Node is the main element. More...
#include <CCNode.h>
Public Member Functions | |
virtual Camera * | getCamera () |
Returns a camera object that lets you move the node using a gluLookAt. More... | |
virtual bool | isRunning () const |
Returns whether or not the node accepts event callbacks. More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops all running actions and schedulers. More... | |
var | cleanup () |
Stops all running actions and schedulers. More... | |
local | cleanup () |
Stops all running actions and schedulers. More... | |
virtual void | draw () |
Override this method to draw your own node. More... | |
local | draw () |
Override this method to draw your own node. More... | |
virtual void | visit () |
Visits this node's children and draw them recursively. More... | |
local | visit () |
Visits this node's children and draw them recursively. More... | |
virtual Rect | getBoundingBox () const |
Returns a "local" axis aligned bounding box of the node. More... | |
local | getBoundingBox () |
Returns a "local" axis aligned bounding box of the node. More... | |
virtual CC_DEPRECATED_ATTRIBUTE Rect | boundingBox () const |
local | boundingBox () |
Setters & Getters for Graphic Peroperties | |
virtual void | setZOrder (int zOrder) |
Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More... | |
local | setZOrder ( local zOrder) |
Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More... | |
virtual void | _setZOrder (int z) |
Sets the z order which stands for the drawing order. More... | |
virtual int | getZOrder () const |
Gets the Z order of this node. More... | |
virtual void | setVertexZ (float vertexZ) |
Sets the real OpenGL Z vertex. More... | |
local | setVertexZ ( local vertexZ) |
Sets the real OpenGL Z vertex. More... | |
virtual float | getVertexZ () const |
Gets OpenGL Z vertex of this node. More... | |
virtual void | setScaleX (float scaleX) |
Changes the scale factor on X axis of this node. More... | |
var | setScaleX ( var scaleX) |
Changes the scale factor on X axis of this node. More... | |
local | setScaleX ( local scaleX) |
Changes the scale factor on X axis of this node. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node. More... | |
virtual void | setScaleY (float scaleY) |
Changes the scale factor on Y axis of this node. More... | |
var | setScaleY ( var scaleY) |
Changes the scale factor on Y axis of this node. More... | |
local | setScaleY ( local scaleY) |
Changes the scale factor on Y axis of this node. More... | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node. More... | |
virtual void | setScale (float scale) |
Changes both X and Y scale factor of the node. More... | |
local | setScale ( local scale) |
Changes both X and Y scale factor 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 | setPosition (const Point &position) |
Changes the position (x,y) of the node in OpenGL coordinates. More... | |
virtual const Point & | getPosition () const |
Gets the position (x,y) of the node in OpenGL coordinates. More... | |
local | getPosition () |
Gets the position (x,y) of the node in OpenGL coordinates. More... | |
virtual void | setPosition (float x, float y) |
Sets position in a more efficient way. More... | |
virtual void | getPosition (float *x, float *y) const |
Gets position in a more efficient way, returns two number instead of a Point object. More... | |
virtual void | setPositionX (float x) |
Gets/Sets x or y coordinate individually for position. More... | |
virtual float | getPositionX (void) const |
local | getPositionX () |
virtual void | setPositionY (float y) |
local | setPositionY ( local y) |
virtual float | getPositionY (void) const |
local | getPositionY () |
virtual void | setSkewX (float fSkewX) |
Changes the X skew angle of the node in degrees. More... | |
virtual float | getSkewX () const |
Returns the X skew angle of the node in degrees. More... | |
virtual void | setSkewY (float fSkewY) |
Changes the Y skew angle of the node in degrees. More... | |
local | setSkewY ( local fSkewY) |
Changes the Y skew angle of the node in degrees. More... | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. More... | |
virtual void | setAnchorPoint (const Point &anchorPoint) |
Sets the anchor point in percent. More... | |
local | setAnchorPoint ( local anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const Point & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
local | getAnchorPoint () |
Returns the anchor point in percent. More... | |
virtual const Point & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
local | setContentSize ( local contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. More... | |
local | setVisible ( local visible) |
Sets whether the node is visible. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. More... | |
var | isVisible () |
Determines if the node is visible. More... | |
local | isVisible () |
Determines if the node is visible. More... | |
virtual void | setRotation (float 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 | setRotationX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
local | setRotationX ( local rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual float | getRotationX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual void | setRotationY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
local | setRotationY ( local rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setOrderOfArrival (int orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
var | setOrderOfArrival ( var orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
local | setOrderOfArrival ( local orderOfArrival) |
Sets the arrival order when this node has a same ZOrder with other children. More... | |
virtual int | getOrderOfArrival () const |
Returns the arrival order, indecates which children is added previously. More... | |
CC_DEPRECATED_ATTRIBUTE void | setGLServerState (int serverState) |
CC_DEPRECATED_ATTRIBUTE int | getGLServerState () const |
virtual void | ignoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual bool | isIgnoreAnchorPointForPosition () const |
Gets whether the anchor point will be (0,0) when you position this node. More... | |
Children and Parent | |
virtual void | addChild (Node *child) |
Adds a child to the container with z-order as 0. More... | |
virtual void | addChild (Node *child, int zOrder) |
Adds a child to the container with a z-order. More... | |
virtual void | addChild (Node *child, int zOrder, int tag) |
Adds a child to the container with z order and tag. More... | |
Node * | getChildByTag (int tag) |
Gets a child from the container with its tag. More... | |
virtual Array * | getChildren () |
Return an array of children. More... | |
virtual const Array * | getChildren () const |
unsigned int | getChildrenCount () const |
Get the amount of children. More... | |
local | getChildrenCount () |
Get the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
var | setParent ( var 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... | |
var | getParent () |
Returns a pointer to the parent node. More... | |
local | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () const |
local | getParent () |
virtual void | removeFromParent () |
Removes this node itself from its parent node with a cleanup. More... | |
