Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) More...
#include <CCSprite.h>
Public Member Functions | |
| bool | isFlipY () |
| void | setFlipY (bool flippedY) |
| var | setFlipY ( var flippedY) |
| local | setFlipY ( local flippedY) |
| virtual std::string | getDescription () const override |
| Gets the description string. More... | |
| var | getDescription () |
| Gets the description string. More... | |
| local | getDescription () |
| Gets the description string. More... | |
| virtual | ~Sprite () |
| var | ~Sprite () |
| local | ~Sprite () |
| virtual bool | init () |
| virtual bool | initWithTexture (Texture2D *texture) |
| Initializes a sprite with a texture. More... | |
| local | initWithTexture ( local texture) |
| Initializes a sprite with a texture. More... | |
| virtual bool | initWithTexture (Texture2D *texture, const Rect &rect) |
| Initializes a sprite with a texture and a rect. More... | |
| local | initWithTexture ( local texture, local rect) |
| Initializes a sprite with a texture and a rect. More... | |
| virtual bool | initWithTexture (Texture2D *texture, const Rect &rect, bool rotated) |
| Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
| var | initWithTexture ( var texture, var rect, var rotated) |
| Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
| local | initWithTexture ( local texture, local rect, local rotated) |
| Initializes a sprite with a texture and a rect in points, optionally rotated. More... | |
| virtual bool | initWithSpriteFrame (SpriteFrame *spriteFrame) |
| Initializes a sprite with an SpriteFrame. More... | |
| virtual bool | initWithSpriteFrameName (const std::string &spriteFrameName) |
| Initializes a sprite with an sprite frame name. More... | |
| local | initWithSpriteFrameName ( local spriteFrameName) |
| Initializes a sprite with an sprite frame name. More... | |
| virtual bool | initWithFile (const std::string &filename) |
| Initializes a sprite with an image filename. More... | |
| virtual bool | initWithFile (const std::string &filename, const Rect &rect) |
| Initializes a sprite with an image filename, and a rect. More... | |
| local | init ( local filename, local rect) |
| Initializes a sprite with an image filename, and a rect. More... | |
BatchNode methods | |
| virtual void | updateTransform () |
| Updates the quad according the rotation, position, scale values. More... | |
| virtual SpriteBatchNode * | getBatchNode () const |
| Returns the batch node object if this sprite is rendered by SpriteBatchNode. More... | |
| local | getBatchNode () |
| Returns the batch node object if this sprite is rendered by SpriteBatchNode. More... | |
| virtual void | setBatchNode (SpriteBatchNode *spriteBatchNode) |
| Sets the batch node to sprite. More... | |
| var | setBatchNode ( var spriteBatchNode) |
| Sets the batch node to sprite. More... | |
| local | setBatchNode ( local spriteBatchNode) |
| Sets the batch node to sprite. More... | |
Texture / Frame methods | |
| virtual void | setTexture (const std::string &filename) |
| Sets a new texture (from a filename) to the sprite. More... | |
| local | setTexture ( local filename) |
| Sets a new texture (from a filename) to the sprite. More... | |
| virtual void | setTexture (Texture2D *texture) override |
| Sets a new texture to the sprite. More... | |
| virtual Texture2D * | getTexture () const override |
| returns the Texture2D object used by the sprite More... | |
| var | getTexture () |
| returns the Texture2D object used by the sprite More... | |
| local | getTexture () |
| returns the Texture2D object used by the sprite More... | |
| virtual void | setTextureRect (const Rect &rect) |
| Updates the texture rect of the Sprite in points. More... | |
| local | setTextureRect ( local rect) |
| Updates the texture rect of the Sprite in points. More... | |
| virtual void | setTextureRect (const Rect &rect, bool rotated, const Size &untrimmedSize) |
| Sets the texture rect, rectRotated and untrimmed size of the Sprite in points. More... | |
| local | setTextureRect ( local rect, local rotated, local untrimmedSize) |
| Sets the texture rect, rectRotated and untrimmed size of the Sprite in points. More... | |
| virtual void | setVertexRect (const Rect &rect) |
| Sets the vertex rect. More... | |
| virtual void | setSpriteFrame (const std::string &spriteFrameName) |
| Sets a new SpriteFrame to the Sprite. More... | |
| var | setSpriteFrame ( var spriteFrameName) |
| Sets a new SpriteFrame to the Sprite. More... | |
| local | setSpriteFrame ( local spriteFrameName) |
| Sets a new SpriteFrame to the Sprite. More... | |
| virtual void | setSpriteFrame (SpriteFrame *newFrame) |
| virtual void | setDisplayFrame (SpriteFrame *newFrame) |
| local | setDisplayFrame ( local newFrame) |
| virtual bool | isFrameDisplayed (SpriteFrame *frame) const |
| Returns whether or not a SpriteFrame is being displayed. More... | |
| var | isFrameDisplayed ( var frame) |
| Returns whether or not a SpriteFrame is being displayed. More... | |
| local | isFrameDisplayed ( local frame) |
| Returns whether or not a SpriteFrame is being displayed. More... | |
| virtual SpriteFrame * | getSpriteFrame () const |
| Returns the current displayed frame. More... | |
| local | getSpriteFrame () |
| Returns the current displayed frame. More... | |
| virtual SpriteFrame * | getDisplayFrame () const |
| var | getDisplayFrame () |
| local | getDisplayFrame () |
| virtual SpriteFrame * | displayFrame () const |
| var | displayFrame () |
| local | displayFrame () |
Animation methods | |
| virtual void | setDisplayFrameWithAnimationName (const std::string &animationName, ssize_t frameIndex) |
| Changes the display frame with animation name and index. More... | |
Sprite Properties' setter/getters | |
| virtual bool | isDirty () const |
| Whether or not the Sprite needs to be updated in the Atlas. More... | |
| virtual void | setDirty (bool dirty) |
| Makes the Sprite to be updated in the Atlas. More... | |
| var | setDirty ( var dirty) |
| Makes the Sprite to be updated in the Atlas. More... | |
| local | setDirty ( local dirty) |
| Makes the Sprite to be updated in the Atlas. More... | |
| V3F_C4B_T2F_Quad | getQuad () const |
| Returns the quad (tex coords, vertex coords and color) information. More... | |
| bool | isTextureRectRotated () const |
| Returns whether or not the texture rectangle is rotated. More... | |
| ssize_t | getAtlasIndex () const |
| Returns the index used on the TextureAtlas. More... | |
| var | getAtlasIndex () |
| Returns the index used on the TextureAtlas. More... | |
| local | getAtlasIndex () |
| Returns the index used on the TextureAtlas. More... | |
| void | setAtlasIndex (ssize_t atlasIndex) |
| Sets the index used on the TextureAtlas. More... | |
| const Rect & | getTextureRect () const |
| Returns the rect of the Sprite in points. More... | |
| var | getTextureRect () |
| Returns the rect of the Sprite in points. More... | |
| local | getTextureRect () |
| Returns the rect of the Sprite in points. More... | |
| TextureAtlas * | getTextureAtlas () const |
| Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More... | |
| void | setTextureAtlas (TextureAtlas *textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More... | |
| var | setTextureAtlas ( var textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More... | |
| local | setTextureAtlas ( local textureAtlas) |
| Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. More... | |
| const Vec2 & | getOffsetPosition () const |
| Gets the offset position of the sprite. More... | |
| bool | isFlippedX () const |
| Returns the flag which indicates whether the sprite is flipped horizontally or not. More... | |
| void | setFlippedX (bool flippedX) |
| Sets whether the sprite should be flipped horizontally or not. More... | |
| bool | isFlipX () |
| void | setFlipX (bool flippedX) |
| var | setFlipX ( var flippedX) |
| local | setFlipX ( local flippedX) |
| bool | isFlippedY () const |
