cocos2d-x  v3.6
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RenderTexture Class Reference

RenderTexture is a generic rendering target. More...

Inherits Node.

Public Member Functions

virtual void begin ()
 Starts grabbing. More...
 
virtual void beginWithClear (float r, float g, float b, float a)
 Starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue)
 Starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue)
 Starts rendering to the texture while clearing the texture first. More...
 
virtual void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 Starts rendering to the texture while clearing the texture first. More...
 
var beginWithClear ( var r, var g, var b, var a, var depthValue, var stencilValue)
 Starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue)
 Starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 End is key word of lua, use other name to export to lua.
 
virtual void end ()
 Ends grabbing. More...
 
local end ()
 Ends grabbing. More...
 
void clear (float r, float g, float b, float a)
 Clears the texture with a color. More...
 
var clear ( var r, var g, var b, var a)
 Clears the texture with a color. More...
 
local clear ( local r, local g, local b, local a)
 Clears the texture with a color. More...
 
virtual void clearDepth (float depthValue)
 Clears the texture with a specified depth value. More...
 
local clearDepth ( local depthValue)
 Clears the texture with a specified depth value. More...
 
virtual void clearStencil (int stencilValue)
 Clears the texture with a specified stencil value. More...
 
local clearStencil ( local stencilValue)
 Clears the texture with a specified stencil value. More...
 
bool saveToFile (const std::string &filename, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr)
 Saves the texture into a file using JPEG format. More...
 
local saveToFile ( local filename, local true, local nullptr)
 Saves the texture into a file using JPEG format. More...
 
bool saveToFile (const std::string &filename, Image::Format format, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr)
 saves the texture into a file. More...
 
void listenToBackground (EventCustom *event)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (EventCustom *event)
 Listen "come to foreground" message and restore the frame buffer object. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int clearFlags)
 Set flags. More...
 
local setClearFlags ( local clearFlags)
 Set flags. More...
 
const Color4FgetClearColor () const
 Clear color value. More...
 
void setClearColor (const Color4F &clearColor)
 Set color value. More...
 
float getClearDepth () const
 Value for clearDepth. More...
 
void setClearDepth (float clearDepth)
 Set Value for clearDepth. More...
 
var setClearDepth ( var clearDepth)
 Set Value for clearDepth. More...
 
local setClearDepth ( local clearDepth)
 Set Value for clearDepth. More...
 
int getClearStencil () const
 Value for clear Stencil. More...
 
void setClearStencil (int clearStencil)
 Set Value for clear Stencil. More...
 
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool isAutoDraw)
 Set a valve to control whether or not render its children into the texture automatically. More...
 
SpritegetSprite () const
 Gets the Sprite being used. More...
 
void setSprite (Sprite *sprite)
 Sets the Sprite being used. More...
 
var setSprite ( var sprite)
 Sets the Sprite being used. More...
 
local setSprite ( local sprite)
 Sets the Sprite being used. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and draw them recursively. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 Override this method to draw your own node. More...
 
void setKeepMatrix (bool keepMatrix)
 Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. More...
 
void setVirtualViewport (const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport)
 Used for grab part of screen to a texture. More...
 
 RenderTexture ()
 FIXME: should be procted. More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format)
 Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More...
 
var initWithWidthAndHeight ( var w, var h, var format)
 Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More...
 
local initWithWidthAndHeight ( local w, local h, local format)
 Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More...
 
bool initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
 Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format. More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers.
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 Get the event dispatcher of scene. More...
 
void setPhysicsBody (PhysicsBody *body)
 Set the PhysicsBody that let the sprite effect with physics. More...
 
PhysicsBodygetPhysicsBody () const
 Get the PhysicsBody the sprite have. More...
 
var getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
local getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics.
 
local updateTransformFromPhysics ( local parentTransform, local parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix.
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
var _setLocalZOrder ( var z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
var setScaleZ ( var scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
local getNormalizedPosition ()
 Returns the normalized position. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
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 getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
var setVertexZ ( var positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
var setVertexZ ( var vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
var setSkewY ( var skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
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...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
var getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationSkewX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
var getRotationX ()
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
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 removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual std::string getName () const
 Returns a string that is used to identify the node. More...
 