local | 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... | |
var | removeChild ( var child, var true) |
Removes a child from the container. More... | |
local | removeChild ( local child, local true) |
Removes a child from the container. More... | |
virtual void | removeChildByTag (int tag, bool cleanup=true) |
Removes a child from the container by tag value. More... | |
local | removeChildByTag ( local tag, local true) |
Removes a child from the container by tag value. More... | |
virtual void | 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... | |
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 zOrder) |
Reorders a child according to a new z value. More... | |
var | reorderChild ( var child, var zOrder) |
Reorders a child according to a new z value. More... | |
local | reorderChild ( local child, local zOrder) |
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... | |
Grid object for effects | |
virtual GridBase * | getGrid () |
Returns a grid object that is used when applying effects. More... | |
local | getGrid () |
Returns a grid object that is used when applying effects. More... | |
virtual const GridBase * | getGrid () const |
local | getGrid () |
virtual void | setGrid (GridBase *grid) |
Changes a grid object that is used when applying effects. More... | |
local | setGrid ( local grid) |
Changes a grid object that is used when applying effects. More... | |
Tag & User data | |
virtual int | getTag () const |
Returns a tag that is used to identify the node easily. More... | |
virtual void | setTag (int tag) |
Changes the tag that is used to identify the node easily. More... | |
var | setTag ( var 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 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 Object * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Object * | getUserObject () const |
virtual void | setUserObject (Object *userObject) |
Returns a user assigned Object. More... | |
local | setUserObject ( local userObject) |
Returns a user assigned Object. More... | |
Shader Program | |
virtual GLProgram * | getShaderProgram () |
Return the shader program currently used for this node. More... | |
virtual const GLProgram * | getShaderProgram () const |
local | getShaderProgram () |
virtual void | setShaderProgram (GLProgram *shaderProgram) |
Sets the shader program for this node. More... | |
var | setShaderProgram ( var shaderProgram) |
Sets the shader program for this node. More... | |
local | setShaderProgram ( local shaderProgram) |
Sets the shader program for this node. More... | |
Event Callbacks | |
virtual void | onEnter () |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. More... | |
virtual void | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. More... | |
Actions | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
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 |
Action * | runAction (Action *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... | |
void | stopActionByTag (int tag) |
Removes an action 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... | |
unsigned int | 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... | |
CC_DEPRECATED_ATTRIBUTE unsigned int | numberOfRunningActions () const |
local | numberOfRunningActions () |
Scheduler and Timer | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
local | getScheduler () |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
void | scheduleUpdate (void) |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
void | unscheduleUpdate (void) |
void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
Schedules a custom selector. More... | |
void | schedule (SEL_SCHEDULE selector, float interval) |
Schedules a custom selector with an interval time in seconds. More... | |
void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
void | unscheduleAllSelectors (void) |
Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More... | |
void | resumeSchedulerAndActions (void) |
Resumes all scheduled selectors and actions. More... | |
local | resumeSchedulerAndActions () |
Resumes all scheduled selectors and actions. More... | |
void | pauseSchedulerAndActions (void) |
Pauses all scheduled selectors and actions. More... | |
virtual void | update (float delta) |
local | update ( local delta) |
Transformations | |
void | transform () |
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More... | |
void | transformAncestors () |
Performs OpenGL view-matrix transformation of it's ancestors. More... | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual const AffineTransform & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
local | getNodeToParentTransform () |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | nodeToParentTransform () const |
local | nodeToParentTransform () |
virtual const AffineTransform & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | parentToNodeTransform () const |
local | parentToNodeTransform () |
virtual AffineTransform | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
local | getNodeToWorldTransform () |
Returns the world affine transform matrix. More... | |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | nodeToWorldTransform () const |
local | nodeToWorldTransform () |
virtual AffineTransform | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
local | getWorldToNodeTransform () |
Returns the inverse world affine transform matrix. More... | |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | worldToNodeTransform () const |
local | worldToNodeTransform () |
Coordinate Converters | |
Point | convertToNodeSpace (const Point &worldPoint) const |
Converts a Point to node (local) space coordinates. More... | |
Point | convertToWorldSpace (const Point &nodePoint) const |
Converts a Point to world space coordinates. More... | |
Point | convertToNodeSpaceAR (const Point &worldPoint) const |
Converts a Point to node (local) space coordinates. More... | |
Point | convertToWorldSpaceAR (const Point &nodePoint) const |
Converts a local Point to world space coordinates.The result is in Points. More... | |
Point | convertTouchToNodeSpace (Touch *touch) const |
convenience methods which take a Touch instead of Point More... | |
Point | convertTouchToNodeSpaceAR (Touch *touch) const |
converts a Touch (world coordinates) into a local coordinate. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
Sets the additional transform. More... | |
component functions | |
Component * | getComponent (const char *pName) |
gets a component by its name More... | |
virtual bool | addComponent (Component *pComponent) |
adds a component More... | |
local | addComponent ( local pComponent) |
adds a component More... | |
virtual bool | removeComponent (const char *pName) |
removes a component by its name More... | |
virtual void | removeAllComponents () |
removes all components More... | |
Public Member Functions inherited from Object | |
Object () | |
Constructor. More... | |
virtual | ~Object () |
void | release () |
Release the ownership immediately. More... | |
void | retain () |
Retains the ownership. More... | |
Object * | autorelease () |
Release the ownership sometime soon automatically. More... | |
bool | isSingleReference () const |
Returns a boolean value that indicates whether there is only one reference to the object. More... | |