| Return the flag which indicates whether the sprite is flipped vertically or not. More... | |
| void | setFlippedY (bool flippedY) |
| Sets whether the sprite should be flipped vertically or not. More... | |
Functions inherited from TextureProtocol | |
| void | setBlendFunc (const BlendFunc &blendFunc) override |
| var | setBlendFunc ( var blendFunc) |
| local | setBlendFunc ( local blendFunc) |
| const BlendFunc & | getBlendFunc () const override |
| Returns the blending function that is currently being used. More... | |
Functions inherited from Node | |
| virtual void | setScaleX (float scaleX) override |
| Sets the scale (x) of the node. More... | |
| virtual void | setScaleY (float scaleY) override |
| Sets the scale (y) of the node. More... | |
| var | setScaleY ( var scaleY) |
| Sets the scale (y) of the node. More... | |
| local | setScaleY ( local scaleY) |
| Sets the scale (y) of the node. More... | |
| virtual void | setScale (float scaleX, float scaleY) override |
| Sets the scale (x,y) of the node. More... | |
| var | setScale ( var scaleX, var scaleY) |
| Sets the scale (x,y) of the node. More... | |
| local | setScale ( local scaleX, local scaleY) |
| Sets the scale (x,y) of the node. More... | |
| virtual void | setPosition (const Vec2 &pos) override |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual void | setPosition (float x, float y) override |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| var | setPosition ( var x, var y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| local | setPosition ( local x, local y) |
| Sets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual void | setRotation (float rotation) override |
| Sets the rotation (angle) of the node in degrees. More... | |
| var | setRotation ( var rotation) |
| Sets the rotation (angle) of the node in degrees. More... | |
| local | setRotation ( local rotation) |
| Sets the rotation (angle) of the node in degrees. More... | |
| virtual void | setRotationSkewX (float rotationX) override |
| Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
| virtual void | setRotationSkewY (float rotationY) override |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| var | setRotationSkewY ( var rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| local | setRotationSkewY ( local rotationY) |
| Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| virtual void | setSkewX (float sx) override |
| Changes the X skew angle of the node in degrees. More... | |
| var | setSkewX ( var sx) |
| Changes the X skew angle of the node in degrees. More... | |
| local | setSkewX ( local sx) |
| Changes the X skew angle of the node in degrees. More... | |
| virtual void | setSkewY (float sy) override |
| Changes the Y skew angle of the node in degrees. More... | |
| var | setSkewY ( var sy) |
| Changes the Y skew angle of the node in degrees. More... | |
| local | setSkewY ( local sy) |
| Changes the Y skew angle of the node in degrees. More... | |
| virtual void | removeChild (Node *child, bool cleanup) override |
| Removes a child from the container. More... | |
| var | removeChild ( var child, var cleanup) |
| Removes a child from the container. More... | |
| local | removeChild ( local child, local cleanup) |
| Removes a child from the container. More... | |
| virtual void | removeAllChildrenWithCleanup (bool cleanup) override |
| 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) override |
| 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 | addChild (Node *child, int zOrder, int tag) override |
| Adds a child to the container with z order and tag. More... | |
| local | addChild ( local child, local zOrder, local tag) |
| Adds a child to the container with z order and tag. More... | |
| virtual void | addChild (Node *child, int zOrder, const std::string &name) override |
| Adds a child to the container with z order and tag. More... | |
| var | addChild ( var child, var zOrder, var name) |
| Adds a child to the container with z order and tag. More... | |
| local | addChild ( local child, local zOrder, local name) |
| Adds a child to the container with z order and tag. More... | |
| virtual void | sortAllChildren () override |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
| var | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
| local | sortAllChildren () |
| Sorts the children array once before drawing, instead of every time when a child is added or reordered. More... | |
| virtual void | setScale (float scale) override |
| Sets the scale (x,y,z) of the node. More... | |
| local | setScale ( local scale) |
| Sets the scale (x,y,z) of the node. More... | |
| virtual void | setPositionZ (float positionZ) override |
| Sets the 'z' coordinate in the position. More... | |
| var | setPositionZ ( var positionZ) |
| Sets the 'z' coordinate in the position. More... | |
| local | setPositionZ ( local positionZ) |
| Sets the 'z' coordinate in the position. More... | |
| virtual void | setAnchorPoint (const Vec2 &anchor) override |
| Sets the anchor point in percent. More... | |
| var | setAnchorPoint ( var anchor) |
| Sets the anchor point in percent. More... | |
| local | setAnchorPoint ( local anchor) |
| Sets the anchor point in percent. More... | |
| virtual void | ignoreAnchorPointForPosition (bool value) override |
| Sets whether the anchor point will be (0,0) when you position this node. More... | |
| local | ignoreAnchorPointForPosition ( local value) |
| Sets whether the anchor point will be (0,0) when you position this node. More... | |
| virtual void | setVisible (bool bVisible) override |
| Sets whether the node is visible. More... | |
| var | setVisible ( var bVisible) |
| Sets whether the node is visible. More... | |
| local | setVisible ( local bVisible) |
| Sets whether the node is visible. More... | |
| virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
| Override this method to draw your own node. More... | |
| virtual void | setOpacityModifyRGB (bool modify) override |
| virtual bool | isOpacityModifyRGB () const override |
| var | isOpacityModifyRGB () |
| local | isOpacityModifyRGB () |
Public Member Functions inherited from Node | |
| virtual bool | isRunning () const |
| Returns whether or not the node is "running". More... | |
| var | isRunning () |
| Returns whether or not the node is "running". More... | |
| local | isRunning () |
| Returns whether or not the node is "running". More... | |
| void | scheduleUpdateWithPriorityLua (int handler, int priority) |
| Schedules for lua script. More... | |
| virtual void | cleanup () |
| Stops all running actions and schedulers. More... | |
| virtual void | draw () final |
| var | draw () |
| local | draw () |
| virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
| Visits this node's children and draw them recursively. More... | |
| virtual void | visit () final |
| virtual Scene * | getScene () const |
| Returns the Scene that contains the Node. More... | |
| var | getScene () |
| Returns the Scene that contains the Node. More... | |
| local | getScene () |
| Returns the Scene that contains the Node. More... | |
| virtual Rect | getBoundingBox () const |
| Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More... | |
| virtual Rect | boundingBox () const |
| local | boundingBox () |
| virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
| local | setEventDispatcher ( local dispatcher) |
| virtual EventDispatcher * | getEventDispatcher () const |
| local | getEventDispatcher () |
| void | setPhysicsBody (PhysicsBody *body) |
| set the PhysicsBody that let the sprite effect with physics More... | |
| PhysicsBody * | getPhysicsBody () const |
| get the PhysicsBody the sprite have More... | |
| var | getPhysicsBody () |
| get the PhysicsBody the sprite have More... | |
| local | getPhysicsBody () |
| get the PhysicsBody the sprite have More... | |
| void | removeFromPhysicsWorld () |
| remove this node from physics world. More... | |
| var | removeFromPhysicsWorld () |
