cocos2d-x  3.0-alpha0
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UILayer Class Reference

#include <UILayer.h>

Inheritance diagram for UILayer:
Layer Node Object

Public Member Functions

 UILayer ()
 Default constructor. More...
 
virtual ~UILayer ()
 Default destructor. More...
 
local ~UILayer ()
 Default destructor. More...
 
virtual bool init ()
 Initializes the instance of Node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
local onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
local onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual bool onTouchBegan (Touch *pTouch, Event *pEvent)
virtual void onTouchMoved (Touch *pTouch, Event *pEvent)
virtual void onTouchEnded (Touch *pTouch, Event *pEvent)
local onTouchEnded ( local pTouch, local pEvent)
virtual void onTouchCancelled (Touch *pTouch, Event *pEvent)
local onTouchCancelled ( local pTouch, local pEvent)
void addWidget (UIWidget *widget)
 Add a widget to UILayer, for drawing. More...
 
void removeWidget (UIWidget *widget)
 Remove a widget from UILayer. More...
 
virtual void setVisible (bool visible)
 Sets whether the UILayer is visible. More...
 
local setVisible ( local visible)
 Sets whether the UILayer is visible. More...
 
UIWidgetgetWidgetByTag (int tag)
 Finds a widget whose tag is equal tag param from widget tree. More...
 
local getWidgetByTag ( local tag)
 Finds a widget whose tag is equal tag param from widget tree. More...
 
UIWidgetgetWidgetByName (const char *name)
 Seek a widget whose name is equal name param from widget tree. More...
 
local getWidgetByName ( local name)
 Seek a widget whose name is equal name param from widget tree. More...
 
UIInputManagergetInputManager ()
 Gets UIInputManager. More...
 
virtual void clear ()
 Remove and clean up all of UILayer's widget. More...
 
UIRootWidgetgetRootWidget ()
 Gets root widget of UILayer. More...
 
- Public Member Functions inherited from Layer
 Layer ()
virtual ~Layer ()
virtual
CC_DEPRECATED_ATTRIBUTE bool 
ccTouchBegan (Touch *pTouch, Event *pEvent) final
local ccTouchBegan ( local pTouch, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchMoved (Touch *pTouch, Event *pEvent) final
local ccTouchMoved ( local pTouch, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchEnded (Touch *pTouch, Event *pEvent) final
local ccTouchEnded ( local pTouch, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchCancelled (Touch *pTouch, Event *pEvent) final
local ccTouchCancelled ( local pTouch, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchesBegan (Set *pTouches, Event *pEvent) final
local ccTouchesBegan ( local pTouches, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchesMoved (Set *pTouches, Event *pEvent) final
local ccTouchesMoved ( local pTouches, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchesEnded (Set *pTouches, Event *pEvent) final
local ccTouchesEnded ( local pTouches, local pEvent)
virtual
CC_DEPRECATED_ATTRIBUTE void 
ccTouchesCancelled (Set *pTouches, Event *pEvent) final
local ccTouchesCancelled ( local pTouches, local pEvent)
virtual void onTouchesBegan (const std::vector< Touch * > &touches, Event *event)
virtual void onTouchesMoved (const std::vector< Touch * > &touches, Event *event)
local onTouchesMoved ( local touches, local event)
virtual void onTouchesEnded (const std::vector< Touch * > &touches, Event *event)
local onTouchesEnded ( local touches, local event)
virtual void onTouchesCancelled (const std::vector< Touch * > &touches, Event *event)
var onTouchesCancelled ( var touches, var event)
local onTouchesCancelled ( local touches, local event)
virtual
CC_DEPRECATED_ATTRIBUTE void 
didAccelerate (Acceleration *accelerationValue) final
local didAccelerate ( local accelerationValue)
virtual void onAcceleration (Acceleration *acc, Event *event)
virtual
CC_DEPRECATED_ATTRIBUTE void 
registerWithTouchDispatcher () final
 If isTouchEnabled, this method is called onEnter. More...
 
local registerWithTouchDispatcher ()
 If isTouchEnabled, this method is called onEnter. More...
 
virtual bool isTouchEnabled () const
 whether or not it will receive Touch events. More...
 
virtual void setTouchEnabled (bool value)
local setTouchEnabled ( local value)
virtual void setTouchMode (Touch::DispatchMode mode)
local setTouchMode ( local mode)
virtual Touch::DispatchMode getTouchMode () const
local getTouchMode ()
virtual void setSwallowsTouches (bool swallowsTouches)
 swallowsTouches of the touch events. More...
 
local setSwallowsTouches ( local swallowsTouches)
 swallowsTouches of the touch events. More...
 