unsigned int | retainCount () const |
Returns the object's current reference count. More... | |
virtual bool | isEqual (const Object *object) |
Returns a boolean value that indicates whether this object and a given object are equal. More... | |
virtual void | acceptVisitor (DataVisitor &visitor) |
Static Public Attributes | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
var | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
local | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
Protected Member Functions | |
void | updateEventPriorityIndex () |
Upates event priority for this node. More... | |
void | removeAllEventListeners () |
Removes all event listeners that associated with this node. More... | |
void | setDirtyForAllEventListeners () |
Sets dirty for event listener. More... | |
void | childrenAlloc (void) |
lazy allocs More... | |
void | insertChild (Node *child, int z) |
helper that reorder a child More... | |
void | detachChild (Node *child, int index, bool doCleanup) |
Removes a child, call child->onExit(), do cleanup, remove it from children array. More... | |
Point | convertToWindowSpace (const Point &nodePoint) const |
Convert cocos2d coordinates to UI windows coordinate. More... | |
Protected Attributes | |
float | _rotationX |
rotation angle on x-axis More... | |
float | _rotationY |
rotation angle on y-axis More... | |
var | _rotationY |
rotation angle on y-axis More... | |
local | _rotationY |
rotation angle on y-axis More... | |
float | _scaleX |
scaling factor on x-axis More... | |
var | _scaleX |
scaling factor on x-axis More... | |
local | _scaleX |
scaling factor on x-axis More... | |
float | _scaleY |
scaling factor on y-axis More... | |
var | _scaleY |
scaling factor on y-axis More... | |
local | _scaleY |
scaling factor on y-axis More... | |
float | _vertexZ |
OpenGL real Z vertex. More... | |
Point | _position |
position of the node More... | |
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... | |
Point | _anchorPointInPoints |
anchor point in points More... | |
var | _anchorPointInPoints |
anchor point in points More... | |
local | _anchorPointInPoints |
anchor point in points More... | |
Point | _anchorPoint |
anchor point normalized (NOT in points) More... | |
Size | _contentSize |
untransformed size of the node More... | |
local | _contentSize |
untransformed size of the node More... | |
AffineTransform | _additionalTransform |
transform More... | |
AffineTransform | _transform |
transform More... | |
var | _transform |
transform More... | |
local | _transform |
transform More... | |
AffineTransform | _inverse |
inverse transform More... | |
var | _inverse |
inverse transform More... | |
local | _inverse |
inverse transform More... | |
bool | _additionalTransformDirty |
The flag to check whether the additional transform is dirty. More... | |
bool | _transformDirty |
transform dirty flag More... | |
var | _transformDirty |
transform dirty flag More... | |
local | _transformDirty |
transform dirty flag More... | |
bool | _inverseDirty |
inverse transform dirty flag More... | |
var | _inverseDirty |
inverse transform dirty flag More... | |
local | _inverseDirty |
inverse transform dirty flag More... | |
Camera * | _camera |
a camera More... | |
GridBase * | _grid |
a grid More... | |
int | _ZOrder |
z-order value that affects the draw order More... | |
Array * | _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... | |
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... | |
void * | _userData |
A user assingned void pointer, Can be point to any cpp object. More... | |
Object * | _userObject |
A user assigned Object. More... | |
local | _userObject |
A user assigned Object. More... | |
GLProgram * | _shaderProgram |
OpenGL shader. More... | |
int | _orderOfArrival |
used to preserve sequence while sorting children with the same zOrder 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... | |
var | _actionManager |
a pointer to ActionManager singleton, which is used to handle all the actions More... | |
local | _actionManager |
a pointer to ActionManager singleton, which is used to handle all the actions More... | |
bool | _running |
is running More... | |
bool | _visible |
is this node visible More... | |
bool | _ignoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More... | |
var | _ignoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More... | |
local | _ignoreAnchorPointForPosition |
true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More... | |
bool | _reorderChildDirty |
children order dirty flag More... | |
local | _reorderChildDirty |
children order dirty flag More... | |
bool | _isTransitionFinished |
flag to indicate whether the transition was finished More... | |
var | _isTransitionFinished |
flag to indicate whether the transition was finished More... | |
local | _isTransitionFinished |
flag to indicate whether the transition was finished More... | |
int | _scriptHandler |
script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More... | |
int | _updateScriptHandler |
script handler for update() callback per frame, which is invoked from lua & javascript. More... | |
var | _updateScriptHandler |
script handler for update() callback per frame, which is invoked from lua & javascript. More... | |
local | _updateScriptHandler |
script handler for update() callback per frame, which is invoked from lua & javascript. More... | |
ccScriptType | _scriptType |
type of script binding, lua or javascript More... | |
ComponentContainer * | _componentContainer |
Dictionary of components. More... | |
var | _componentContainer |
Dictionary of components. More... | |
local | _componentContainer |
Dictionary of components. More... | |
int | _eventPriority |
The scene graph based priority of event listener. More... | |
int | _oldEventPriority |
The old scene graph based priority of event listener. More... | |
var | _oldEventPriority |
The old scene graph based priority of event listener. More... | |
local | _oldEventPriority |
The old scene graph based priority of event listener. More... | |
Protected Attributes inherited from Object | |
unsigned int | _reference |
count of references More... | |
var | _reference |
count of references More... | |
local | _reference |
count of references More... | |
unsigned int | _autoReleaseCount |
count of autorelease More... | |
var | _autoReleaseCount |
count of autorelease More... | |
local | _autoReleaseCount |
count of autorelease More... | |
Static Protected Attributes | |
static int | _globalEventPriorityIndex |
The index of global event priority. More... | |
Friends | |
class | Director |
class | EventDispatcher |
Constructor, Destructor and Initializers | |
static Node * | create (void) |
Allocates and initializes a node. More... | |
Node (void) | |
Default constructor. More... | |
virtual | ~Node (void) |
Default destructor. More... | |
virtual bool | init () |
Initializes the instance of Node. More... | |
const char * | description (void) const |
Gets the description string. More... | |
Additional Inherited Members | |
Public Attributes inherited from Object | |
unsigned int | _ID |
object id, ScriptSupport need public _ID More... | |
int | _luaID |
Lua reference id. More... | |
Node is the main element.
