A Menu for touch handling. More...
Inherits Layer.
Public Types | |
enum | State |
Menu state, it's used internally. | |
Public Member Functions | |
void | alignItemsVertically () |
Align items vertically with default padding. | |
void | alignItemsVerticallyWithPadding (float padding) |
Align items vertically with padding. More... | |
void | alignItemsHorizontally () |
Align items horizontally with default padding. | |
void | alignItemsHorizontallyWithPadding (float padding) |
Align items horizontally with padding. More... | |
void | alignItemsInColumns (int columns,...) CC_REQUIRES_NULL_TERMINATION |
Align items in rows of columns. More... | |
void | alignItemsInColumns (int columns, va_list args) |
Align items in rows of columns. More... | |
void | alignItemsInColumnsWithArray (const ValueVector &columns) |
Align items in rows of columns. More... | |
void | alignItemsInRows (int rows,...) CC_REQUIRES_NULL_TERMINATION |
Align items in columns of rows. More... | |
void | alignItemsInRows (int rows, va_list args) |
Align items in columns of rows. More... | |
void | alignItemsInRowsWithArray (const ValueVector &rows) |
Align items in columns of rows. More... | |
virtual bool | isEnabled () const |
Determines if the menu is enable. More... | |
virtual void | setEnabled (bool value) |
Set whether the menu is enable. More... | |
virtual bool | onTouchBegan (Touch *touch, Event *event) override |
Callback function for touch began. More... | |
virtual void | onTouchEnded (Touch *touch, Event *event) override |
Callback function for touch ended. More... | |
virtual void | onTouchCancelled (Touch *touch, Event *event) override |
Callback function for touch cancelled. More... | |
virtual void | onTouchMoved (Touch *touch, Event *event) override |
Callback function for touch moved. More... | |
virtual void | removeChild (Node *child, bool cleanup) override |
Removes a child from the container. More... | |
virtual void | addChild (Node *child) override |
Adds a child to the container with z-order as 0. More... | |
virtual void | addChild (Node *child, int zOrder) override |
Adds a child to the container with a local z-order. More... | |
virtual void | addChild (Node *child, int zOrder, int tag) override |
Adds a child to the container with z order and tag. More... | |
virtual void | addChild (Node *child, int zOrder, const std::string &name) override |
Adds a child to the container with z order and tag. More... | |
virtual void | onEnter () override |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onExit () override |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
virtual std::string | getDescription () const override |
Gets the description string. More... | |
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virtual void | onTouchesBegan (const std::vector< Touch * > &touches, Event *unused_event) |
Callback function for multiple touches began. More... | |
virtual void | onTouchesMoved (const std::vector< Touch * > &touches, Event *unused_event) |
Callback function for multiple touches moved. More... | |
virtual void | onTouchesEnded (const std::vector< Touch * > &touches, Event *unused_event) |
Callback function for multiple touches ended. More... | |
virtual void | onTouchesCancelled (const std::vector< Touch * > &touches, Event *unused_event) |
Callback function for multiple touches cancelled. More... | |
virtual void | didAccelerate (Acceleration *accelerationValue) final |
virtual void | onAcceleration (Acceleration *acc, Event *unused_event) |
Callback funtion for acceleration. More... | |
bool | isTouchEnabled () const |
whether or not it will receive Touch events. More... | |
virtual void | setSwallowsTouches (bool swallowsTouches) |
swallowsTouches of the touch events. More... | |
virtual bool | isAccelerometerEnabled () const |
whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. | |
virtual bool | isKeyboardEnabled () const |
whether or not it will receive keyboard or keypad events You can enable / disable accelerometer events with this property. More... | |
virtual void | keyPressed (int keyCode) final |
Please use onKeyPressed instead. | |
virtual void | keyReleased (int keyCode) final |
Please use onKeyReleased instead. | |
virtual void | onKeyPressed (EventKeyboard::KeyCode keyCode, Event *event) |
Callback function for key pressed. More... | |
virtual void | onKeyReleased (EventKeyboard::KeyCode keyCode, Event *event) |
Callback function for key released. More... | |
virtual void | keyBackClicked () final |
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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 and removes all running actions and schedulers. | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) |
Override this method to draw your own node. More... | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and send their render command recursively. More... | |
virtual Scene * | getScene () const |
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 |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for node. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher. More... | |
void | setPhysicsBody (PhysicsBody *body) |
Set the PhysicsBody that let the sprite effect with physics. More... | |
PhysicsBody * | getPhysicsBody () const |
Get the PhysicsBody the sprite have. More... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t 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. | |
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) |
virtual int | getLocalZOrder () const |
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... | |
virtual float | getGlobalZOrder () const |
Returns the Node's Global Z Order. More... | |
virtual void | setScaleX (float scaleX) |
Sets the scale (x) of the node. More... | |
virtual float | getScaleX () const |
Returns the scale factor on X axis of this node The scale factor on X axis. | |
virtual void | setScaleY (float scaleY) |
Sets the scale (y) of the node. More... | |
virtual float | getScaleY () const |
Returns the scale factor on Y axis of this node The scale factor on Y axis. | |
virtual void | setScaleZ (float 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 The scale factor on Z axis. | |
virtual void | setScale (float 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... | |
virtual void | setPosition (const Vec2 &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... | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. More... | |
virtual void | setPosition (float x, float 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) |
Sets the x coordinate of the node in its parent's coordinate system. 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... | |
virtual void | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
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... | |
virtual float | getSkewX () const |
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... | |
virtual float | getSkewY () const |
Returns the Y skew angle of the node in degrees. More... | |
virtual void | setAnchorPoint (const Vec2 &anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
virtual void | setVisible (bool 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... | |
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... | |
virtual Vec3 | getRotation3D () const |
Returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | setRotationQuat (const Quaternion &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, The rotation in quaternion. | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual void | setRotationX (float rotationX) |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual float | getRotationX () const |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setRotationY (float rotationY) |
virtual float | getRotationSkewY () const |
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) |
