cocos2d-x  2.2.6
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CCSpriteBatchNode Class Reference

CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...

#include <CCSpriteBatchNode.h>

Inheritance diagram for CCSpriteBatchNode:
CCNode CCTextureProtocol CCObject CCBlendProtocol CCCopying CCLabelBMFont CCTMXLayer

Public Member Functions

 CCSpriteBatchNode ()
 ~CCSpriteBatchNode ()
CCTextureAtlasgetTextureAtlas (void)
void setTextureAtlas (CCTextureAtlas *textureAtlas)
CCArraygetDescendants (void)
bool initWithTexture (CCTexture2D *tex, unsigned int capacity)
 initializes a CCSpriteBatchNode with a texture2d and capacity of children. More...
 
bool initWithFile (const char *fileImage, unsigned int capacity)
 initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. More...
 
bool init ()
 Initializes the instance of CCNode. More...
 
void increaseAtlasCapacity ()
void removeChildAtIndex (unsigned int index, bool doCleanup)
 removes a child given a certain index. More...
 
var removeChildAtIndex ( var index, var doCleanup)
 removes a child given a certain index. More...
 
local removeChildAtIndex ( local index, local doCleanup)
 removes a child given a certain index. More...
 
void insertChild (CCSprite *child, unsigned int index)
void appendChild (CCSprite *sprite)
void removeSpriteFromAtlas (CCSprite *sprite)
local removeSpriteFromAtlas ( local sprite)
unsigned int rebuildIndexInOrder (CCSprite *parent, unsigned int index)
var rebuildIndexInOrder ( var parent, var index)
local rebuildIndexInOrder ( local parent, local index)
unsigned int highestAtlasIndexInChild (CCSprite *sprite)
unsigned int lowestAtlasIndexInChild (CCSprite *sprite)
var lowestAtlasIndexInChild ( var sprite)
local lowestAtlasIndexInChild ( local sprite)
unsigned int atlasIndexForChild (CCSprite *sprite, int z)
var atlasIndexForChild ( var sprite, var z)
local atlasIndexForChild ( local sprite, local z)
void reorderBatch (bool reorder)
virtual CCTexture2DgetTexture (void)
 Returns the currently used texture. More...
 
virtual void setTexture (CCTexture2D *texture)
 Sets a new texuture. More...
 
virtual void setBlendFunc (ccBlendFunc blendFunc)
 Sets the source blending function. More...
 
local setBlendFunc ( local blendFunc)
 Sets the source blending function. More...
 
virtual ccBlendFunc getBlendFunc (void)
 Returns the blending function that is currently being used. More...
 
virtual void visit (void)
 Visits this node's children and draw them recursively. More...
 
virtual void addChild (CCNode *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (CCNode *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
var addChild ( var child, var zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
var addChild ( var child, var zOrder, var tag)
 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 reorderChild (CCNode *child, int zOrder)
 Reorders a child according to a new z value. More...
 
virtual void removeChild (CCNode *child, bool cleanup)
 Removes a child from the container. 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...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual void draw (void)
 Override this method to draw your own node. More...
 
var draw ()
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
- Public Member Functions inherited from CCNode
virtual CCCameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
virtual void cleanup (void)
 Stops all running actions and schedulers. More...
 
virtual CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
var _setZOrder ( var z)
 Sets the z order which stands for the drawing order. More...
 
local _setZOrder ( local z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
var getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
local getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float fScaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local fScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX ()
 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 void setScaleY (float fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale ()
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float fScaleX, float fScaleY)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local fScaleX, local fScaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
local setPosition ( local position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const CCPointgetPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
local setPosition ( local x, local y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a CCPoint 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)
virtual void setPositionY (float y)
var setPositionY ( var y)
local setPositionY ( local y)
virtual float getPositionY (void)
var getPositionY ()
local getPositionY ()
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float 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 fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY ()
 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 CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
local getAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
local getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
var getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (unsigned int uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
var setOrderOfArrival ( var uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual unsigned int getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
virtual void setGLServerState (ccGLServerState glServerState)
 Sets the state of OpenGL server side. More...
 