Anything that gets drawn or contains things that get drawn is a Node. The most popular Nodes are: Scene, Layer, Sprite, Menu.
The main features of a Node are:
Some Node nodes provide extra functionality for them or their children.
Subclassing a Node usually means (one/all) of:
Features of Node:
Default values:
Limitations:
Order in transformations with grid disabled
Order in transformations with grid enabled
Node | ( | void | ) |
Default constructor.
var ctor | ( | ) |
Default constructor.
local Node | ( | ) |
Default constructor.
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Default destructor.
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Sets the z order which stands for the drawing order.
This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:
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Sets the z order which stands for the drawing order.
This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:
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Sets the z order which stands for the drawing order.
This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:
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Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with a z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, ScrollView, SpriteBatchNode, Menu, and ParticleBatchNode.
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Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
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Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
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Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
tag | A interger to identify the node easily. Please refer to setTag(int) |
Reimplemented in Sprite, ScrollView, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, and BatchNode.
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adds a component
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adds a component
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adds a component
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lazy allocs
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lazy allocs
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lazy allocs
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Stops all running actions and schedulers.
Reimplemented in TransitionScene.
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Stops all running actions and schedulers.
Reimplemented in TransitionScene.
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Stops all running actions and schedulers.
Reimplemented in TransitionScene.
Converts a Point to node (local) space coordinates.
The result is in Points.
var convertToNodeSpace | ( | var | worldPoint) |
Converts a Point to node (local) space coordinates.
The result is in Points.
local convertToNodeSpace | ( | local | worldPoint) |
Converts a Point to node (local) space coordinates.
The result is in Points.
Converts a Point to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
var convertToNodeSpaceAR | ( | var | worldPoint) |
Converts a Point to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
local convertToNodeSpaceAR | ( | local | worldPoint) |
Converts a Point to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
local convertTouchToNodeSpace | ( | local | touch) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
var convertTouchToNodeSpaceAR | ( | var | touch) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
local convertTouchToNodeSpaceAR | ( | local | touch) |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
Convert cocos2d coordinates to UI windows coordinate.
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Convert cocos2d coordinates to UI windows coordinate.
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Convert cocos2d coordinates to UI windows coordinate.
Converts a Point to world space coordinates.
The result is in Points.
var convertToWorldSpace | ( | var | nodePoint) |
Converts a Point to world space coordinates.
The result is in Points.
local convertToWorldSpace | ( | local | nodePoint) |
Converts a Point to world space coordinates.
The result is in Points.
Converts a local Point to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
var convertToWorldSpaceAR | ( | var | nodePoint) |
Converts a local Point to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
local convertToWorldSpaceAR | ( | local | nodePoint) |
Converts a local Point to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
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Allocates and initializes a node.
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Allocates and initializes a node.
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Allocates and initializes a node.
const char* description | ( | void | ) | const |
Gets the description string.
It makes debugging easier.
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Removes a child, call child->onExit(), do cleanup, remove it from children array.
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Removes a child, call child->onExit(), do cleanup, remove it from children array.
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Removes a child, call child->onExit(), do cleanup, remove it from children array.
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Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.
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Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.
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Override this method to draw your own node.
The following GL states will be enabled by default:
Reimplemented in TransitionCrossFade, Sprite, LayerColor, TextFieldTTF, RenderTexture, SpriteBatchNode, Armature, ParticleSystemQuad, ProgressTimer, ParticleBatchNode, TransitionScene, DrawNode, MotionStreak, AtlasNode, CCSkeleton, UICCLabelAtlas, and BatchNode.
Action* getActionByTag | ( | int | tag) |
Gets an action from the running action list by its tag.
var getActionByTag | ( | var | tag) |
Gets an action from the running action list by its tag.
local getActionByTag | ( | local | tag) |
Gets an action from the running action list by its tag.
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Gets the ActionManager object that is used by all actions.
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Gets the ActionManager object that is used by all actions.
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Gets the ActionManager object that is used by all actions.
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Returns the anchor point in percent.
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Returns the anchor point in percent.
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Returns the anchor point in percent.
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Returns the anchorPoint in absolute pixels.
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Returns the anchorPoint in absolute pixels.
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Returns the anchorPoint in absolute pixels.
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Returns a "local" axis aligned bounding box of the node.
The returned box is relative only to its parent.
Reimplemented in Armature, and CCSkeleton.
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Returns a "local" axis aligned bounding box of the node.
The returned box is relative only to its parent.
Reimplemented in Armature, and CCSkeleton.
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Returns a "local" axis aligned bounding box of the node.
The returned box is relative only to its parent.
Reimplemented in Armature, and CCSkeleton.
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Returns a camera object that lets you move the node using a gluLookAt.
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Returns a camera object that lets you move the node using a gluLookAt.
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Returns a camera object that lets you move the node using a gluLookAt.
Node* getChildByTag | ( | int | tag) |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
var getChildByTag | ( | var | tag) |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
local getChildByTag | ( | local | tag) |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
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Return an array of children.
Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:
This sample code traverses all children nodes, and set their position to (0,0)
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Return an array of children.
Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:
This sample code traverses all children nodes, and set their position to (0,0)
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Return an array of children.
Composing a "tree" structure is a very important feature of Node Here's a sample code of traversing children array:
This sample code traverses all children nodes, and set their position to (0,0)
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unsigned int getChildrenCount | ( | ) | const |
Get the amount of children.
var getChildrenCount | ( | ) |
Get the amount of children.
local getChildrenCount | ( | ) |
Get the amount of children.
Component* getComponent | ( | const char * | pName) |
gets a component by its name
var getComponent | ( | var | pName) |
gets a component by its name
local getComponent | ( | local | pName) |
gets a component by its name
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Returns the untransformed size of the node.