| remove this node from physics world. More... | |
| local | removeFromPhysicsWorld () |
| remove this node from physics world. More... | |
| void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
| virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
| var | updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY) |
| local | updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY) |
| virtual GLubyte | getOpacity () const |
| virtual GLubyte | getDisplayedOpacity () const |
| var | getDisplayedOpacity () |
| local | getDisplayedOpacity () |
| virtual void | setOpacity (GLubyte opacity) |
| local | setOpacity ( local opacity) |
| virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
| local | updateDisplayedOpacity ( local parentOpacity) |
| virtual bool | isCascadeOpacityEnabled () const |
| var | isCascadeOpacityEnabled () |
| local | isCascadeOpacityEnabled () |
| virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
| local | setCascadeOpacityEnabled ( local cascadeOpacityEnabled) |
| virtual const Color3B & | getColor () const |
| local | getColor () |
| virtual const Color3B & | getDisplayedColor () const |
| local | getDisplayedColor () |
| virtual void | setColor (const Color3B &color) |
| var | setColor ( var color) |
| local | setColor ( local color) |
| virtual void | updateDisplayedColor (const Color3B &parentColor) |
| local | updateDisplayedColor ( local parentColor) |
| virtual bool | isCascadeColorEnabled () const |
| virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
| local | setCascadeColorEnabled ( local cascadeColorEnabled) |
| void | setOnEnterCallback (const std::function< void()> &callback) |
| var | setOnEnterCallback ( var callback) |
| local | setOnEnterCallback ( local callback) |
| const std::function< void()> & | getOnEnterCallback () const |
| local | getOnEnterCallback () |
| void | setOnExitCallback (const std::function< void()> &callback) |
| var | setOnExitCallback ( var callback) |
| local | setOnExitCallback ( local callback) |
| const std::function< void()> & | getOnExitCallback () const |
| local | getOnExitCallback () |
| void | setonEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
| var | setonEnterTransitionDidFinishCallback ( var callback) |
| local | setonEnterTransitionDidFinishCallback ( local callback) |
| const std::function< void()> & | getonEnterTransitionDidFinishCallback () const |
| local | getonEnterTransitionDidFinishCallback () |
| void | setonExitTransitionDidStartCallback (const std::function< void()> &callback) |
| var | setonExitTransitionDidStartCallback ( var callback) |
| local | setonExitTransitionDidStartCallback ( local callback) |
| const std::function< void()> & | getonExitTransitionDidStartCallback () const |
| local | getonExitTransitionDidStartCallback () |
| unsigned short | getCameraMask () const |
| get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More... | |
| void | setCameraMask (unsigned short mask, bool applyChildren=true) |
| local | setCameraMask ( local mask, local true) |
| virtual | ~Node () |
| var | ~Node () |
| local | ~Node () |
| virtual void | setLocalZOrder (int localZOrder) |
| LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
| local | setLocalZOrder ( local localZOrder) |
| LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
| virtual void | setZOrder (int localZOrder) |
| virtual void | _setLocalZOrder (int z) |
| var | _setLocalZOrder ( var z) |
| local | _setLocalZOrder ( local z) |
| virtual int | getLocalZOrder () const |
| Gets the local Z order of this node. More... | |
| var | getLocalZOrder () |
| Gets the local Z order of this node. More... | |
| local | getLocalZOrder () |
| Gets the local Z order of this node. More... | |
| virtual int | getZOrder () const |
| virtual void | setGlobalZOrder (float globalZOrder) |
| Defines the oder in which the nodes are renderer. More... | |
| local | setGlobalZOrder ( local globalZOrder) |
| Defines the oder in which the nodes are renderer. More... | |
| virtual float | getGlobalZOrder () const |
| Returns the Node's Global Z Order. More... | |
| virtual float | getScaleX () const |
| Returns the scale factor on X axis of this node. More... | |
| var | getScaleX () |
| Returns the scale factor on X axis of this node. More... | |
| local | getScaleX () |
| Returns the scale factor on X axis of this node. More... | |
| virtual float | getScaleY () const |
| Returns the scale factor on Y axis of this node. More... | |
| virtual void | setScaleZ (float scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| var | setScaleZ ( var scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| local | setScaleZ ( local scaleZ) |
| Changes the scale factor on Z axis of this node. More... | |
| virtual float | getScaleZ () const |
| Returns the scale factor on Z axis of this node. More... | |
| virtual float | getScale () const |
| Gets the scale factor of the node, when X and Y have the same scale factor. More... | |
| virtual void | setNormalizedPosition (const Vec2 &position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| var | setNormalizedPosition ( var position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| local | setNormalizedPosition ( local position) |
| Sets the position (x,y) using values between 0 and 1. More... | |
| virtual const Vec2 & | getPosition () const |
| Gets the position (x,y) of the node in its parent's coordinate system. More... | |
| virtual const Vec2 & | getNormalizedPosition () const |
| returns the normalized position More... | |
| virtual void | getPosition (float *x, float *y) const |
| Gets position in a more efficient way, returns two number instead of a Vec2 object. More... | |
| virtual void | setPositionX (float x) |
| Gets/Sets x or y coordinate individually for position. More... | |
| var | setPositionX ( var x) |
| Gets/Sets x or y coordinate individually for position. More... | |
| local | setPositionX ( local 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 |
| var | getPositionY () |
| local | getPositionY () |
| virtual void | setPosition3D (const Vec3 &position) |
| Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
| virtual Vec3 | getPosition3D () const |
| returns the position (X,Y,Z) in its parent's coordinate system More... | |
| virtual void | setVertexZ (float vertexZ) |
| var | setVertexZ ( var vertexZ) |
| local | setVertexZ ( local vertexZ) |
| virtual float | getPositionZ () const |
| Gets position Z coordinate of this node. More... | |
| var | getPositionZ () |
| Gets position Z coordinate of this node. More... | |
| local | getPositionZ () |
| Gets position Z coordinate of this node. More... | |
| virtual float | getVertexZ () const |
| virtual float | getSkewX () const |
| Returns the X skew angle of the node in degrees. More... | |
| var | getSkewX () |
| Returns the X skew angle of the node in degrees. More... | |
| local | getSkewX () |
| Returns the X skew angle of the node in degrees. More... | |
| virtual float | getSkewY () const |
| Returns the Y skew angle of the node in degrees. More... | |
| var | getSkewY () |
| Returns the Y skew angle of the node in degrees. More... | |
| local | getSkewY () |
| Returns the Y skew angle of the node in degrees. More... | |
| virtual const Vec2 & | getAnchorPoint () const |
| Returns the anchor point in percent. More... | |
| local | getAnchorPoint () |
| Returns the anchor point in percent. More... | |
| virtual const Vec2 & | getAnchorPointInPoints () const |
| Returns the anchorPoint in absolute pixels. More... | |
| local | getAnchorPointInPoints () |
| Returns the anchorPoint in absolute pixels. More... | |
| virtual void | setContentSize (const Size &contentSize) |
| Sets the untransformed size of the node. More... | |
| var | setContentSize ( var 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 bool | isVisible () const |
| Determines if the node is visible. More... | |
| virtual float | getRotation () const |
| Returns the rotation of the node in degrees. More... | |