local setGLServerState ( local glServerState)
 Sets the state of OpenGL server side. More...
 
virtual ccGLServerState getGLServerState ()
 Returns the state of OpenGL server side. More...
 
local getGLServerState ()
 Returns the state of OpenGL server side. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual CCNodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArraygetChildren ()
 Return an array of children. More...
 
local getChildren ()
 Return an array of children. More...
 
virtual unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
var getChildrenCount ()
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
virtual CCNodegetParent ()
 Returns a pointer to the parent node. More...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual 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 removeFromParentAndCleanup ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (CCNode *child)
 Removes a child from the container with a cleanup. More...
 
virtual void removeChildByTag (int tag)
 Removes a child from the container by tag value with a cleanup. More...
 
virtual void removeChildByTag (int tag, bool cleanup)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local cleanup)
 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 CCGridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual void setGrid (CCGridBase *pGrid)
 Changes a grid object that is used when applying effects. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
var getTag ()
 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 nTag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local nTag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
local setUserData ( local pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
 Returns a user assigned CCObject. More...
 
local getUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
local setUserObject ( local pUserObject)
 Returns a user assigned CCObject. More...
 
virtual CCGLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 
virtual void registerScriptHandler (int handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
local registerScriptHandler ( local handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
virtual void unregisterScriptHandler (void)
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
int getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
void scheduleUpdateWithPriorityLua (int nHandler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local nHandler, local priority)
 Schedules for lua script. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the CCNode leaves the 'stage'. More...
 
virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManagergetActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCActionrunAction (CCAction *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions (void)
 Stops and removes all actions from the running action list . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (CCAction *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...
 
CCActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int numberOfRunningActions (void)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local numberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCSchedulergetScheduler ()
 Gets a CCSheduler object. More...
 
local getScheduler ()
 Gets a CCSheduler object. More...
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
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...
 
var schedule ( var selector, var interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
var update ( var delta)
local update ( local delta)
void transform (void)
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors (void)
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform (void)
 Calls children's updateTransform() method recursively. More...
 
virtual CCAffineTransform nodeToParentTransform (void)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local nodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual CCAffineTransform parentToNodeTransform (void)
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local parentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual CCAffineTransform nodeToWorldTransform (void)
 Returns the world affine transform matrix. More...
 
local nodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
local worldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
CCPoint convertToNodeSpace (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpace (const CCPoint &nodePoint)
 Converts a Point to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Point to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 Converts a Point to world space coordinates. More...
 
CCPoint convertToNodeSpaceAR (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpaceAR (const CCPoint &nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
CCPoint convertTouchToNodeSpace (CCTouch *touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
var convertTouchToNodeSpace ( var touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
local convertTouchToNodeSpace ( local touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets the additional transform. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets the additional transform. More...
 
CCComponentgetComponent (const char *pName) const
 gets a component by its name More...
 
var getComponent ( var pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
var addComponent ( var pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
virtual bool removeComponent (CCComponent *pComponent)
 removes a component by its pointer More...
 
var removeComponent ( var pComponent)
 removes a component by its pointer More...
 
local removeComponent ( local pComponent)
 removes a component by its pointer More...
 
virtual void removeAllComponents ()
 removes all components More...
 
 CCNode (void)
 Default constructor. More...
 
virtual ~CCNode (void)
 Default destructor. More...
 
const char * description (void)
 Gets the description string. More...
 