Reimplemented in ScrollView.
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Returns the untransformed size of the node.
Reimplemented in ScrollView.
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Returns the untransformed size of the node.
Reimplemented in ScrollView.
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Returns a grid object that is used when applying effects.
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Returns a grid object that is used when applying effects.
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Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and PhysicsSprite.
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Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and PhysicsSprite.
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Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in Armature, and PhysicsSprite.
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unsigned int getNumberOfRunningActions |
( | ) | const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
var getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
local getNumberOfRunningActions | ( | ) |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
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Returns the arrival order, indecates which children is added previously.
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Returns the arrival order, indecates which children is added previously.
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Returns the arrival order, indecates which children is added previously.
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Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
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Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
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Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
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Gets the position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite.
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Gets the position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite.
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Gets the position (x,y) of the node in OpenGL coordinates.
Reimplemented in PhysicsSprite.
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Gets position in a more efficient way, returns two number instead of a Point object.
Reimplemented in PhysicsSprite.
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Gets position in a more efficient way, returns two number instead of a Point object.
Reimplemented in PhysicsSprite.
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Gets position in a more efficient way, returns two number instead of a Point object.
Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Reimplemented in PhysicsSprite.
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Returns the rotation of the node in degrees.
Reimplemented in PhysicsSprite.
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Returns the rotation of the node in degrees.
Reimplemented in PhysicsSprite.
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Returns the rotation of the node in degrees.
Reimplemented in PhysicsSprite.
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Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
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Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
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Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
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Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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Gets the scale factor of the node, when X and Y have the same scale factor.
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Gets the scale factor of the node, when X and Y have the same scale factor.
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Gets the scale factor of the node, when X and Y have the same scale factor.
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Returns the scale factor on X axis of this node.
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Returns the scale factor on X axis of this node.
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Returns the scale factor on X axis of this node.
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Returns the scale factor on Y axis of this node.
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Returns the scale factor on Y axis of this node.
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Returns the scale factor on Y axis of this node.
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Return the shader program currently used for this node.
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Return the shader program currently used for this node.
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Return the shader program currently used for this node.
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Returns the X skew angle of the node in degrees.
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Returns the X skew angle of the node in degrees.
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Returns the X skew angle of the node in degrees.
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Returns the Y skew angle of the node in degrees.
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Returns the Y skew angle of the node in degrees.
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Returns the Y skew angle of the node in degrees.
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Returns a tag that is used to identify the node easily.
You can set tags to node then identify them easily.
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Returns a tag that is used to identify the node easily.
You can set tags to node then identify them easily.
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Returns a tag that is used to identify the node easily.
You can set tags to node then identify them easily.
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Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object.
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Returns the inverse world affine transform matrix.
The matrix is in Pixels.
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Returns the inverse world affine transform matrix.
The matrix is in Pixels.
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Returns the inverse world affine transform matrix.
The matrix is in Pixels.
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Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true
ignore | true if anchor point will be (0,0) when you position this node |
Reimplemented in Sprite.
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Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true
ignore | true if anchor point will be (0,0) when you position this node |
Reimplemented in Sprite.
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Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true
ignore | true if anchor point will be (0,0) when you position this node |
Reimplemented in Sprite.
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Initializes the instance of Node.
Reimplemented in NodeRGBA, LayerMultiplex, MenuItemImage, LayerGradient, LayerColor, ParticleRain, Scale9Sprite, LayerRGBA, RectClippingNode, ParticleSnow, LabelBMFont, ParticleSmoke, ParticleExplosion, ParticleSystem, Sprite, ParticleSpiral, ParticleMeteor, LabelTTF, ParticleFlower, ParticleGalaxy, Armature, ScrollView, SpriteBatchNode, Control, ParticleSun, Menu, Layer, ParticleFireworks, ControlButton, Scene, Bone, ControlColourPicker, ClippingNode, DrawNode, UILayer, ParticleFire, and BatchNode.
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Initializes the instance of Node.
Reimplemented in NodeRGBA, LayerMultiplex, MenuItemImage, LayerGradient, LayerColor, ParticleRain, Scale9Sprite, LayerRGBA, RectClippingNode, ParticleSnow, LabelBMFont, ParticleSmoke, ParticleExplosion, ParticleSystem, Sprite, ParticleSpiral, ParticleMeteor, LabelTTF, ParticleFlower, ParticleGalaxy, Armature, ScrollView, SpriteBatchNode, Control, ParticleSun, Menu, Layer, ParticleFireworks, ControlButton, Scene, Bone, ControlColourPicker, ClippingNode, DrawNode, UILayer, ParticleFire, and BatchNode.
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Initializes the instance of Node.
Reimplemented in NodeRGBA, LayerMultiplex, MenuItemImage, LayerGradient, LayerColor, ParticleRain, Scale9Sprite, LayerRGBA, RectClippingNode, ParticleSnow, LabelBMFont, ParticleSmoke, ParticleExplosion, ParticleSystem, Sprite, ParticleSpiral, ParticleMeteor, LabelTTF, ParticleFlower, ParticleGalaxy, Armature, ScrollView, SpriteBatchNode, Control, ParticleSun, Menu, Layer, ParticleFireworks, ControlButton, Scene, Bone, ControlColourPicker, ClippingNode, DrawNode, UILayer, ParticleFire, and BatchNode.
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helper that reorder a child
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helper that reorder a child
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helper that reorder a child
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Gets whether the anchor point will be (0,0) when you position this node.
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Gets whether the anchor point will be (0,0) when you position this node.
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Gets whether the anchor point will be (0,0) when you position this node.
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bool isScheduled | ( | SEL_SCHEDULE | selector) |
Checks whether a selector is scheduled.
selector | A function selector |
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Determines if the node is visible.
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Determines if the node is visible.