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 RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
var setGLProgram ( var glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
var setGLProgramState ( var glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
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 .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
var numberOfRunningActions ()
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
var scheduleUpdateWithPriority ( var priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
var scheduleOnce ( var selector, var delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
var update ( var delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
local update ( local delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
var updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

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

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 

Detailed Description

RenderTexture is a generic rendering target.

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

Since
v0.8.1

Constructor & Destructor Documentation

FIXME: should be procted.

but due to a bug in PowerVR + Android, the constructor is public again.

var ctor ( )

FIXME: should be procted.

but due to a bug in PowerVR + Android, the constructor is public again.

local RenderTexture ( )

FIXME: should be procted.

but due to a bug in PowerVR + Android, the constructor is public again.

Member Function Documentation

static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
var create ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
local create ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
static RenderTexture* create ( int  w,
int  h,
Texture2D::PixelFormat  format 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
var create ( var  w,
var  h,
var  format 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
local create ( local  w,
local  h,
local  format 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
static RenderTexture* create ( int  w,
int  h 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
var create ( var  w,
var  h 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
local create ( local  w,
local  h 
)
static

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
virtual void begin ( )
virtual

Starts grabbing.

var begin ( )
virtual

Starts grabbing.

local begin ( )
virtual

Starts grabbing.

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

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
var beginWithClear ( var  r,
var  g,
var  b,
var  a 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
local beginWithClear ( local  r,
local  g,
local  b,
local  a 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueThe depth Value.
var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueThe depth Value.
local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueThe depth Value.
virtual void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueA specified depth value.
stencilValueA specified stencil value.
var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueA specified depth value.
stencilValueA specified stencil value.
local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue 
)
virtual

Starts rendering to the texture while clearing the texture first.

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

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
depthValueA specified depth value.
stencilValueA specified stencil value.
virtual void end ( )
virtual

Ends grabbing.

var end ( )
virtual

Ends grabbing.

local end ( )
virtual

Ends grabbing.

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

Clears the texture with a color.

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
var clear ( var  r,
var  g,
var  b,
var  a 
)

Clears the texture with a color.

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
local clear ( local  r,
local  g,
local  b,
local  a 
)

Clears the texture with a color.

Parameters
rRed.
gGreen.
bBlue.
aAlpha.
virtual void clearDepth ( float  depthValue)
virtual

Clears the texture with a specified depth value.

Parameters
depthValueA specified depth value.
var clearDepth ( var  depthValue)
virtual

Clears the texture with a specified depth value.

Parameters
depthValueA specified depth value.
local clearDepth ( local  depthValue)
virtual

Clears the texture with a specified depth value.

Parameters
depthValueA specified depth value.
virtual void clearStencil ( int  stencilValue)
virtual

Clears the texture with a specified stencil value.

Parameters
stencilValueA specified stencil value.
var clearStencil ( var  stencilValue)
virtual

Clears the texture with a specified stencil value.

Parameters
stencilValueA specified stencil value.
local clearStencil ( local  stencilValue)
virtual

Clears the texture with a specified stencil value.

Parameters
stencilValueA specified stencil value.
bool saveToFile ( const std::string &  filename,
bool  isRGBA = true,
std::function< void(RenderTexture *, const std::string &)>  callback = nullptr 
)

Saves the texture into a file using JPEG format.

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

Parameters
filenameThe file name.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
var saveToFile ( var  filename,
var  isRGBA = true,
var  callback = nullptr 
)

Saves the texture into a file using JPEG format.

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

Parameters
filenameThe file name.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
local saveToFile ( local  filename,
local  isRGBA = true,
local  callback = nullptr 
)

Saves the texture into a file using JPEG format.