virtual bool isSwallowsTouches () const
virtual bool isAccelerometerEnabled () const
 
whether or not it will receive Accelerometer events

You can enable / disable accelerometer events with this property. More...

 
virtual void setAccelerometerEnabled (bool value)
virtual void setAccelerometerInterval (double interval)
local setAccelerometerInterval ( local interval)
virtual bool isKeyboardEnabled () const
 
whether or not it will receive keyboard or keypad events

You can enable / disable accelerometer events with this property. More...

 
virtual void setKeyboardEnabled (bool value)
virtual void keyPressed (int keyCode) final
 Please use onKeyPressed instead. More...
 
virtual void keyReleased (int keyCode) final
 Please use onKeyReleased instead. More...
 
local keyReleased ( local keyCode)
 Please use onKeyReleased instead. More...
 
virtual void onKeyPressed (EventKeyboard::KeyCode keyCode, Event *event)
var onKeyPressed ( var keyCode, var event)
local onKeyPressed ( local keyCode, local event)
virtual void onKeyReleased (EventKeyboard::KeyCode keyCode, Event *event)
local onKeyReleased ( local keyCode, local event)
virtual
CC_DEPRECATED_ATTRIBUTE bool 
isKeypadEnabled () const final
local isKeypadEnabled ()
virtual
CC_DEPRECATED_ATTRIBUTE void 
setKeypadEnabled (bool value)
local setKeypadEnabled ( local value)
virtual
CC_DEPRECATED_ATTRIBUTE void 
keyBackClicked () final
var keyBackClicked ()
local keyBackClicked ()
virtual
CC_DEPRECATED_ATTRIBUTE void 
keyMenuClicked () final
local keyMenuClicked ()
- 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 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 ()
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 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 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...
 
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 UILayercreate (void)
 Allocates and initializes a widget. More...
 
- Static Public Member Functions inherited from Layer
static Layercreate (void)
 creates a fullscreen black layer More...
 
var create ()
 creates a fullscreen black layer More...
 
local create ()
 creates a fullscreen black layer More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Attributes

UIRootWidget_rootWidget
UIInputManager_inputManager
var _inputManager
local _inputManager
- Protected Attributes inherited from Layer
bool _touchEnabled
var _touchEnabled
local _touchEnabled
bool _accelerometerEnabled
var _accelerometerEnabled
local _accelerometerEnabled
bool _keyboardEnabled
var _keyboardEnabled
local _keyboardEnabled
EventListenerTouch_touchListener
var _touchListener
local _touchListener
EventListenerKeyboard_keyboardListener
EventListenerAcceleration_accelerationListener
var _accelerationListener
local _accelerationListener
- 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 Layer
void addTouchListener ()
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Constructor & Destructor Documentation

UILayer ( )

Default constructor.

var UILayer ( )

Default constructor.

local UILayer ( )

Default constructor.

virtual ~UILayer ( )
virtual

Default destructor.

var ~UILayer ( )
virtual

Default destructor.

local ~UILayer ( )
virtual

Default destructor.

Member Function Documentation

void addWidget ( UIWidget widget)

Add a widget to UILayer, for drawing.

Parameters
widget.
var addWidget ( var  widget)

Add a widget to UILayer, for drawing.

Parameters
widget.
local addWidget ( local  widget)

Add a widget to UILayer, for drawing.

Parameters
widget.
virtual void clear ( )
virtual

Remove and clean up all of UILayer's widget.

var clear ( )
virtual

Remove and clean up all of UILayer's widget.

local clear ( )
virtual

Remove and clean up all of UILayer's widget.

static UILayer* create ( void  )
static

Allocates and initializes a widget.

var create (   )
static

Allocates and initializes a widget.

local create (   )
static

Allocates and initializes a widget.

UIInputManager* getInputManager ( )

Gets UIInputManager.

UIInputManager is the touch manager of UILayer.

Returns
UIInputManager.
var getInputManager ( )

Gets UIInputManager.

UIInputManager is the touch manager of UILayer.

Returns
UIInputManager.
local getInputManager ( )

Gets UIInputManager.

UIInputManager is the touch manager of UILayer.

Returns
UIInputManager.
UIRootWidget* getRootWidget ( )

Gets root widget of UILayer.

Returns
UIRootWidget, "UIRootWidget" is the root widget of UILayer.
var getRootWidget ( )

Gets root widget of UILayer.

Returns
UIRootWidget, "UIRootWidget" is the root widget of UILayer.
local getRootWidget ( )

Gets root widget of UILayer.