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Determines if the node is visible.
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inline |
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Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, TransitionShrinkGrow, EditBox, TransitionSlideInL, TransitionMoveInL, TransitionJumpZoom, Control, TransitionRotoZoom, Layer, Menu, TransitionScene, ClippingNode, TransitionPageTurn, UILayer, TransitionProgress, and UICCTextField.
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Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
Reimplemented in Layer, ClippingNode, and UILayer.
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Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented in TransitionCrossFade, TransitionFade, EditBox, Control, Layer, Menu, TransitionScene, ClippingNode, UILayer, and TransitionProgress.
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Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
Reimplemented in ClippingNode.
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void pauseSchedulerAndActions | ( | void | ) |
Pauses all scheduled selectors and actions.
This method is called internally by onExit
var pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors and actions.
This method is called internally by onExit
local pauseSchedulerAndActions | ( | ) |
Pauses all scheduled selectors and actions.
This method is called internally by onExit
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Removes all children from the container with a cleanup.
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Removes all children from the container with a cleanup.
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Removes all children from the container with a cleanup.
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Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
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Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
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Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | true if all running actions on all children nodes should be cleanup, false oterwise. |
Reimplemented in Sprite, SpriteBatchNode, ParticleBatchNode, and ParallaxNode.
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removes all components
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removes all components
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removes all components
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Removes all event listeners that associated with this node.
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Removes all event listeners that associated with this node.
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Removes all event listeners that associated with this node.
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Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.
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virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.
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Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter
tag | An interger number that identifies a child node |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter
tag | An interger number that identifies a child node |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter
tag | An interger number that identifies a child node |
cleanup | true if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
removes a component by its name
|
virtual |
removes a component by its name
|
virtual |
removes a component by its name
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. |
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
zOrder | Z order for drawing priority. Please refer to setZOrder(int) |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
void resumeSchedulerAndActions | ( | void | ) |
Resumes all scheduled selectors and actions.
This method is called internally by onEnter
var resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors and actions.
This method is called internally by onEnter
local resumeSchedulerAndActions | ( | ) |
Resumes all scheduled selectors and actions.
This method is called internally by onEnter
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget()
var runAction | ( | var | action) |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget()
local runAction | ( | local | action) |
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget()
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. |
repeat | The selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
var schedule | ( | var | selector, |
var | interval, | ||
var | repeat, | ||
var | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. |
repeat | The selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Callback interval time in seconds. 0 means tick every frame, |
var schedule | ( | var | selector, |
var | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Callback interval time in seconds. 0 means tick every frame, |
void schedule | ( | SEL_SCHEDULE | selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
selector | A function wrapped as a selector |
var schedule | ( | var | selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
selector | A function wrapped as a selector |
void scheduleOnce | ( | SEL_SCHEDULE | selector, |
float | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger.
selector | The SEL_SCHEDULE selector to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
var scheduleOnce | ( | var | selector, |
var | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger.
selector | The SEL_SCHEDULE selector to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
void scheduleUpdate | ( | void | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.
void scheduleUpdateWithPriority | ( | int | priority) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
void scheduleUpdateWithPriorityLua | ( | int | handler, |
int | priority | ||
) |
Schedules for lua script.
local scheduleUpdateWithPriorityLua | ( | local | handler, |
local | priority | ||
) |
Schedules for lua script.
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
void setAdditionalTransform | ( | const AffineTransform & | additionalTransform) |
Sets the additional transform.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't). var setAdditionalTransform | ( | var | additionalTransform) |
Sets the additional transform.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't). local setAdditionalTransform | ( | local | additionalTransform) |
Sets the additional transform.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
anchorPoint | The anchor point of node. |
Reimplemented in Sprite, EditBox, LabelBMFont, and ProgressTimer.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.
|
virtual |
Sets the untransformed size of the node.
The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.
contentSize | The untransformed size of the node. |
Reimplemented in EditBox, LayerColor, Scale9Sprite, and ScrollView.
|
protected |
Sets dirty for event listener.
|
protected |
Sets dirty for event listener.
|
protected |
Sets dirty for event listener.
|
inline |
|
virtual |
Changes a grid object that is used when applying effects.
grid | A Grid object that is used when applying effects |
|
virtual |
Changes a grid object that is used when applying effects.
grid | A Grid object that is used when applying effects |
|
virtual |
Changes a grid object that is used when applying effects.
grid | A Grid object that is used when applying effects |
|
virtual |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
|
virtual |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
|
virtual |
Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
|
virtual |
Sets the parent node.
parent | A pointer to the parnet node |
|
virtual |
Sets the parent node.
parent | A pointer to the parnet node |
|
virtual |
Sets the parent node.
parent | A pointer to the parnet node |
|
virtual |
Changes the position (x,y) of the node in OpenGL coordinates.
Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates |
Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.
|
virtual |
Changes the position (x,y) of the node in OpenGL coordinates.
Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates |
Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.
|
virtual |
Changes the position (x,y) of the node in OpenGL coordinates.
Usually we use Point(x,y) to compose Point object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates |
Reimplemented in Sprite, EditBox, PhysicsSprite, and MotionStreak.
|
virtual |
Sets position in a more efficient way.
Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++
x | X coordinate for position |
y | Y coordinate for position |
|
virtual |
Sets position in a more efficient way.
Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++
x | X coordinate for position |
y | Y coordinate for position |
|
virtual |
Sets position in a more efficient way.
Passing two numbers (x,y) is much efficient than passing Point object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++
x | X coordinate for position |
y | Y coordinate for position |
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, ParticleSystem, and PhysicsSprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes both X and Y scale factor of the node.
1.0 is the default scale factor. It modifies the X and Y scale at the same time.
scale | The scale factor for both X and Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes both X and Y scale factor of the node.