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

Parameters
filenameThe file name.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
bool saveToFile ( const std::string &  filename,
Image::Format  format,
bool  isRGBA = true,
std::function< void(RenderTexture *, const std::string &)>  callback = nullptr 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.

Parameters
filenameThe file name.
formatThe image format.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
var saveToFile ( var  filename,
var  format,
var  isRGBA = true,
var  callback = nullptr 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.

Parameters
filenameThe file name.
formatThe image format.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
local saveToFile ( local  filename,
local  format,
local  isRGBA = true,
local  callback = nullptr 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custum command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.

Parameters
filenameThe file name.
formatThe image format.
isRGBAThe file is RGBA or not.
callbackWhen the file is save finished,it will callback this function.
Returns
Returns true if the operation is successful.
void listenToBackground ( EventCustom event)

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

It only has effect on Android.

Parameters
eventEvent Custom.
var listenToBackground ( var  event)

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

It only has effect on Android.

Parameters
eventEvent Custom.
local listenToBackground ( local  event)

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

It only has effect on Android.

Parameters
eventEvent Custom.
void listenToForeground ( EventCustom event)

Listen "come to foreground" message and restore the frame buffer object.

It only has effect on Android.

Parameters
eventEvent Custom.
var listenToForeground ( var  event)

Listen "come to foreground" message and restore the frame buffer object.

It only has effect on Android.

Parameters
eventEvent Custom.
local listenToForeground ( local  event)

Listen "come to foreground" message and restore the frame buffer object.

It only has effect on Android.

Parameters
eventEvent Custom.
unsigned int getClearFlags ( ) const
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

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

Returns
Clear flags.
var getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

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

Returns
Clear flags.
local getClearFlags ( )
inline

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

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

Returns
Clear flags.
void setClearFlags ( unsigned int  clearFlags)
inline

Set flags.

Parameters
clearFlagsValid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
var setClearFlags ( var  clearFlags)
inline

Set flags.

Parameters
clearFlagsValid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
local setClearFlags ( local  clearFlags)
inline

Set flags.

Parameters
clearFlagsValid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
const Color4F& getClearColor ( ) const
inline

Clear color value.

Valid only when "autoDraw" is true.

Returns
Color value.
var getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

Returns
Color value.
local getClearColor ( )
inline

Clear color value.

Valid only when "autoDraw" is true.

Returns
Color value.
void setClearColor ( const Color4F clearColor)
inline

Set color value.

Parameters
clearColorColor value.
var setClearColor ( var  clearColor)
inline

Set color value.

Parameters
clearColorColor value.
local setClearColor ( local  clearColor)
inline

Set color value.

Parameters
clearColorColor value.
float getClearDepth ( ) const
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

Returns
Value for clearDepth.
var getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

Returns
Value for clearDepth.
local getClearDepth ( )
inline

Value for clearDepth.

Valid only when "autoDraw" is true.

Returns
Value for clearDepth.
void setClearDepth ( float  clearDepth)
inline

Set Value for clearDepth.

Parameters
clearDepthValue for clearDepth.
var setClearDepth ( var  clearDepth)
inline

Set Value for clearDepth.

Parameters
clearDepthValue for clearDepth.
local setClearDepth ( local  clearDepth)
inline

Set Value for clearDepth.

Parameters
clearDepthValue for clearDepth.
int getClearStencil ( ) const
inline

Value for clear Stencil.

Valid only when "autoDraw" is true.

Returns
Value for clear Stencil.
var getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true.

Returns
Value for clear Stencil.
local getClearStencil ( )
inline

Value for clear Stencil.

Valid only when "autoDraw" is true.

Returns
Value for clear Stencil.
void setClearStencil ( int  clearStencil)
inline

Set Value for clear Stencil.

Parameters
clearStencilValue for clear Stencil.
var setClearStencil ( var  clearStencil)
inline

Set Value for clear Stencil.

Parameters
clearStencilValue for clear Stencil.
local setClearStencil ( local  clearStencil)
inline

Set Value for clear Stencil.