Returns
UIRootWidget, "UIRootWidget" is the root widget of UILayer.
UIWidget* getWidgetByName ( const char *  name)

Seek a widget whose name is equal name param from widget tree.

Parameters
name.
var getWidgetByName ( var  name)

Seek a widget whose name is equal name param from widget tree.

Parameters
name.
local getWidgetByName ( local  name)

Seek a widget whose name is equal name param from widget tree.

Parameters
name.
UIWidget* getWidgetByTag ( int  tag)

Finds a widget whose tag is equal tag param from widget tree.

Parameters
tag.
var getWidgetByTag ( var  tag)

Finds a widget whose tag is equal tag param from widget tree.

Parameters
tag.
local getWidgetByTag ( local  tag)

Finds a widget whose tag is equal tag param from widget tree.

Parameters
tag.
virtual bool init ( )
virtual

Initializes the instance of Node.

Returns
Whether the initialization was successful.

Reimplemented from Layer.

var init ( )
virtual

Initializes the instance of Node.

Returns
Whether the initialization was successful.

Reimplemented from Layer.

local init ( )
virtual

Initializes the instance of Node.

Returns
Whether the initialization was successful.

Reimplemented from Layer.

virtual void onEnter ( )
virtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Layer.

var onEnter ( )
virtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Layer.

local onEnter ( )
virtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Layer.

virtual void
onEnterTransitionDidFinish
( )
virtual

Event callback that is invoked when the Node enters in the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented from Layer.

var onEnterTransitionDidFinish ( )
virtual

Event callback that is invoked when the Node enters in the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented from Layer.

local onEnterTransitionDidFinish ( )
virtual

Event callback that is invoked when the Node enters in the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented from Layer.

virtual void onExit ( )
virtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Layer.

var onExit ( )
virtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Layer.

local onExit ( )
virtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Layer.

virtual bool onTouchBegan ( Touch pTouch,
Event pEvent 
)
virtual

Reimplemented from Layer.

var onTouchBegan ( var  pTouch,
var  pEvent 
)
virtual

Reimplemented from Layer.

local onTouchBegan ( local  pTouch,
local  pEvent 
)
virtual

Reimplemented from Layer.

virtual void onTouchCancelled ( Touch pTouch,
Event pEvent 
)
virtual

Reimplemented from Layer.

var onTouchCancelled ( var  pTouch,
var  pEvent 
)
virtual

Reimplemented from Layer.

local onTouchCancelled ( local  pTouch,
local  pEvent 
)
virtual

Reimplemented from Layer.

virtual void onTouchEnded ( Touch pTouch,
Event pEvent 
)
virtual

Reimplemented from Layer.

var onTouchEnded ( var  pTouch,
var  pEvent 
)
virtual

Reimplemented from Layer.

local onTouchEnded ( local  pTouch,
local  pEvent 
)
virtual

Reimplemented from Layer.

virtual void onTouchMoved ( Touch pTouch,
Event pEvent 
)
virtual

Reimplemented from Layer.

var onTouchMoved ( var  pTouch,
var  pEvent 
)
virtual

Reimplemented from Layer.

local onTouchMoved ( local  pTouch,
local  pEvent 
)
virtual

Reimplemented from Layer.

void removeWidget ( UIWidget widget)

Remove a widget from UILayer.

Parameters
widget.
cleanuptrue if all running actions on all children widgets should be cleanup, false otherwise.
var removeWidget ( var  widget)

Remove a widget from UILayer.

Parameters
widget.
cleanuptrue if all running actions on all children widgets should be cleanup, false otherwise.
local removeWidget ( local  widget)

Remove a widget from UILayer.

Parameters
widget.
cleanuptrue if all running actions on all children widgets should be cleanup, false otherwise.
virtual void setVisible ( bool  visible)
virtual

Sets whether the UILayer is visible.

The default value is true, a UILayer is default to visible

Parameters
visibletrue if the UILayer is visible, false if the UILayer is hidden.

Reimplemented from Node.

var setVisible ( var  visible)
virtual

Sets whether the UILayer is visible.

The default value is true, a UILayer is default to visible

Parameters
visibletrue if the UILayer is visible, false if the UILayer is hidden.

Reimplemented from Node.

local setVisible ( local  visible)
virtual

Sets whether the UILayer is visible.

The default value is true, a UILayer is default to visible

Parameters
visibletrue if the UILayer is visible, false if the UILayer is hidden.

Reimplemented from Node.

Member Data Documentation

UIInputManager* _inputManager
protected
var _inputManager
protected
local _inputManager
protected
UIRootWidget* _rootWidget
protected
var _rootWidget
protected
local _rootWidget
protected

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