cocos2d-x  3.0-alpha0
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RenderTexture Class Reference

RenderTexture is a generic rendering target. More...

#include <CCRenderTexture.h>

Inheritance diagram for RenderTexture:
Node Object

Public Member Functions

 RenderTexture ()
virtual ~RenderTexture ()
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
var initWithWidthAndHeight ( var w, var h, var eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local initWithWidthAndHeight ( local w, local h, local eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
void begin ()
 starts grabbing More...
 
void beginWithClear (float r, float g, float b, float a)
 starts rendering to the texture while clearing the texture first. More...
 
var beginWithClear ( var r, var g, var b, var a)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a)
 starts rendering to the texture while clearing the texture first. More...
 
void beginWithClear (float r, float g, float b, float a, float depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
void end ()
 ends grabbing More...
 
void clear (float r, float g, float b, float a)
 clears the texture with a color More...
 
void clearDepth (float depthValue)
 clears the texture with a specified depth value More...
 
void clearStencil (int stencilValue)
 clears the texture with a specified stencil value More...
 
ImagenewImage (bool flipImage=true)
CC_DEPRECATED_ATTRIBUTE ImagenewCCImage (bool flipImage=true)
local newCCImage ( local true)
bool saveToFile (const char *szFilePath)
 saves the texture into a file using JPEG format. More...
 
bool saveToFile (const char *name, Image::Format format)
 saves the texture into a file. More...
 
void listenToBackground (Object *obj)
 Listen "come to background" message, and save render texture. More...
 
var listenToBackground ( var obj)
 Listen "come to background" message, and save render texture. More...
 
local listenToBackground ( local obj)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (Object *obj)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int clearFlags)
local setClearFlags ( local clearFlags)
const Color4FgetClearColor () const
 Clear color value. More...
 
local getClearColor ()
 Clear color value. More...
 
void setClearColor (const Color4F &clearColor)
float getClearDepth () const
 Value for clearDepth. More...
 
void setClearDepth (float clearDepth)
int getClearStencil () const
 Value for clear Stencil. More...
 
void setClearStencil (int clearStencil)
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool isAutoDraw)
local setAutoDraw ( local isAutoDraw)
SpritegetSprite () const
 Gets the Sprite being used. More...
 
void setSprite (Sprite *sprite)
 Sets the Sprite being used. More...
 
virtual void visit () override
 Visits this node's children and draw them recursively. More...
 
virtual void draw () override
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
- Public Member Functions inherited from Node
virtual CameragetCamera ()
 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 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 ()
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 PointgetPosition () 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 PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () 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 SizegetContentSize () 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...
 
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...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () 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 NodegetParent ()
 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 NodegetParent () 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...
 
virtual GridBasegetGrid ()
 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 GridBasegetGrid () 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...
 
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 ObjectgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const ObjectgetUserObject () const
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () 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...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (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...
 
ActiongetActionByTag (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 ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () 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)
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 AffineTransformgetNodeToParentTransform () 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 AffineTransformgetParentToNodeTransform () 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 ()
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...
 
ComponentgetComponent (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...
 
 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...
 
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 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 Member Functions

static RenderTexturecreate (int w, int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
local create ( local w, local h, local eFormat, local uDepthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
static RenderTexturecreate (int w, int h, Texture2D::PixelFormat eFormat)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
static RenderTexturecreate (int w, int h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Attributes

GLuint _FBO
GLuint _depthRenderBufffer
var _depthRenderBufffer
local _depthRenderBufffer
GLint _oldFBO
Texture2D_texture
var _texture
local _texture
Texture2D_textureCopy
var _textureCopy
local _textureCopy
Image_UITextureImage
var _UITextureImage
local _UITextureImage
Texture2D::PixelFormat _pixelFormat
var _pixelFormat
local _pixelFormat
GLbitfield _clearFlags
Color4F _clearColor
var _clearColor
local _clearColor
GLclampf _clearDepth
var _clearDepth
local _clearDepth
GLint _clearStencil
var _clearStencil
local _clearStencil
bool _autoDraw
Sprite_sprite
 The Sprite being used. More...
 
var _sprite
 The Sprite being used. More...
 
local _sprite
 The Sprite being used. More...
 
- Protected Attributes inherited from Node
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...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from Node
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...
 
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Detailed Description

RenderTexture is a generic rendering target.

To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.