- Public Member Functions inherited from CCObject
 CCObject (void)
virtual ~CCObject (void)
void release (void)
void retain (void)
CCObjectautorelease (void)
CCObjectcopy (void)
bool isSingleReference (void) const
unsigned int retainCount (void) const
virtual bool isEqual (const CCObject *pObject)
virtual void acceptVisitor (CCDataVisitor &visitor)
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)

Static Public Member Functions

static CCSpriteBatchNodecreateWithTexture (CCTexture2D *tex, unsigned int capacity)
 creates a CCSpriteBatchNode with a texture2d and capacity of children. More...
 
local createWithTexture ( local tex, local capacity)
 creates a CCSpriteBatchNode with a texture2d and capacity of children. More...
 
static CCSpriteBatchNodecreateWithTexture (CCTexture2D *tex)
local createWithTexture ( local tex)
static CCSpriteBatchNodecreate (const char *fileImage, unsigned int capacity)
 creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More...
 
local create ( local fileImage, local capacity)
 creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. More...
 
static CCSpriteBatchNodecreate (const char *fileImage)
local create ( local fileImage)
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Protected Member Functions

void insertQuadFromSprite (CCSprite *sprite, unsigned int index)
 Inserts a quad at a certain index into the texture atlas. More...
 
var insertQuadFromSprite ( var sprite, var index)
 Inserts a quad at a certain index into the texture atlas. More...
 
local insertQuadFromSprite ( local sprite, local index)
 Inserts a quad at a certain index into the texture atlas. More...
 
void updateQuadFromSprite (CCSprite *sprite, unsigned int index)
 Updates a quad at a certain index into the texture atlas. More...
 
CCSpriteBatchNodeaddSpriteWithoutQuad (CCSprite *child, unsigned int z, int aTag)
local addSpriteWithoutQuad ( local child, local z, local aTag)

Protected Attributes

CCTextureAtlasm_pobTextureAtlas
ccBlendFunc m_blendFunc
CCArraym_pobDescendants
- Protected Attributes inherited from CCNode
float m_fRotationX
 rotation angle on x-axis More...
 
float m_fRotationY
 rotation angle on y-axis More...
 
var m_fRotationY
 rotation angle on y-axis More...
 
local m_fRotationY
 rotation angle on y-axis More...
 
float m_fScaleX
 scaling factor on x-axis More...
 
var m_fScaleX
 scaling factor on x-axis More...
 
local m_fScaleX
 scaling factor on x-axis More...
 
float m_fScaleY
 scaling factor on y-axis More...
 
var m_fScaleY
 scaling factor on y-axis More...
 
local m_fScaleY
 scaling factor on y-axis More...
 
float m_fVertexZ
 OpenGL real Z vertex. More...
 
var m_fVertexZ
 OpenGL real Z vertex. More...
 
local m_fVertexZ
 OpenGL real Z vertex. More...
 
CCPoint m_obPosition
 position of the node More...
 
var m_obPosition
 position of the node More...
 
local m_obPosition
 position of the node More...
 
float m_fSkewX
 skew angle on x-axis More...
 
var m_fSkewX
 skew angle on x-axis More...
 
local m_fSkewX
 skew angle on x-axis More...
 
float m_fSkewY
 skew angle on y-axis More...
 
var m_fSkewY
 skew angle on y-axis More...
 
local m_fSkewY
 skew angle on y-axis More...
 
CCPoint m_obAnchorPointInPoints
 anchor point in points More...
 
var m_obAnchorPointInPoints
 anchor point in points More...
 
local m_obAnchorPointInPoints
 anchor point in points More...
 
CCPoint m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
var m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
local m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
CCSize m_obContentSize
 untransformed size of the node More...
 
CCAffineTransform m_sAdditionalTransform
 transform More...
 
var m_sAdditionalTransform
 transform More...
 
local m_sAdditionalTransform
 transform More...
 
CCAffineTransform m_sTransform
 transform More...
 
var m_sTransform
 transform More...
 
local m_sTransform
 transform More...
 
CCAffineTransform m_sInverse
 transform More...
 
var m_sInverse
 transform More...
 
local m_sInverse
 transform More...
 