| virtual void | setRotation3D (const Vec3 &rotation) |
| Sets the rotation (X,Y,Z) in degrees. More... | |
| var | setRotation3D ( var rotation) |
| Sets the rotation (X,Y,Z) in degrees. More... | |
| local | setRotation3D ( local rotation) |
| Sets the rotation (X,Y,Z) in degrees. More... | |
| virtual Vec3 | getRotation3D () const |
| returns the rotation (X,Y,Z) in degrees. More... | |
| virtual void | setRotationQuat (const Quaternion &quat) |
| set rotation by quaternion More... | |
| var | setRotationQuat ( var quat) |
| set rotation by quaternion More... | |
| local | setRotationQuat ( local quat) |
| set rotation by quaternion More... | |
| virtual Quaternion | getRotationQuat () const |
| return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise More... | |
| local | getRotationQuat () |
| return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise More... | |
| virtual void | setRotationX (float rotationX) |
| var | setRotationX ( var rotationX) |
| local | setRotationX ( local rotationX) |
| virtual float | getRotationSkewX () const |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
| local | getRotationSkewX () |
| Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
| virtual float | getRotationX () const |
| var | getRotationX () |
| local | getRotationX () |
| virtual void | setRotationY (float rotationY) |
| var | setRotationY ( var rotationY) |
| local | setRotationY ( local rotationY) |
| virtual float | getRotationSkewY () const |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| local | getRotationSkewY () |
| Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
| virtual float | getRotationY () const |
| var | getRotationY () |
| local | getRotationY () |
| void | setOrderOfArrival (int orderOfArrival) |
| Sets the arrival order when this node has a same ZOrder with other children. More... | |
| int | getOrderOfArrival () const |
| Returns the arrival order, indicates which children is added previously. More... | |
| void | setGLServerState (int serverState) |
| int | getGLServerState () const |
| virtual bool | isIgnoreAnchorPointForPosition () const |
| Gets whether the anchor point will be (0,0) when you position this node. More... | |
| virtual void | addChild (Node *child) |
| Adds a child to the container with z-order as 0. More... | |
| var | addChild ( var child) |
| Adds a child to the container with z-order as 0. More... | |
| local | addChild ( local child) |
| Adds a child to the container with z-order as 0. More... | |
| virtual void | addChild (Node *child, int localZOrder) |
| Adds a child to the container with a local z-order. More... | |
| local | addChild ( local child, local localZOrder) |
| Adds a child to the container with a local z-order. More... | |
| virtual Node * | getChildByTag (int tag) const |
| Gets a child from the container with its tag. More... | |
| var | getChildByTag ( var tag) |
| Gets a child from the container with its tag. More... | |
| local | getChildByTag ( local tag) |
| Gets a child from the container with its tag. More... | |
| virtual Node * | getChildByName (const std::string &name) const |
| Gets a child from the container with its name. More... | |
| local | getChildByName ( local name) |
| Gets a child from the container with its name. More... | |
| template<typename T > | |
| T | getChildByName (const std::string &name) const |
| Gets a child from the container with its name that can be cast to Type T. More... | |
| virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
| Search the children of the receiving node to perform processing for nodes which share a name. More... | |
| virtual Vector< Node * > & | getChildren () |
| Returns the array of the node's children. More... | |
| local | getChildren () |
| Returns the array of the node's children. More... | |
| virtual const Vector< Node * > & | getChildren () const |
| local | getChildren () |
| virtual ssize_t | getChildrenCount () const |
| Returns the amount of children. More... | |
| 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... | |
| virtual const Node * | getParent () const |
| local | getParent () |
| virtual void | removeFromParent () |
| Removes this node itself from its parent node with a cleanup. More... | |
| virtual void | removeFromParentAndCleanup (bool cleanup) |
| Removes this node itself from its parent node. More... | |
| local | removeFromParent ( local cleanup) |
| Removes this node itself from its parent node. More... | |
| virtual void | removeChildByTag (int tag, bool cleanup=true) |
| Removes a child from the container by tag value. More... | |
| local | removeChildByTag ( local tag, local true) |
| Removes a child from the container by tag value. More... | |
| virtual void | removeChildByName (const std::string &name, bool cleanup=true) |
| Removes a child from the container by tag value. More... | |
| var | removeChildByName ( var name, var true) |
| Removes a child from the container by tag value. More... | |
| local | removeChildByName ( local name, local true) |
| Removes a child from the container by tag value. More... | |
| virtual void | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| var | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| local | removeAllChildren () |
| Removes all children from the container with a cleanup. More... | |
| virtual int | getTag () const |
| Returns a tag that is used to identify the node easily. More... | |
| local | getTag () |
| Returns a tag that is used to identify the node easily. More... | |
| virtual void | setTag (int tag) |
| Changes the tag that is used to identify the node easily. More... | |
| local | setTag ( local tag) |
| Changes the tag that is used to identify the node easily. More... | |
| virtual std::string | getName () const |
| Returns a string that is used to identify the node. More... | |
| local | getName () |
| Returns a string that is used to identify the node. More... | |
| virtual void | setName (const std::string &name) |
| Changes the name that is used to identify the node easily. More... | |
| var | setName ( var name) |
| Changes the name that is used to identify the node easily. More... | |
| local | setName ( local name) |
| Changes the name that is used to identify the node easily. More... | |
| virtual void * | getUserData () |
| Returns a custom user data pointer. More... | |
| virtual const void * | getUserData () const |
| virtual void | setUserData (void *userData) |
| Sets a custom user data pointer. More... | |
| virtual Ref * | getUserObject () |
| Returns a user assigned Object. More... | |
| virtual const Ref * | getUserObject () const |
| virtual void | setUserObject (Ref *userObject) |
| Returns a user assigned Object. More... | |
| local | setUserObject ( local userObject) |
| Returns a user assigned Object. More... | |
| GLProgram * | getGLProgram () const |
| Return the GLProgram (shader) currently used for this node. More... | |
| var | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More... | |
| local | getGLProgram () |
| Return the GLProgram (shader) currently used for this node. More... | |
| GLProgram * | getShaderProgram () const |
| local | getShaderProgram () |
| GLProgramState * | getGLProgramState () const |
| var | getGLProgramState () |
| local | getGLProgramState () |
| virtual void | setGLProgramState (GLProgramState *glProgramState) |
| local | setGLProgramState ( local glProgramState) |
| virtual void | setGLProgram (GLProgram *glprogram) |
| Sets the shader program for this node. More... | |
| var | setGLProgram ( var glprogram) |
| Sets the shader program for this node. More... | |
| local | setGLProgram ( local glprogram) |
| Sets the shader program for this node. More... | |
| void | setShaderProgram (GLProgram *glprogram) |
| var | setShaderProgram ( var glprogram) |
| local | setShaderProgram ( local glprogram) |
| 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... | |
| local | setActionManager ( local actionManager) |
