherited from Control
static Controlcreate ()
 Creates a Control object. More...
 
- Static Public Member Functions inherited from Layer
static Layercreate ()
 Creates a fullscreen black layer. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Attributes

ControlSwitchSprite * _switchSprite
 Sprite which represents the view. More...
 
float _initialTouchXPosition
bool _moved
bool _on
 A Boolean value that determines the off/on state of the switch. More...
 
var _on
 A Boolean value that determines the off/on state of the switch. More...
 
local _on
 A Boolean value that determines the off/on state of the switch. More...
 
- Protected Attributes inherited from Control
bool _enabled
bool _selected
bool _highlighted
bool _hasVisibleParents
 True if all of the controls parents are visible. More...
 
var _hasVisibleParents
 True if all of the controls parents are visible. More...
 
local _hasVisibleParents
 True if all of the controls parents are visible. More...
 
std::unordered_map< int,
Vector< Invocation * > * > 
_dispatchTable
 Table of connection between the ControlEvents and their associated target-actions pairs. More...
 
bool _isOpacityModifyRGB
State _state
 The current control state constant. More...
 
- Protected Attributes inherited from Layer
bool _touchEnabled
bool _accelerometerEnabled
var _accelerometerEnabled
local _accelerometerEnabled
bool _keyboardEnabled
var _keyboardEnabled
local _keyboardEnabled
EventListener_touchListener
var _touchListener
local _touchListener
EventListenerKeyboard_keyboardListener
var _keyboardListener
local _keyboardListener
EventListenerAcceleration_accelerationListener
var _accelerationListener
local _accelerationListener
Touch::DispatchMode _touchMode
var _touchMode
local _touchMode
bool _swallowsTouches
var _swallowsTouches
local _swallowsTouches
- 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 Control
enum  State { NORMAL = 1 << 0, HIGH_LIGHTED = 1 << 1, DISABLED = 1 << 2, SELECTED = 1 << 3 }
 The possible state for a control. More...
 
typedef void(Ref::* Handler )(Ref *, EventType)
- 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 Control
CC_CONSTRUCTOR_ACCESS __pad0__: Control()
- Public Attributes inherited from Layer
CC_CONSTRUCTOR_ACCESS __pad0__: Layer()
local __pad0__: Layer()
- 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...
 
- Protected Member Functions inherited from Control
InvocationinvocationWithTargetAndActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Returns an Invocation object able to construct messages using a given target-action pair. More...
 
var invocationWithTargetAndActionForControlEvent ( var target, var action, var controlEvent)
 Returns an Invocation object able to construct messages using a given target-action pair. More...
 
local invocationWithTargetAndActionForControlEvent ( local target, local action, local controlEvent)
 Returns an Invocation object able to construct messages using a given target-action pair. More...
 
Vector< Invocation * > & dispatchListforControlEvent (EventType controlEvent)
 Returns the Invocation list for the given control event. More...
 
void addTargetWithActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Adds a target and action for a particular event to an internal dispatch table. More...
 
void removeTargetWithActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Removes a target and action for a particular event from an internal dispatch table. More...
 
var removeTargetWithActionForControlEvent ( var target, var action, var controlEvent)
 Removes a target and action for a particular event from an internal dispatch table. More...
 
local removeTargetWithActionForControlEvent ( local target, local action, local controlEvent)
 Removes a target and action for a particular event from an internal dispatch table. More...
 
- Protected Member Functions inherited from Layer
void _addTouchListener ()
var _addTouchListener ()
local _addTouchListener ()
void addTouchListener ()
var addTouchListener ()
local addTouchListener ()
int executeScriptTouchHandler (EventTouch::EventCode eventType, Touch *touch, Event *event)
var executeScriptTouchHandler ( var eventType, var touch, var event)
local executeScriptTouchHandler ( local eventType, local touch, local event)
int executeScriptTouchesHandler (EventTouch::EventCode eventType, const std::vector< Touch * > &touches, Event *event)
var executeScriptTouchesHandler ( var eventType, var touches, var event)
local executeScriptTouchesHandler ( local eventType, local touches, local event)
- 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...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

for Cocos2D.

Constructor & Destructor Documentation

var ctor ( )
local ControlSwitch ( )
virtual ~ControlSwitch ( )
virtual

Member Function Documentation

static ControlSwitch* create ( Sprite maskSprite,
Sprite onSprite,
Sprite offSprite,
Sprite thumbSprite,
Label onLabel,
Label offLabel 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

var create ( var  maskSprite,
var  onSprite,
var  offSprite,
var  thumbSprite,
var  onLabel,
var  offLabel 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

local create ( local  maskSprite,
local  onSprite,
local  offSprite,
local  thumbSprite,
local  onLabel,
local  offLabel 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

static ControlSwitch* create ( Sprite maskSprite,
Sprite onSprite,
Sprite offSprite,
Sprite thumbSprite 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

var create ( var  maskSprite,
var  onSprite,
var  offSprite,
var  thumbSprite 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

local create ( local  maskSprite,
local  onSprite,
local  offSprite,
local  thumbSprite 
)
static