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 Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
var | getChildByTag ( var tag) |
local | getChildByTag ( local tag) |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. More... | |
virtual Vector< Node * > & | getChildren () |
Returns the array of the node's children. More... | |
virtual const Vector< Node * > & | getChildren () const |
virtual ssize_t | getChildrenCount () const |
Returns the amount of children. More... | |
virtual void | setParent (Node *parent) |
Sets the parent node. More... | |
virtual Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () 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... | |
virtual void | removeChildByTag (int tag, bool cleanup=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... | |
virtual void | removeAllChildren () |
Removes all children from the container with a cleanup. | |
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 | reorderChild (Node *child, int 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... | |
virtual const std::string & | getName () const |
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... | |
virtual void * | getUserData () |
Returns a custom user data pointer. More... | |
virtual const void * | getUserData () const |
virtual void | setUserData (void *userData) |
Sets a custom user data pointer. More... | |
virtual Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () const |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. More... | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
virtual const ActionManager * | getActionManager () const |
virtual Action * | runAction (Action *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... | |
void | stopActionByTag (int 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... | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. More... | |
Action * | getActionByTag (int tag) |
Gets an action from the running action list by its tag. More... | |
ssize_t | getNumberOfRunningActions () const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More... | |
ssize_t | numberOfRunningActions () const |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
bool | isScheduled (SEL_SCHEDULE selector) |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function is scheduled. More... | |
void | scheduleUpdate (void) |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
void | unscheduleUpdate (void) |
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 The SEL_SCHEDULE selector to be scheduled. 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 The lambda function to be scheduled. 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... | |
void | unschedule (SEL_SCHEDULE 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. | |
void | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
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... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
virtual void | updateTransform () |
Calls children's updateTransform() method recursively. More... | |
virtual const Mat4 & | getNodeToParentTransform () const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform () const |
virtual Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
virtual AffineTransform | nodeToParentTransform () const |
virtual const Mat4 & | getParentToNodeTransform () const |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More... | |
virtual AffineTransform | getParentToNodeAffineTransform () const |
virtual AffineTransform | parentToNodeTransform () const |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
virtual AffineTransform | nodeToWorldTransform () const |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
virtual AffineTransform | worldToNodeTransform () const |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
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) |
Component * | getComponent (const std::string &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. | |
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void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static Menu * | create () |
Creates an empty Menu. More... | |
static Menu * | createWithArray (const Vector< MenuItem * > &arrayOfItems) |
Creates a Menu with a Array of MenuItem objects. More... | |
static Menu * | createWithItem (MenuItem *item) |
Creates a Menu with it's item, then use addChild() to add other items. More... | |
static Menu * | createWithItems (MenuItem *firstItem, va_list args) |
Creates a Menu with MenuItem objects. More... | |
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static Layer * | create () |
Creates a fullscreen black layer. More... | |
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static Node * | create () |
Allocates and initializes a node. More... | |
Additional Inherited Members | |
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unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
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static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
A Menu for touch handling.
Features and Limitation:
|
static |
Creates an empty Menu.
A initialized empty menu which is marked as "autorelease".
Creates a Menu with it's item, then use addChild() to add other items.
A MenuItem object. A initialized menu which is marked as "autorelease".
void alignItemsVerticallyWithPadding |
( | float | padding | ) |
Align items vertically with padding.
The padding for align items vertically.
void alignItemsHorizontallyWithPadding |
( | float | padding | ) |
Align items horizontally with padding.
The padding for align items horizontally.
void alignItemsInColumns | ( | int | columns, |
... | |||
) |
void alignItemsInColumns | ( | int | columns, |
va_list | args | ||
) |
void alignItemsInColumnsWithArray | ( | const ValueVector & | columns | ) |
Align items in rows of columns.
A array of the number of MenuItem on columns.
void alignItemsInRows | ( | int | rows, |
... | |||
) |
void alignItemsInRows | ( | int | rows, |
va_list | args | ||
) |
void alignItemsInRowsWithArray | ( | const ValueVector & | rows | ) |
Align items in columns of rows.
A array of the number of MenuItem on rows.
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inlinevirtual |
Determines if the menu is enable.
whether the menu is enabled or not.
|
inlinevirtual |
Set whether the menu is enable.
The default value is true, a menu is default to enable. true if menu is enable, false if menu is disable.
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overridevirtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter. The child node which will be removed. True if all running actions and callbacks on the child node will be cleanup, false otherwise.
Reimplemented from Node.
|
overridevirtual |
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. A child node.
Reimplemented from Node.
|
overridevirtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
.
Reimplemented from Node.
|
overridevirtual |
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. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. An integer to identify the node easily. Please refer to setTag(int)
. Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented from Node.
|
overridevirtual |
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. A child node. Z order for drawing priority. Please refer to setLocalZOrder(int)
. A string to identify the node easily. Please refer to setName(int)
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Reimplemented from Node.
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overridevirtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
Reimplemented from Node.
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overridevirtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
Reimplemented from Node.
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overridevirtual |