| Sets the ActionManager object that is used by all actions. More... | |
| virtual ActionManager * | getActionManager () |
| Gets the ActionManager object that is used by all actions. More... | |
| local | getActionManager () |
| Gets the ActionManager object that is used by all actions. More... | |
| virtual const ActionManager * | getActionManager () const |
| var | getActionManager () |
| virtual Action * | runAction (Action *action) |
| Executes an action, and returns the action that is executed. More... | |
| var | runAction ( var action) |
| Executes an action, and returns the action that is executed. More... | |
| local | runAction ( local action) |
| Executes an action, and returns the action that is executed. More... | |
| void | stopAllActions () |
| Stops and removes all actions from the running action list . More... | |
| void | stopAction (Action *action) |
| Stops and removes an action from the running action list. More... | |
| var | stopAction ( var action) |
| Stops and removes an action from the running action list. More... | |
| local | stopAction ( local action) |
| Stops and removes an action from the running action list. More... | |
| void | stopActionByTag (int tag) |
| Removes an action from the running action list by its tag. More... | |
| var | stopActionByTag ( var tag) |
| Removes an action from the running action list by its tag. More... | |
| local | stopActionByTag ( local tag) |
| Removes an action from the running action list by its tag. More... | |
| void | stopAllActionsByTag (int tag) |
| Removes all actions from the running action list by its tag. More... | |
| var | stopAllActionsByTag ( var tag) |
| Removes all actions from the running action list by its tag. More... | |
| local | stopAllActionsByTag ( local tag) |
| Removes all actions from the running action list by its tag. More... | |
| Action * | getActionByTag (int tag) |
| Gets an action from the running action list by its tag. More... | |
| ssize_t | getNumberOfRunningActions () const |
| Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
| local | getNumberOfRunningActions () |
| Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
| ssize_t | numberOfRunningActions () const |
| var | numberOfRunningActions () |
| local | numberOfRunningActions () |
| virtual void | setScheduler (Scheduler *scheduler) |
| Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
| virtual Scheduler * | getScheduler () |
| Gets a Sheduler object. More... | |
| local | getScheduler () |
| Gets a Sheduler object. More... | |
| virtual const Scheduler * | getScheduler () const |
| bool | isScheduled (SEL_SCHEDULE selector) |
| Checks whether a selector is scheduled. More... | |
| bool | isScheduled (const std::string &key) |
| Checks whether a lambda function is scheduled. More... | |
| void | scheduleUpdate (void) |
| Schedules the "update" method. More... | |
| void | scheduleUpdateWithPriority (int priority) |
| Schedules the "update" method with a custom priority. More... | |
| void | unscheduleUpdate (void) |
| var | unscheduleUpdate () |
| local | unscheduleUpdate () |
| void | schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) |
| Schedules a custom selector. More... | |
| void | schedule (SEL_SCHEDULE selector, float interval) |
| Schedules a custom selector with an interval time in seconds. More... | |
| void | scheduleOnce (SEL_SCHEDULE selector, float delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
| var | scheduleOnce ( var selector, var delay) |
| Schedules a selector that runs only once, with a delay of 0 or larger. More... | |
| void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
| Schedules a lambda function that runs only once, with a delay of 0 or larger. More... | |
| void | schedule (SEL_SCHEDULE selector) |
| Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
| void | schedule (const std::function< void(float)> &callback, const std::string &key) |
| Schedules a lambda function. More... | |
| void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
| Schedules a lambda function. More... | |
| void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
| Schedules a lambda function. More... | |
| var | schedule ( var callback, var interval, var repeat, var delay, var key) |
| Schedules a lambda function. More... | |
| void | unschedule (SEL_SCHEDULE selector) |
| Unschedules a custom selector. More... | |
| var | unschedule ( var selector) |
| Unschedules a custom selector. More... | |
| void | unschedule (const std::string &key) |
| Unschedules a lambda function. More... | |
| void | unscheduleAllCallbacks () |
| Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions Actions are not affected by this method. More... | |
| void | unscheduleAllSelectors () |
| var | unscheduleAllSelectors () |
| local | unscheduleAllSelectors () |
| virtual void | resume (void) |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| local | resume () |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| virtual void | pause (void) |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| local | pause () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| void | resumeSchedulerAndActions () |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| local | resumeSchedulerAndActions () |
| Resumes all scheduled selectors, actions and event listeners. More... | |
| void | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| var | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| local | pauseSchedulerAndActions () |
| Pauses all scheduled selectors, actions and event listeners. More... | |
| virtual void | update (float delta) |
| var | update ( var delta) |
| local | update ( local delta) |
| virtual const Mat4 & | getNodeToParentTransform () const |
| Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
| virtual AffineTransform | getNodeToParentAffineTransform () const |
| local | getNodeToParentAffineTransform () |
| virtual void | setNodeToParentTransform (const Mat4 &transform) |
| Sets the Transformation matrix manually. More... | |
| virtual AffineTransform | nodeToParentTransform () const |
| var | nodeToParentTransform () |
| local | nodeToParentTransform () |
| virtual const Mat4 & | getParentToNodeTransform () const |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| var | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| local | getParentToNodeTransform () |
| Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
| virtual AffineTransform | getParentToNodeAffineTransform () const |
| local | getParentToNodeAffineTransform () |
| virtual AffineTransform | parentToNodeTransform () const |
| local | parentToNodeTransform () |
| virtual Mat4 | getNodeToWorldTransform () const |
| Returns the world affine transform matrix. More... | |
| var | getNodeToWorldTransform () |
| Returns the world affine transform matrix. More... | |
| local | getNodeToWorldTransform () |
| Returns the world affine transform matrix. More... | |
| virtual AffineTransform | getNodeToWorldAffineTransform () const |
| local | getNodeToWorldAffineTransform () |
| virtual AffineTransform | nodeToWorldTransform () const |
| local | nodeToWorldTransform () |
| virtual Mat4 | getWorldToNodeTransform () const |
| Returns the inverse world affine transform matrix. More... | |
| var | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More... | |
| local | getWorldToNodeTransform () |
| Returns the inverse world affine transform matrix. More... | |
| virtual AffineTransform | getWorldToNodeAffineTransform () const |
| local | getWorldToNodeAffineTransform () |
| virtual AffineTransform | worldToNodeTransform () const |
| local | worldToNodeTransform () |
| Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
| Converts a Vec2 to node (local) space coordinates. More... | |
| var | convertToNodeSpace ( var worldPoint) |
| Converts a Vec2 to node (local) space coordinates. More... | |
| local | convertToNodeSpace ( local worldPoint) |
| Converts a Vec2 to node (local) space coordinates. More... | |
| Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
| Converts a Vec2 to world space coordinates. More... | |
| var | convertToWorldSpace ( var nodePoint) |
| Converts a Vec2 to world space coordinates. More... | |
| local | convertToWorldSpace ( local nodePoint) |
| Converts a Vec2 to world space coordinates. More... | |
| Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
| Converts a Vec2 to node (local) space coordinates. More... | |
| Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
| Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
| Vec2 | convertTouchToNodeSpace (Touch *touch) const |
| convenience methods which take a Touch instead of Vec2 More... | |
| var | convertTouchToNodeSpace ( var touch) |
| convenience methods which take a Touch instead of Vec2 More... | |
| local | convertTouchToNodeSpace ( local touch) |
| convenience methods which take a Touch instead of Vec2 More... | |
| Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
| converts a Touch (world coordinates) into a local coordinate. More... | |
| var | convertTouchToNodeSpaceAR ( var touch) |
| converts a Touch (world coordinates) into a local coordinate. More... | |
| local | convertTouchToNodeSpaceAR ( local touch) |
| converts a Touch (world coordinates) into a local coordinate. More... | |
| void | setAdditionalTransform (Mat4 *additionalTransform) |
| Sets an additional transform matrix to the node. More... | |
| local | setAdditionalTransform ( local additionalTransform) |
| Sets an additional transform matrix to the node. More... | |
| void | setAdditionalTransform (const AffineTransform &additionalTransform) |
| var | setAdditionalTransform ( var additionalTransform) |
| local | setAdditionalTransform ( local additionalTransform) |
| Component * | getComponent (const std::string &name) |
| gets a component by its name More... | |
| var | getComponent ( var name) |
| gets a component by its name More... | |
| local | getComponent ( local name) |
| gets a component by its name More... | |
| virtual bool | addComponent (Component *component) |
| adds a component More... | |
| local | addComponent ( local component) |
| adds a component More... | |
| virtual bool | removeComponent (const std::string &name) |
| removes a component by its name More... | |
| var | removeComponent ( var name) |
| removes a component by its name More... | |
| local | removeComponent ( local name) |
| removes a component by its name More... | |
| virtual bool | removeComponent (Component *component) |
| removes a component by its pointer More... | |
| local | removeComponent ( local component) |
| removes a component by its pointer More... | |
| virtual void | removeAllComponents () |
| removes all components More... | |
| var | removeAllComponents () |
| removes all components More... | |
| local | removeAllComponents () |
| removes all components More... | |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More... | |
| unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More... | |
| virtual | ~Ref () |
Public Member Functions inherited from TextureProtocol | |
| virtual | ~TextureProtocol () |
Public Member Functions inherited from BlendProtocol | |
| virtual | ~BlendProtocol () |
Static Public Member Functions | |
Creators | |
Sprite invalid index on the SpriteBatchNode | |
| static Sprite * | create () |
| Creates an empty sprite without texture. More... | |
| local | create () |
| Creates an empty sprite without texture. More... | |
| static Sprite * | create (const std::string &filename) |
| Creates a sprite with an image filename. More... | |
| static Sprite * | create (const std::string &filename, const Rect &rect) |
| Creates a sprite with an image filename and a rect. More... | |
| var | create ( var filename, var rect) |
| Creates a sprite with an image filename and a rect. More... | |
| local | create ( local filename, local rect) |
| Creates a sprite with an image filename and a rect. More... | |
| static Sprite * | createWithTexture (Texture2D *texture) |
| Creates a sprite with a Texture2D object. More... | |
| var | createWithTexture ( var texture) |
| Creates a sprite with a Texture2D object. More... | |
| local | createWithTexture ( local texture) |
| Creates a sprite with a Texture2D object. More... | |
| static Sprite * | createWithTexture (Texture2D *texture, const Rect &rect, bool rotated=false) |
| Creates a sprite with a texture and a rect. More... | |
| local | createWithTexture ( local texture, local rect, local false) |
| Creates a sprite with a texture and a rect. More... | |
| static Sprite * | createWithSpriteFrame (SpriteFrame *spriteFrame) |
| Creates a sprite with an sprite frame. More... | |
| var | createWithSpriteFrame ( var spriteFrame) |
| Creates a sprite with an sprite frame. More... | |
| static Sprite * | createWithSpriteFrameName (const std::string &spriteFrameName) |
| Creates a sprite with an sprite frame name. More... | |
| var | createWithSpriteFrameName ( var spriteFrameName) |
| Creates a sprite with an sprite frame name. More... | |
| local | createWithSpriteFrameName ( local spriteFrameName) |
| Creates a sprite with an sprite frame name. More... | |
Static Public Member Functions inherited from Node | |
| static Node * | create () |
| Allocates and initializes a node. More... | |
| var | create () |
| Allocates and initializes a node. More... | |
| local | create () |
| Allocates and initializes a node. More... | |
Public Attributes | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: Sprite() |
Public Attributes inherited from Node | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: Node() |
Static Public Attributes | |
| static const int | INDEX_NOT_INITIALIZED = -1 |
| var | INDEX_NOT_INITIALIZED = -1 |
| local | INDEX_NOT_INITIALIZED = -1 |
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 | |
| void | updateColor () |
| var | updateColor () |
| local | updateColor () |
| virtual void | setTextureCoords (Rect rect) |
| var | setTextureCoords ( var rect) |
| local | setTextureCoords ( local rect) |
| virtual void | updateBlendFunc () |
| var | updateBlendFunc () |
| local | updateBlendFunc () |
| virtual void | setReorderChildDirtyRecursively () |
| virtual void | setDirtyRecursively (bool value) |
| local | setDirtyRecursively ( local value) |
Protected Member Functions inherited from Node | |
| void | childrenAlloc (void) |
| lazy allocs More... | |
| var | childrenAlloc () |
| lazy allocs More... | |
| local | childrenAlloc () |
| lazy allocs More... | |
| void | insertChild (Node *child, int z) |
| helper that reorder a child More... | |
| var | insertChild ( var child, var z) |
| helper that reorder a child More... | |
| local | insertChild ( local child, local z) |
| helper that reorder a child More... | |
| void | detachChild (Node *child, ssize_t index, bool doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More... | |
| local | detachChild ( local child, local index, local doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More... | |
| Vec2 | convertToWindowSpace (const Vec2 &nodePoint) const |
| Convert cocos2d coordinates to UI windows coordinate. More... | |
| var | convertToWindowSpace ( var nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More... | |
| local | convertToWindowSpace ( local nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More... | |
| Mat4 | transform (const Mat4 &parentTransform) |
| var | transform ( var parentTransform) |
| local | transform ( local parentTransform) |
| uint32_t | processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags) |
| var | processParentFlags ( var parentTransform, var parentFlags) |
| local | processParentFlags ( local parentTransform, local parentFlags) |
| virtual void | updateCascadeOpacity () |
| var | updateCascadeOpacity () |
| local | updateCascadeOpacity () |
| virtual void | disableCascadeOpacity () |
| local | disableCascadeOpacity () |
| virtual void | updateCascadeColor () |