1.0 is the default scale factor. It modifies the X and Y scale at the same time.
scale | The scale factor for both X and Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes both X and Y scale factor of the node.
1.0 is the default scale factor. It modifies the X and Y scale at the same time.
scale | The scale factor for both X and Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on X axis of this node.
The deafult value is 1.0 if you haven't changed it before
scaleX | The scale factor on X axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on X axis of this node.
The deafult value is 1.0 if you haven't changed it before
scaleX | The scale factor on X axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on X axis of this node.
The deafult value is 1.0 if you haven't changed it before
scaleX | The scale factor on X axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on Y axis of this node.
The Default value is 1.0 if you haven't changed it before.
scaleY | The scale factor on Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on Y axis of this node.
The Default value is 1.0 if you haven't changed it before.
scaleY | The scale factor on Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
Changes the scale factor on Y axis of this node.
The Default value is 1.0 if you haven't changed it before.
scaleY | The scale factor on Y axis. |
Reimplemented in Sprite, ParticleSystem, LabelBMFont, and Label.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
shaderProgram | The shader program which fetchs from ShaderCache. |
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
shaderProgram | The shader program which fetchs from ShaderCache. |
|
virtual |
Sets the shader program for this node.
Since v2.0, each rendering node must set its shader program. It should be set in initialize phase.
shaderProgram | The shader program which fetchs from ShaderCache. |
|
virtual |
Changes the X skew angle of the node in degrees.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.
fSkewX | The X skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the X skew angle of the node in degrees.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.
fSkewX | The X skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the X skew angle of the node in degrees.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.
fSkewX | The X skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the Y skew angle of the node in degrees.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.
fSkewY | The Y skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the Y skew angle of the node in degrees.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.
fSkewY | The Y skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the Y skew angle of the node in degrees.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.
fSkewY | The Y skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code.
tag | A interger that indentifies the node. |
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code.
tag | A interger that indentifies the node. |
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code.
tag | A interger that indentifies the node. |
|
virtual |
Sets a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object, etc.
userData | A custom user data pointer |
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
userObject | A user assigned Object |
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
userObject | A user assigned Object |
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese. The UserObject will be released in Node's destructure.
userObject | A user assigned Object |
|
virtual |
Sets the real OpenGL Z vertex.
Differences between openGL Z vertex and cocos2d Z order:
vertexZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
Sets the real OpenGL Z vertex.
Differences between openGL Z vertex and cocos2d Z order:
vertexZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
Sets the real OpenGL Z vertex.
Differences between openGL Z vertex and cocos2d Z order:
vertexZ | OpenGL Z vertex of this node. |
Reimplemented in Sprite.
|
virtual |
|
virtual |
|
virtual |
|
virtual |
Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.
The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.
zOrder | Z order of this node. |
Reimplemented in Bone.
|
virtual |
Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.
The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.
zOrder | Z order of this node. |
Reimplemented in Bone.
|
virtual |
Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.
The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.
zOrder | Z order of this node. |
Reimplemented in Bone.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented in Sprite, and SpriteBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented in Sprite, and SpriteBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This appraoch can improves the performance massively.
Reimplemented in Sprite, and SpriteBatchNode.
void stopAction | ( | Action * | action) |
Stops and removes an action from the running action list.
action | The action object to be removed. |
var stopAction | ( | var | action) |
Stops and removes an action from the running action list.
action | The action object to be removed. |
local stopAction | ( | local | action) |
Stops and removes an action from the running action list.
action | The action object to be removed. |
void stopActionByTag | ( | int | tag) |
Removes an action from the running action list by its tag.
tag | A tag that indicates the action to be removed. |
var stopActionByTag | ( | var | tag) |
Removes an action from the running action list by its tag.
tag | A tag that indicates the action to be removed. |
local stopActionByTag | ( | local | tag) |
Removes an action from the running action list by its tag.
tag | A tag that indicates the action to be removed. |
void stopAllActions | ( | ) |
Stops and removes all actions from the running action list .
var stopAllActions | ( | ) |
Stops and removes all actions from the running action list .
local stopAllActions | ( | ) |
Stops and removes all actions from the running action list .
void transform | ( | ) |
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
var transform | ( | ) |
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
local transform | ( | ) |
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
void transformAncestors | ( | ) |
Performs OpenGL view-matrix transformation of it's ancestors.
Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.
var transformAncestors | ( | ) |
Performs OpenGL view-matrix transformation of it's ancestors.
Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.
local transformAncestors | ( | ) |
Performs OpenGL view-matrix transformation of it's ancestors.
Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.
void unschedule | ( | SEL_SCHEDULE | selector) |
Unschedules a custom selector.
selector | A function wrapped as a selector |
var unschedule | ( | var | selector) |
Unschedules a custom selector.
selector | A function wrapped as a selector |
void unscheduleAllSelectors | ( | void | ) |
Unschedule all scheduled selectors: custom selectors, and the 'update' selector.
Actions are not affected by this method.
var unscheduleAllSelectors | ( | ) |
Unschedule all scheduled selectors: custom selectors, and the 'update' selector.
Actions are not affected by this method.
void unscheduleUpdate | ( | void | ) |
var unscheduleUpdate | ( | ) |
local unscheduleUpdate | ( | ) |
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virtual |
Reimplemented from Object.
Reimplemented in ParticleSystem, Armature, Bone, MotionStreak, CCSkeleton, ControlStepper, and CCSkeletonAnimation.
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virtual |
Reimplemented from Object.
Reimplemented in ParticleSystem, Armature, Bone, MotionStreak, CCSkeleton, ControlStepper, and CCSkeletonAnimation.
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virtual |
Reimplemented from Object.
Reimplemented in ParticleSystem, Armature, Bone, MotionStreak, CCSkeleton, ControlStepper, and CCSkeletonAnimation.
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inlineprotected |
Upates event priority for this node.