CCCameram_pCamera
 a camera More...
 
var m_pCamera
 a camera More...
 
local m_pCamera
 a camera More...
 
CCGridBasem_pGrid
 a grid More...
 
var m_pGrid
 a grid More...
 
local m_pGrid
 a grid More...
 
int m_nZOrder
 z-order value that affects the draw order More...
 
var m_nZOrder
 z-order value that affects the draw order More...
 
local m_nZOrder
 z-order value that affects the draw order More...
 
CCArraym_pChildren
 array of children nodes More...
 
var m_pChildren
 array of children nodes More...
 
local m_pChildren
 array of children nodes More...
 
CCNodem_pParent
 weak reference to parent node More...
 
var m_pParent
 weak reference to parent node More...
 
local m_pParent
 weak reference to parent node More...
 
int m_nTag
 a tag. Can be any number you assigned just to identify this node More...
 
void * m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
CCObjectm_pUserObject
 A user assigned CCObject. More...
 
var m_pUserObject
 A user assigned CCObject. More...
 
local m_pUserObject
 A user assigned CCObject. More...
 
CCGLProgramm_pShaderProgram
 OpenGL shader. More...
 
var m_pShaderProgram
 OpenGL shader. More...
 
local m_pShaderProgram
 OpenGL shader. More...
 
ccGLServerState m_eGLServerState
 OpenGL servier side state. More...
 
var m_eGLServerState
 OpenGL servier side state. More...
 
local m_eGLServerState
 OpenGL servier side state. More...
 
unsigned int m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
CCSchedulerm_pScheduler
 scheduler used to schedule timers and updates More...
 
var m_pScheduler
 scheduler used to schedule timers and updates More...
 
local m_pScheduler
 scheduler used to schedule timers and updates More...
 
CCActionManagerm_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
var m_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
local m_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool m_bRunning
 is running More...
 
var m_bRunning
 is running More...
 
local m_bRunning
 is running More...
 
bool m_bTransformDirty
 transform dirty flag More...
 
var m_bTransformDirty
 transform dirty flag More...
 
local m_bTransformDirty
 transform dirty flag More...
 
bool m_bInverseDirty
 transform dirty flag More...
 
var m_bInverseDirty
 transform dirty flag More...
 
local m_bInverseDirty
 transform dirty flag More...
 
bool m_bAdditionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool m_bVisible
 is this node visible More...
 
var m_bVisible
 is this node visible More...
 
local m_bVisible
 is this node visible More...
 
bool m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
var m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
local m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
bool m_bReorderChildDirty
 children order dirty flag More...
 
var m_bReorderChildDirty
 children order dirty flag More...
 
local m_bReorderChildDirty
 children order dirty flag More...
 
int m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
var m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
var m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType m_eScriptType
 type of script binding, lua or javascript More...
 
var m_eScriptType
 type of script binding, lua or javascript More...
 
local m_eScriptType
 type of script binding, lua or javascript More...
 
CCComponentContainerm_pComponentContainer
 Dictionary of components. More...
 
var m_pComponentContainer
 Dictionary of components. More...
 
local m_pComponentContainer
 Dictionary of components. More...
 
- Protected Attributes inherited from CCObject
unsigned int m_uReference
unsigned int m_uAutoReleaseCount

Additional Inherited Members

- Public Attributes inherited from CCObject
unsigned int m_uID
int m_nLuaID

Detailed Description

CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").

A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas). Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode. All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call. If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.