| var | updateCascadeColor () |
| local | updateCascadeColor () |
| virtual void | disableCascadeColor () |
| var | disableCascadeColor () |
| local | disableCascadeColor () |
| bool | doEnumerate (std::string name, std::function< bool(Node *)> callback) const |
| var | doEnumerate ( var name, var callback) |
| local | doEnumerate ( local name, local callback) |
| bool | doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const |
| var | doEnumerateRecursive ( var node, var name, var callback) |
| local | doEnumerateRecursive ( local node, local name, local callback) |
| bool | isVisitableByVisitingCamera () const |
| void | updateRotationQuat () |
| var | updateRotationQuat () |
| local | updateRotationQuat () |
| void | updateRotation3D () |
| var | updateRotation3D () |
| local | updateRotation3D () |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
| Ref () | |
| Constructor. More... | |
Protected Attributes | |
| TextureAtlas * | _textureAtlas |
| ssize_t | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More... | |
| var | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More... | |
| local | _atlasIndex |
| SpriteBatchNode texture atlas (weak reference) More... | |
| SpriteBatchNode * | _batchNode |
| Absolute (real) Index on the SpriteSheet. More... | |
| var | _batchNode |
| Absolute (real) Index on the SpriteSheet. More... | |
| local | _batchNode |
| Absolute (real) Index on the SpriteSheet. More... | |
| bool | _dirty |
| Used batch node (weak reference) More... | |
| var | _dirty |
| Used batch node (weak reference) More... | |
| local | _dirty |
| Used batch node (weak reference) More... | |
| bool | _recursiveDirty |
| Whether the sprite needs to be updated. More... | |
| var | _recursiveDirty |
| Whether the sprite needs to be updated. More... | |
| local | _recursiveDirty |
| Whether the sprite needs to be updated. More... | |
| bool | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More... | |
| var | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More... | |
| local | _shouldBeHidden |
| Whether all of the sprite's children needs to be updated. More... | |
| Mat4 | _transformToBatch |
| should not be drawn because one of the ancestors is not visible More... | |
| BlendFunc | _blendFunc |
| var | _blendFunc |
| local | _blendFunc |
| Texture2D * | _texture |
| It's required for TextureProtocol inheritance. More... | |
| var | _texture |
| It's required for TextureProtocol inheritance. More... | |
| local | _texture |
| It's required for TextureProtocol inheritance. More... | |
| SpriteFrame * | _spriteFrame |
| Texture2D object that is used to render the sprite. More... | |
| var | _spriteFrame |
| Texture2D object that is used to render the sprite. More... | |
| local | _spriteFrame |
| Texture2D object that is used to render the sprite. More... | |
| QuadCommand | _quadCommand |
| Rect | _rect |
| quad command More... | |
| var | _rect |
| quad command More... | |
| local | _rect |
| quad command More... | |
| bool | _rectRotated |
| Retangle of Texture2D. More... | |
| var | _rectRotated |
| Retangle of Texture2D. More... | |
| local | _rectRotated |
| Retangle of Texture2D. More... | |
| Vec2 | _offsetPosition |
| Whether the texture is rotated. More... | |
| var | _offsetPosition |
| Whether the texture is rotated. More... | |
| local | _offsetPosition |
| Whether the texture is rotated. More... | |
| Vec2 | _unflippedOffsetPositionFromCenter |
| var | _unflippedOffsetPositionFromCenter |
| local | _unflippedOffsetPositionFromCenter |
| V3F_C4B_T2F_Quad | _quad |
| local | _quad |
| bool | _opacityModifyRGB |
| var | _opacityModifyRGB |
| local | _opacityModifyRGB |
| bool | _flippedX |
| var | _flippedX |
| local | _flippedX |
| bool | _flippedY |
| Whether the sprite is flipped horizontally or not. More... | |
| var | _flippedY |
| Whether the sprite is flipped horizontally or not. More... | |
| local | _flippedY |
| Whether the sprite is flipped horizontally or not. More... | |
| bool | _insideBounds |
| Whether the sprite is flipped vertically or not. More... | |
| var | _insideBounds |
| Whether the sprite is flipped vertically or not. More... | |
| local | _insideBounds |
| Whether the sprite is flipped vertically or not. More... | |
Protected Attributes inherited from Node | |
| float | _rotationX |
| rotation on the X-axis More... | |
| float | _rotationY |
| rotation on the Y-axis More... | |
| var | _rotationY |
| rotation on the Y-axis More... | |
| local | _rotationY |
| rotation on the Y-axis More... | |
| float | _rotationZ_X |
| rotation angle on Z-axis, component X More... | |
| var | _rotationZ_X |
| rotation angle on Z-axis, component X More... | |
| local | _rotationZ_X |
| rotation angle on Z-axis, component X More... | |
| float | _rotationZ_Y |
| rotation angle on Z-axis, component Y More... | |
| var | _rotationZ_Y |
| rotation angle on Z-axis, component Y More... | |
| local | _rotationZ_Y |
| rotation angle on Z-axis, component Y More... | |
| Quaternion | _rotationQuat |
| var | _rotationQuat |
| local | _rotationQuat |
| float | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
| var | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
| local | _scaleX |
| rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More... | |
| float | _scaleY |
| scaling factor on y-axis More... | |
| float | _scaleZ |
| scaling factor on z-axis More... | |
| var | _scaleZ |
| scaling factor on z-axis More... | |
| local | _scaleZ |
| scaling factor on z-axis More... | |
| Vec2 | _position |
| position of the node More... | |
| var | _position |
| position of the node More... | |
| local | _position |
| position of the node More... | |
| float | _positionZ |
| OpenGL real Z position. More... | |
| var | _positionZ |
| OpenGL real Z position. More... | |
| local | _positionZ |
| OpenGL real Z position. More... | |
| Vec2 | _normalizedPosition |
| var | _normalizedPosition |
| local | _normalizedPosition |
| bool | _usingNormalizedPosition |
| var | _usingNormalizedPosition |
| local | _usingNormalizedPosition |
| bool | _normalizedPositionDirty |
| var | _normalizedPositionDirty |
| local | _normalizedPositionDirty |
| float | _skewX |
| skew angle on x-axis More... | |
| var | _skewX |
| skew angle on x-axis More... | |
| local | _skewX |
| skew angle on x-axis More... | |
| float | _skewY |
| skew angle on y-axis More... | |
| var | _skewY |
| skew angle on y-axis More... | |
| local | _skewY |
| skew angle on y-axis More... | |
| Vec2 | _anchorPointInPoints |
| anchor point in points More... | |
| var | _anchorPointInPoints |
| anchor point in points More... | |
| local | _anchorPointInPoints |
| anchor point in points More... | |
| Vec2 | _anchorPoint |
| anchor point normalized (NOT in points) More... | |
| var | _anchorPoint |
| anchor point normalized (NOT in points) More... | |
| local | _anchorPoint |
| anchor point normalized (NOT in points) More... | |
| Size | _contentSize |
| untransformed size of the node More... | |
| bool | _contentSizeDirty |
| whether or not the contentSize is dirty More... | |
| var | _contentSizeDirty |
| whether or not the contentSize is dirty More... | |
| local | _contentSizeDirty |
| whether or not the contentSize is dirty More... | |
| Mat4 | _modelViewTransform |
| ModelView transform of the Node. More... | |
| var | _modelViewTransform |
| ModelView transform of the Node. More... | |
| local | _modelViewTransform |
| ModelView transform of the Node. More... | |
| Mat4 | _transform |
| transform More... | |
| var | _transform |
| transform More... | |
| local | _transform |
| transform More... | |
| bool | _transformDirty |
| transform dirty flag More... | |
| var | _transformDirty |
| transform dirty flag More... | |
| local | _transformDirty |
| transform dirty flag More... | |
| Mat4 | _inverse |
| inverse transform More... | |
| local | _inverse |
| inverse transform More... | |
| bool | _inverseDirty |
| inverse transform dirty flag More... | |