Parameters
clearStencilValue for clear Stencil.
bool isAutoDraw ( ) const
inline

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

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

Returns
Return the autoDraw value.
var isAutoDraw ( )
inline

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

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

Returns
Return the autoDraw value.
local isAutoDraw ( )
inline

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

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

Returns
Return the autoDraw value.
void setAutoDraw ( bool  isAutoDraw)
inline

Set a valve to control whether or not render its children into the texture automatically.

Parameters
isAutoDrawWhether or not render its children into the texture automatically.
var setAutoDraw ( var  isAutoDraw)
inline

Set a valve to control whether or not render its children into the texture automatically.

Parameters
isAutoDrawWhether or not render its children into the texture automatically.
local setAutoDraw ( local  isAutoDraw)
inline

Set a valve to control whether or not render its children into the texture automatically.

Parameters
isAutoDrawWhether or not render its children into the texture automatically.
Sprite* getSprite ( ) const
inline

Gets the Sprite being used.

Returns
A Sprite.
var getSprite ( )
inline

Gets the Sprite being used.

Returns
A Sprite.
local getSprite ( )
inline

Gets the Sprite being used.

Returns
A Sprite.
void setSprite ( Sprite sprite)
inline

Sets the Sprite being used.

Parameters
spriteA Sprite.
var setSprite ( var  sprite)
inline

Sets the Sprite being used.

Parameters
spriteA Sprite.
local setSprite ( local  sprite)
inline

Sets the Sprite being used.

Parameters
spriteA Sprite.
virtual void visit ( Renderer *  renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Node.

var visit ( var  renderer,
var  parentTransform,
var  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Node.

local visit ( local  renderer,
local  parentTransform,
local  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Node.

virtual void draw ( Renderer *  renderer,
const Mat4 transform,
uint32_t  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from Node.

var draw ( var  renderer,
var  transform,
var  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from Node.

local draw ( local  renderer,
local  transform,
local  flags 
)
overridevirtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from Node.

void setKeepMatrix ( bool  keepMatrix)

Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.

Parameters
keepMatrixWether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
local setKeepMatrix ( local  keepMatrix)

Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.

Parameters
keepMatrixWether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
void setVirtualViewport ( const Vec2 rtBegin,
const Rect fullRect,
const Rect fullViewport 
)

Used for grab part of screen to a texture.

Parameters
rtBeginThe position of renderTexture on the fullRect.
fullRectThe total size of screen.
fullViewportThe total viewportSize.
var setVirtualViewport ( var  rtBegin,
var  fullRect,
var  fullViewport 
)

Used for grab part of screen to a texture.

Parameters
rtBeginThe position of renderTexture on the fullRect.
fullRectThe total size of screen.
fullViewportThe total viewportSize.
local setVirtualViewport ( local  rtBegin,
local  fullRect,
local  fullViewport 
)

Used for grab part of screen to a texture.

Parameters
rtBeginThe position of renderTexture on the fullRect.
fullRectThe total size of screen.
fullViewportThe total viewportSize.
bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
Returns
If successed,it will return true.
var initWithWidthAndHeight ( var  w,
var  h,
var  format 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
Returns
If successed,it will return true.
local initWithWidthAndHeight ( local  w,
local  h,
local  format 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
Returns
If successed,it will return true.
bool initWithWidthAndHeight ( int  w,
int  h,
Texture2D::PixelFormat  format,
GLuint  depthStencilFormat 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
Returns
If successed,it will return true.
var initWithWidthAndHeight ( var  w,
var  h,
var  format,
var  depthStencilFormat 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
Returns
If successed,it will return true.
local initWithWidthAndHeight ( local  w,
local  h,
local  format,
local  depthStencilFormat 
)

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

Parameters
wThe RenderTexture object width.
hThe RenderTexture object height.
formatIn Points and a pixel format( only RGB and RGBA formats are valid ).
depthStencilFormatThe depthStencil format.
Returns
If successed,it will return true.

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