Since
v0.8.1

Constructor & Destructor Documentation

var ctor ( )
local RenderTexture ( )
virtual ~RenderTexture ( )
virtual

Member Function Documentation

void begin ( )

starts grabbing

var begin ( )

starts grabbing

local begin ( )

starts grabbing

void beginWithClear ( float  r,
float  g,
float  b,
float  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void clear ( float  r,
float  g,
float  b,
float  a 
)

clears the texture with a color

var clear ( var  r,
var  g,
var  b,
var  a 
)

clears the texture with a color

local clear ( local  r,
local  g,
local  b,
local  a 
)

clears the texture with a color

void clearDepth ( float  depthValue)

clears the texture with a specified depth value

var clearDepth ( var  depthValue)

clears the texture with a specified depth value

local clearDepth ( local  depthValue)

clears the texture with a specified depth value

void clearStencil ( int  stencilValue)

clears the texture with a specified stencil value

var clearStencil ( var  stencilValue)

clears the texture with a specified stencil value

local clearStencil ( local  stencilValue)

clears the texture with a specified stencil value

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  eFormat,
GLuint  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var create ( var  w,
var  h,
var  eFormat,
var  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local create ( local  w,
local  h,
local  eFormat,
local  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var create ( var  w,
var  h,
var  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local create ( local  w,
local  h,
local  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

static RenderTexture* create ( int  w,
int  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

var create ( var  w,
var  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

local create ( local  w,
local  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

virtual void draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

var draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

local draw ( )
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from Node.

void end ( )

ends grabbing

var end ( )

ends grabbing

local end ( )

ends grabbing

void endToLua ( )
inline

end is key word of lua, use other name to export to lua.

var endToLua ( )
inline

end is key word of lua, use other name to export to lua.

local endToLua ( )
inline

end is key word of lua, use other name to export to lua.

const Color4F& getClearColor ( ) const
inline

Clear color value.

Valid only when "autoDraw" is true.

var getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

local getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

float getClearDepth ( ) const
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

var getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

local getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

unsigned int getClearFlags ( ) const
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

var getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

local getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw" is true.

int getClearStencil ( ) const
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

var getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

local getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true

Sprite* getSprite ( ) const
inline

Gets the Sprite being used.

var getSprite ( )
inline

Gets the Sprite being used.

local getSprite ( )
inline

Gets the Sprite being used.

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var initWithWidthAndHeight ( var  w,
var  h,
var  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local initWithWidthAndHeight ( local  w,
local  h,
local  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  eFormat,
GLuint  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var initWithWidthAndHeight ( var  w,
var  h,
var  eFormat,
var  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local initWithWidthAndHeight ( local  w,
local  h,
local  eFormat,
local  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

bool isAutoDraw ( ) const
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

var isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

local isAutoDraw ( )
inline

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

void listenToBackground ( Object obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

var listenToBackground ( var  obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

local listenToBackground ( local  obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

void listenToForeground ( Object obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

var listenToForeground ( var  obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

local listenToForeground ( local  obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

CC_DEPRECATED_ATTRIBUTE Image*
newCCImage
( bool  flipImage = true)
inline
var newCCImage ( var  flipImage = true)
inline
local newCCImage ( local  flipImage = true)
inline
Image* newImage ( bool  flipImage = true)
var newImage ( var  flipImage = true)
local newImage ( local  flipImage = true)
bool saveToFile ( const char *  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns true if the operation is successful.

bool saveToFile ( const char *  name,
Image::Format  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

var saveToFile ( var  name,
var  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

local saveToFile ( local  name,
local  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful.

void setAutoDraw ( bool  isAutoDraw)
inline
var setAutoDraw ( var  isAutoDraw)
inline
local setAutoDraw ( local  isAutoDraw)
inline
void setClearColor ( const Color4F clearColor)
inline
var setClearColor ( var  clearColor)
inline
local setClearColor ( local  clearColor)
inline
void setClearDepth ( float  clearDepth)
inline
var setClearDepth ( var  clearDepth)
inline
local setClearDepth ( local  clearDepth)
inline
void setClearFlags ( unsigned int  clearFlags)
inline
var setClearFlags ( var  clearFlags)
inline
local setClearFlags ( local  clearFlags)
inline
void setClearStencil ( int  clearStencil)
inline
var setClearStencil ( var  clearStencil)
inline
local setClearStencil ( local  clearStencil)
inline
void setSprite ( Sprite sprite)
inline

Sets the Sprite being used.

var setSprite ( var  sprite)
inline

Sets the Sprite being used.

local setSprite ( local  sprite)
inline

Sets the Sprite being used.

virtual void visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

var visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

local visit ( )
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

bool _autoDraw
protected
var _autoDraw
protected
local _autoDraw
protected
Color4F _clearColor
protected
var _clearColor
protected
local _clearColor
protected
GLclampf _clearDepth
protected
var _clearDepth
protected
local _clearDepth
protected
GLbitfield _clearFlags
protected
var _clearFlags
protected
local _clearFlags
protected
GLint _clearStencil
protected
var _clearStencil
protected
local _clearStencil
protected
GLuint _depthRenderBufffer
protected
var _depthRenderBufffer
protected
local _depthRenderBufffer
protected
GLuint _FBO
protected
GLint _oldFBO
protected
var _oldFBO
protected
local _oldFBO
protected
Texture2D::PixelFormat _pixelFormat
protected
var _pixelFormat
protected
local _pixelFormat
protected
Sprite* _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
var _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
local _sprite
protected

The Sprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
Texture2D* _texture
protected
var _texture
protected
local _texture
protected
Texture2D* _textureCopy
protected
var _textureCopy
protected
local _textureCopy
protected
Image* _UITextureImage
protected
var _UITextureImage
protected
local _UITextureImage
protected

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