| var | _inverseDirty |
| inverse transform dirty flag More... | |
| local | _inverseDirty |
| inverse transform dirty flag More... | |
| Mat4 | _additionalTransform |
| transform More... | |
| var | _additionalTransform |
| transform More... | |
| local | _additionalTransform |
| transform More... | |
| bool | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More... | |
| var | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More... | |
| local | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More... | |
| bool | _transformUpdated |
| Whether or not the Transform object was updated since the last frame. More... | |
| int | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More... | |
| var | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More... | |
| local | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More... | |
| float | _globalZOrder |
| Global order used to sort the node. More... | |
| var | _globalZOrder |
| Global order used to sort the node. More... | |
| local | _globalZOrder |
| Global order used to sort the node. More... | |
| Vector< Node * > | _children |
| array of children nodes More... | |
| var | _children |
| array of children nodes More... | |
| local | _children |
| array of children nodes More... | |
| Node * | _parent |
| weak reference to parent node More... | |
| var | _parent |
| weak reference to parent node More... | |
| local | _parent |
| weak reference to parent node More... | |
| Director * | _director |
| var | _director |
| local | _director |
| int | _tag |
| a tag. Can be any number you assigned just to identify this node More... | |
| var | _tag |
| a tag. Can be any number you assigned just to identify this node More... | |
| local | _tag |
| a tag. Can be any number you assigned just to identify this node More... | |
| std::string | _name |
| a string label, an user defined string to identify this node More... | |
| var | _name |
| a string label, an user defined string to identify this node More... | |
| local | _name |
| a string label, an user defined string to identify this node More... | |
| size_t | _hashOfName |
| hash value of _name, used for speed in getChildByName More... | |
| var | _hashOfName |
| hash value of _name, used for speed in getChildByName More... | |
| local | _hashOfName |
| hash value of _name, used for speed in getChildByName More... | |
| void * | _userData |
| A user assingned void pointer, Can be point to any cpp object. More... | |
| var | _userData |
| A user assingned void pointer, Can be point to any cpp object. More... | |
| local | _userData |
| A user assingned void pointer, Can be point to any cpp object. More... | |
| Ref * | _userObject |
| A user assigned Object. More... | |
| var | _userObject |
| A user assigned Object. More... | |
| local | _userObject |
| A user assigned Object. More... | |
| GLProgramState * | _glProgramState |
| OpenGL Program State. More... | |
| var | _glProgramState |
| OpenGL Program State. More... | |
| local | _glProgramState |
| OpenGL Program State. More... | |
| int | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More... | |
| var | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More... | |
| local | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More... | |
| Scheduler * | _scheduler |
| scheduler used to schedule timers and updates More... | |
| ActionManager * | _actionManager |
| a pointer to ActionManager singleton, which is used to handle all the actions More... | |
| EventDispatcher * | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More... | |
| var | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More... | |
| local | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More... | |
| bool | _running |
| is running More... | |
| var | _running |
| is running More... | |
| local | _running |
| is running More... | |
| bool | _visible |
| is this node visible More... | |
| var | _visible |
| is this node visible More... | |
| local | _visible |
| is this node visible More... | |
| bool | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More... | |
| var | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More... | |
| local | _ignoreAnchorPointForPosition |
| true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More... | |
| bool | _reorderChildDirty |
| children order dirty flag More... | |
| bool | _isTransitionFinished |
| flag to indicate whether the transition was finished More... | |
| var | _isTransitionFinished |
| flag to indicate whether the transition was finished More... | |
| local | _isTransitionFinished |
| flag to indicate whether the transition was finished More... | |
| ComponentContainer * | _componentContainer |
| Dictionary of components. More... | |
| var | _componentContainer |
| Dictionary of components. More... | |
| local | _componentContainer |
| Dictionary of components. More... | |
| PhysicsBody * | _physicsBody |
| the physicsBody the node have More... | |
| var | _physicsBody |
| the physicsBody the node have More... | |
| local | _physicsBody |
| the physicsBody the node have More... | |
| float | _physicsScaleStartX |
| the scale x value when setPhysicsBody More... | |
| var | _physicsScaleStartX |
| the scale x value when setPhysicsBody More... | |
| local | _physicsScaleStartX |
| the scale x value when setPhysicsBody More... | |
| float | _physicsScaleStartY |
| the scale y value when setPhysicsBody More... | |
| var | _physicsScaleStartY |
| the scale y value when setPhysicsBody More... | |
| local | _physicsScaleStartY |
| the scale y value when setPhysicsBody More... | |
| float | _physicsRotation |
| var | _physicsRotation |
| local | _physicsRotation |
| bool | _physicsTransformDirty |
| var | _physicsTransformDirty |
| local | _physicsTransformDirty |
| bool | _updateTransformFromPhysics |
| var | _updateTransformFromPhysics |
| local | _updateTransformFromPhysics |
| GLubyte | _displayedOpacity |
| var | _displayedOpacity |
| local | _displayedOpacity |
| GLubyte | _realOpacity |
| var | _realOpacity |
| local | _realOpacity |
| Color3B | _displayedColor |
| var | _displayedColor |
| local | _displayedColor |
| Color3B | _realColor |
| var | _realColor |
| local | _realColor |
| bool | _cascadeColorEnabled |
| var | _cascadeColorEnabled |
| local | _cascadeColorEnabled |
| bool | _cascadeOpacityEnabled |
| var | _cascadeOpacityEnabled |
| local | _cascadeOpacityEnabled |
| unsigned short | _cameraMask |
| var | _cameraMask |
| local | _cameraMask |
| std::function< void()> | _onEnterCallback |
| var | _onEnterCallback |
| local | _onEnterCallback |
| std::function< void()> | _onExitCallback |
| var | _onExitCallback |
| local | _onExitCallback |
| std::function< void()> | _onEnterTransitionDidFinishCallback |
| std::function< void()> | _onExitTransitionDidStartCallback |
Protected Attributes inherited from Ref | |
| unsigned int | _referenceCount |
| count of references More... | |
| var | _referenceCount |
| count of references More... | |
| local | _referenceCount |
| count of references More... | |
Additional Inherited Members | |
Public Types inherited from Node | |
| enum | { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) } |
Static Protected Attributes inherited from Node | |
| static int | s_globalOrderOfArrival |
| var | s_globalOrderOfArrival |
| local | s_globalOrderOfArrival |
Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
Sprite can be created with an image, or with a sub-rectangle of an image.
To optimize the Sprite rendering, please follow the following best practices:
To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a SpriteBatchNode. But doing so carries the following limitations:
SpriteBatchNode, so you can't individually set the aliased property.SpriteBatchNode, so you can't individually set the blending function property.ParallaxNode is not supported, but can be simulated with a "proxy" sprite.The default anchorPoint in Sprite is (0.5, 0.5).
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