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inlineprotected |
Upates event priority for this node.
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inlineprotected |
Upates event priority for this node.
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virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.
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virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.
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virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.
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virtual |
Visits this node's children and draw them recursively.
Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.
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virtual |
Visits this node's children and draw them recursively.
Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.
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virtual |
Visits this node's children and draw them recursively.
Reimplemented in GUIRenderer, EditBox, Scale9Sprite, RectClippingNode, ScrollView, RenderTexture, SpriteBatchNode, Armature, ClippingNode, ParticleBatchNode, ParallaxNode, and BatchNode.
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inlinevirtual |
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inlinevirtual |
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inlinevirtual |
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friend |
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friend |
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friend |
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friend |
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protected |
a pointer to ActionManager singleton, which is used to handle all the actions
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protected |
a pointer to ActionManager singleton, which is used to handle all the actions
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protected |
a pointer to ActionManager singleton, which is used to handle all the actions
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mutableprotected |
transform
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mutableprotected |
transform
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mutableprotected |
transform
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mutableprotected |
The flag to check whether the additional transform is dirty.
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mutableprotected |
The flag to check whether the additional transform is dirty.
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mutableprotected |
The flag to check whether the additional transform is dirty.
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protected |
anchor point normalized (NOT in points)
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protected |
anchor point normalized (NOT in points)
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protected |
anchor point normalized (NOT in points)
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protected |
anchor point in points
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protected |
anchor point in points
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protected |
anchor point in points
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protected |
a camera
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protected |
a camera
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protected |
a camera
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protected |
array of children nodes
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protected |
array of children nodes
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protected |
array of children nodes
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protected |
Dictionary of components.
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protected |
Dictionary of components.
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protected |
Dictionary of components.
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protected |
untransformed size of the node
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protected |
untransformed size of the node
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protected |
untransformed size of the node
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protected |
The scene graph based priority of event listener.
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protected |
The scene graph based priority of event listener.
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protected |
The scene graph based priority of event listener.
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staticprotected |
The index of global event priority.
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staticprotected |
The index of global event priority.
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staticprotected |
The index of global event priority.
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protected |
a grid
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protected |
a grid
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protected |
a grid
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protected |
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protected |
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protected |
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mutableprotected |
inverse transform
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mutableprotected |
inverse transform
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mutableprotected |
inverse transform
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mutableprotected |
inverse transform dirty flag
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mutableprotected |
inverse transform dirty flag
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mutableprotected |
inverse transform dirty flag
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protected |
flag to indicate whether the transition was finished
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protected |
flag to indicate whether the transition was finished
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protected |
flag to indicate whether the transition was finished
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protected |
The old scene graph based priority of event listener.
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protected |
The old scene graph based priority of event listener.
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protected |
The old scene graph based priority of event listener.
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protected |
used to preserve sequence while sorting children with the same zOrder
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protected |
used to preserve sequence while sorting children with the same zOrder
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protected |
used to preserve sequence while sorting children with the same zOrder
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protected |
weak reference to parent node
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protected |
weak reference to parent node
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protected |
weak reference to parent node
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protected |
position of the node
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protected |
position of the node
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protected |
position of the node
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protected |
children order dirty flag
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protected |
children order dirty flag
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protected |
children order dirty flag
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protected |
rotation angle on x-axis
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protected |
rotation angle on x-axis
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protected |
rotation angle on x-axis
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protected |
rotation angle on y-axis
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protected |
rotation angle on y-axis
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protected |
rotation angle on y-axis
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protected |
is running
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protected |
is running
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protected |
is running
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protected |
scaling factor on x-axis
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protected |
scaling factor on x-axis
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protected |
scaling factor on x-axis
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protected |
scaling factor on y-axis
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protected |
scaling factor on y-axis
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protected |
scaling factor on y-axis
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protected |
scheduler used to schedule timers and updates
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protected |
scheduler used to schedule timers and updates
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protected |
scheduler used to schedule timers and updates
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protected |
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protected |
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protected |
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protected |
type of script binding, lua or javascript
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protected |
type of script binding, lua or javascript
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protected |
type of script binding, lua or javascript
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protected |
OpenGL shader.
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protected |
OpenGL shader.
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protected |
OpenGL shader.
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protected |
skew angle on x-axis
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protected |
skew angle on x-axis
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protected |
skew angle on x-axis
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protected |
skew angle on y-axis
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protected |
skew angle on y-axis
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protected |
skew angle on y-axis
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protected |
a tag. Can be any number you assigned just to identify this node
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protected |
a tag. Can be any number you assigned just to identify this node
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protected |
a tag. Can be any number you assigned just to identify this node
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mutableprotected |
transform
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mutableprotected |
transform
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mutableprotected |
transform
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mutableprotected |
transform dirty flag
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mutableprotected |
transform dirty flag
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mutableprotected |
transform dirty flag
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protected |
script handler for update() callback per frame, which is invoked from lua & javascript.
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protected |
script handler for update() callback per frame, which is invoked from lua & javascript.
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protected |
script handler for update() callback per frame, which is invoked from lua & javascript.
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protected |
A user assingned void pointer, Can be point to any cpp object.
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protected |
A user assingned void pointer, Can be point to any cpp object.
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protected |
A user assingned void pointer, Can be point to any cpp object.
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protected |
A user assigned Object.
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protected |
A user assigned Object.
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protected |
OpenGL real Z vertex.
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protected |
OpenGL real Z vertex.
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protected |
OpenGL real Z vertex.
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protected |
is this node visible
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protected |
is this node visible
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protected |
is this node visible
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protected |
z-order value that affects the draw order
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protected |
z-order value that affects the draw order
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protected |
z-order value that affects the draw order
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static |
Default tag used for all the nodes.
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static |
Default tag used for all the nodes.
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static |
Default tag used for all the nodes.