Limitations:

  • The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteBatchNode.
  • Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.
Since
v0.7.1

Constructor & Destructor Documentation

var ctor ( )
local CCSpriteBatchNode ( )

Member Function Documentation

virtual void addChild ( CCNode child)
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node

Reimplemented from CCNode.

var addChild ( var  child)
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node

Reimplemented from CCNode.

local addChild ( local  child)
virtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node

Reimplemented from CCNode.

virtual void addChild ( CCNode child,
int  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

var addChild ( var  child,
var  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

local addChild ( local  child,
local  zOrder 
)
virtual

Adds a child to the container with a z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

virtual void addChild ( CCNode child,
int  zOrder,
int  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

var addChild ( var  child,
var  zOrder,
var  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

local addChild ( local  child,
local  zOrder,
local  tag 
)
virtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

CCSpriteBatchNode*
addSpriteWithoutQuad
( CCSprite child,
unsigned int  z,
int  aTag 
)
protected
var addSpriteWithoutQuad ( var  child,
var  z,
var  aTag 
)
protected
local addSpriteWithoutQuad ( local  child,
local  z,
local  aTag 
)
protected
void appendChild ( CCSprite sprite)
var appendChild ( var  sprite)
local appendChild ( local  sprite)
unsigned int atlasIndexForChild ( CCSprite sprite,
int  z 
)
var atlasIndexForChild ( var  sprite,
var  z 
)
local atlasIndexForChild ( local  sprite,
local  z 
)
static CCSpriteBatchNode* create ( const char *  fileImage,
unsigned int  capacity 
)
static

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

var create ( var  fileImage,
var  capacity 
)
static

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

local create ( local  fileImage,
local  capacity 
)
static

creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

static CCSpriteBatchNode* create ( const char *  fileImage)
inlinestatic
var create ( var  fileImage)
inlinestatic
local create ( local  fileImage)
inlinestatic
static CCSpriteBatchNode*
createWithTexture
( CCTexture2D tex,
unsigned int  capacity 
)
static

creates a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

var createWithTexture ( var  tex,
var  capacity 
)
static

creates a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

local createWithTexture ( local  tex,
local  capacity 
)
static

creates a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

static CCSpriteBatchNode*
createWithTexture
( CCTexture2D tex)
inlinestatic
var createWithTexture ( var  tex)
inlinestatic
local createWithTexture ( local  tex)
inlinestatic
virtual void draw ( void  )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from CCNode.

var draw (   )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from CCNode.

local draw (   )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

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

Reimplemented from CCNode.

virtual ccBlendFunc getBlendFunc ( void  )
virtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

local getBlendFunc (   )
virtual

Returns the blending function that is currently being used.

Returns
A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements CCBlendProtocol.

CCArray* getDescendants ( void  )
inline
var getDescendants (   )
inline
local getDescendants (   )
inline
virtual CCTexture2D* getTexture ( void  )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

var getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

local getTexture (   )
virtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements CCTextureProtocol.

CCTextureAtlas* getTextureAtlas ( void  )
inline
var getTextureAtlas (   )
inline
local getTextureAtlas (   )
inline
unsigned int
highestAtlasIndexInChild
( CCSprite sprite)
var highestAtlasIndexInChild ( var  sprite)
local highestAtlasIndexInChild ( local  sprite)
void increaseAtlasCapacity ( )
var increaseAtlasCapacity ( )
local increaseAtlasCapacity ( )
bool init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

var init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

local init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCNode.

bool initWithFile ( const char *  fileImage,
unsigned int  capacity 
)

initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

var initWithFile ( var  fileImage,
var  capacity 
)

initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

local initWithFile ( local  fileImage,
local  capacity 
)

initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.

The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr.

bool initWithTexture ( CCTexture2D tex,
unsigned int  capacity 
)

initializes a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

var initWithTexture ( var  tex,
var  capacity 
)

initializes a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

local initWithTexture ( local  tex,
local  capacity 
)

initializes a CCSpriteBatchNode with a texture2d and capacity of children.