Creates a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

bool hasMoved ( ) const
inline
var hasMoved ( )
inline
local hasMoved ( )
inline
bool initWithMaskSprite ( Sprite maskSprite,
Sprite onSprite,
Sprite offSprite,
Sprite thumbSprite 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

var initWithMaskSprite ( var  maskSprite,
var  onSprite,
var  offSprite,
var  thumbSprite 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

local initWithMaskSprite ( local  maskSprite,
local  onSprite,
local  offSprite,
local  thumbSprite 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states and a thumb sprite.

bool initWithMaskSprite ( Sprite maskSprite,
Sprite onSprite,
Sprite offSprite,
Sprite thumbSprite,
Label onLabel,
Label offLabel 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

var initWithMaskSprite ( var  maskSprite,
var  onSprite,
var  offSprite,
var  thumbSprite,
var  onLabel,
var  offLabel 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

local initWithMaskSprite ( local  maskSprite,
local  onSprite,
local  offSprite,
local  thumbSprite,
local  onLabel,
local  offLabel 
)

Initializes a switch with a mask sprite, on/off sprites for on/off states, a thumb sprite and an on/off labels.

bool isOn ( void  ) const
inline
var isOn (   )
inline
local isOn (   )
inline
Vec2 locationFromTouch ( Touch touch)
var locationFromTouch ( var  touch)
local locationFromTouch ( local  touch)
virtual bool onTouchBegan ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch began.

Parameters
touchTouch infomation.
unused_eventEvent information.
Returns
if return false, onTouchMoved, onTouchEnded, onTouchCancelled will never called.

Reimplemented from Control.

var onTouchBegan ( var  touch,
var  unused_event 
)
overridevirtual

Callback function for touch began.

Parameters
touchTouch infomation.
unused_eventEvent information.
Returns
if return false, onTouchMoved, onTouchEnded, onTouchCancelled will never called.

Reimplemented from Control.

local onTouchBegan ( local  touch,
local  unused_event 
)
overridevirtual

Callback function for touch began.

Parameters
touchTouch infomation.
unused_eventEvent information.
Returns
if return false, onTouchMoved, onTouchEnded, onTouchCancelled will never called.

Reimplemented from Control.

virtual void onTouchCancelled ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch cancelled.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

var onTouchCancelled ( var  touch,
var  unused_event 
)
overridevirtual

Callback function for touch cancelled.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

local onTouchCancelled ( local  touch,
local  unused_event 
)
overridevirtual

Callback function for touch cancelled.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

virtual void onTouchEnded ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch ended.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

var onTouchEnded ( var  touch,
var  unused_event 
)
overridevirtual

Callback function for touch ended.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

local onTouchEnded ( local  touch,
local  unused_event 
)
overridevirtual

Callback function for touch ended.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

virtual void onTouchMoved ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch moved.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

var onTouchMoved ( var  touch,
var  unused_event 
)
overridevirtual

Callback function for touch moved.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

local onTouchMoved ( local  touch,
local  unused_event 
)
overridevirtual

Callback function for touch moved.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

virtual void setEnabled ( bool  bEnabled)
overridevirtual

Tells whether the control is enabled.

Reimplemented from Control.

var setEnabled ( var  bEnabled)
overridevirtual

Tells whether the control is enabled.

Reimplemented from Control.

local setEnabled ( local  bEnabled)
overridevirtual

Tells whether the control is enabled.

Reimplemented from Control.

void setOn ( bool  isOn,
bool  animated 
)

Set the state of the switch to On or Off, optionally animating the transition.

Parameters
isOnYES if the switch should be turned to the On position; NO if it should be turned to the Off position. If the switch is already in the designated position, nothing happens.
animatedYES to animate the "flipping" of the switch; otherwise NO.
var setOn ( var  isOn,
var  animated 
)

Set the state of the switch to On or Off, optionally animating the transition.

Parameters
isOnYES if the switch should be turned to the On position; NO if it should be turned to the Off position. If the switch is already in the designated position, nothing happens.
animatedYES to animate the "flipping" of the switch; otherwise NO.
local setOn ( local  isOn,
local  animated 
)

Set the state of the switch to On or Off, optionally animating the transition.

Parameters
isOnYES if the switch should be turned to the On position; NO if it should be turned to the Off position. If the switch is already in the designated position, nothing happens.
animatedYES to animate the "flipping" of the switch; otherwise NO.
void setOn ( bool  isOn)
var setOn ( var  isOn)
local setOn ( local  isOn)

Member Data Documentation

float _initialTouchXPosition
protected
var _initialTouchXPosition
protected
local _initialTouchXPosition
protected
bool _moved
protected
var _moved
protected
local _moved
protected
bool _on
protected

A Boolean value that determines the off/on state of the switch.

var _on
protected

A Boolean value that determines the off/on state of the switch.

local _on
protected

A Boolean value that determines the off/on state of the switch.

ControlSwitchSprite* _switchSprite
protected

Sprite which represents the view.

var _switchSprite
protected

Sprite which represents the view.

local _switchSprite
protected

Sprite which represents the view.


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