The capacity will be increased in 33% in runtime if it run out of space.

void insertChild ( CCSprite child,
unsigned int  index 
)
var insertChild ( var  child,
var  index 
)
local insertChild ( local  child,
local  index 
)
void insertQuadFromSprite ( CCSprite sprite,
unsigned int  index 
)
protected

Inserts a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

var insertQuadFromSprite ( var  sprite,
var  index 
)
protected

Inserts a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

local insertQuadFromSprite ( local  sprite,
local  index 
)
protected

Inserts a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

unsigned int
lowestAtlasIndexInChild
( CCSprite sprite)
var lowestAtlasIndexInChild ( var  sprite)
local lowestAtlasIndexInChild ( local  sprite)
unsigned int rebuildIndexInOrder ( CCSprite parent,
unsigned int  index 
)
var rebuildIndexInOrder ( var  parent,
var  index 
)
local rebuildIndexInOrder ( local  parent,
local  index 
)
virtual void
removeAllChildrenWithCleanup
( bool  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

var removeAllChildrenWithCleanup ( var  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

local removeAllChildrenWithCleanup ( local  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise.

Reimplemented from CCNode.

virtual void removeChild ( CCNode child,
bool  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

var removeChild ( var  child,
var  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

local removeChild ( local  child,
local  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from CCNode.

Reimplemented in CCTMXLayer.

void removeChildAtIndex ( unsigned int  index,
bool  doCleanup 
)

removes a child given a certain index.

It will also cleanup the running actions depending on the cleanup parameter.

Warning
Removing a child from a CCSpriteBatchNode is very slow
var removeChildAtIndex ( var  index,
var  doCleanup 
)

removes a child given a certain index.

It will also cleanup the running actions depending on the cleanup parameter.

Warning
Removing a child from a CCSpriteBatchNode is very slow
local removeChildAtIndex ( local  index,
local  doCleanup 
)

removes a child given a certain index.

It will also cleanup the running actions depending on the cleanup parameter.

Warning
Removing a child from a CCSpriteBatchNode is very slow
void removeSpriteFromAtlas ( CCSprite sprite)
var removeSpriteFromAtlas ( var  sprite)
local removeSpriteFromAtlas ( local  sprite)
void reorderBatch ( bool  reorder)
var reorderBatch ( var  reorder)
local reorderBatch ( local  reorder)
virtual void reorderChild ( CCNode child,
int  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

var reorderChild ( var  child,
var  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

local reorderChild ( local  child,
local  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented from CCNode.

virtual void setBlendFunc ( ccBlendFunc  blendFunc)
virtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

var setBlendFunc ( var  blendFunc)
virtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

local setBlendFunc ( local  blendFunc)
virtual

Sets the source blending function.

Parameters
blendFuncA structure with source and destination factor to specify pixel arithmetic, e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.

Implements CCBlendProtocol.

virtual void setTexture ( CCTexture2D texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

var setTexture ( var  texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

local setTexture ( local  texture)
virtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid CCTexture2D object, which will be applied to this sprite object.

Implements CCTextureProtocol.

void setTextureAtlas ( CCTextureAtlas textureAtlas)
inline
var setTextureAtlas ( var  textureAtlas)
inline
local setTextureAtlas ( local  textureAtlas)
inline
virtual void sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

var sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

local sortAllChildren ( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame

Reimplemented from CCNode.

void updateQuadFromSprite ( CCSprite sprite,
unsigned int  index 
)
protected

Updates a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

var updateQuadFromSprite ( var  sprite,
var  index 
)
protected

Updates a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

local updateQuadFromSprite ( local  sprite,
local  index 
)
protected

Updates a quad at a certain index into the texture atlas.

The CCSprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated. For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)

virtual void visit ( void  )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

var visit (   )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

local visit (   )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

Member Data Documentation

ccBlendFunc m_blendFunc
protected
var m_blendFunc
protected
local m_blendFunc
protected
CCArray* m_pobDescendants
protected
var m_pobDescendants
protected
local m_pobDescendants
protected
CCTextureAtlas* m_pobTextureAtlas
protected
var m_pobTextureAtlas
protected
local m_pobTextureAtlas
protected

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