Cocos2d-x  v3.11
 All Classes Namespaces Functions Variables Typedefs Enumerations Enumerator Groups
Node Class Reference

Node is the base element of the Scene Graph. More...

Inherits Ref.

Inherited by __NodeRGBA, AtlasNode, AttachNode, BaseLight, Camera, ClippingNode, ClippingRectangleNode, DrawNode, TMXLayer, TMXTiledMap, AssetsManager, TableViewCell, GLNode, Layer, MenuItem, MotionStreak, MotionStreak3D, NodeGrid, ParallaxNode, ParticleBatchNode, ParticleSystem3D, ProgressTimer, ProtectedNode, RenderTexture, Scene, Skybox, Sprite, Sprite3D, SpriteBatchNode, Terrain, TMXTiledMap, Scale9Sprite, and GLNode.

Public Member Functions

virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local handler, local priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
var cleanup ()
 Stops and removes all running actions and schedulers.
 
local 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...
 
local draw ( local renderer, local transform, local 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...
 
local visit ( local renderer, local parentTransform, local parentFlags)
 Visits this node's children and send their render command recursively. More...
 
virtual ScenegetScene () 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
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher. More...
 
local getEventDispatcher ()
 Get the event dispatcher. 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.
 
virtual GLubyte getOpacity () const
 Return the node's opacity. More...
 
virtual GLubyte getDisplayedOpacity () const
 Return the node's display opacity. More...
 
local getDisplayedOpacity ()
 Return the node's display opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Change node opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 Update the displayed opacity of node with it's parent opacity;. More...
 
local updateDisplayedOpacity ( local parentOpacity)
 Update the displayed opacity of node with it's parent opacity;. More...
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
local setCascadeOpacityEnabled ( local cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
virtual const Color3BgetColor () const
 Query node's color value. More...
 
local getColor ()
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color. More...
 
local getDisplayedColor ()
 Query node's displayed color. More...
 
virtual void setColor (const Color3B &color)
 Change the color of node. More...
 
local setColor ( local color)
 Change the color of node. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color. More...
 
local updateDisplayedColor ( local parentColor)
 Update node's displayed color with its parent color. More...
 
virtual bool isCascadeColorEnabled () const
 Query whether cascadeColor is enabled or not. More...
 
var isCascadeColorEnabled ()
 Query whether cascadeColor is enabled or not. More...
 
local isCascadeColorEnabled ()
 Query whether cascadeColor is enabled or not. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 If you want node's color affect the children node's color, then set it to true. More...
 
virtual void setOpacityModifyRGB (bool value)
 If you want the opacity affect the color property, then set to true. More...
 
virtual bool isOpacityModifyRGB () const
 If node opacity will modify the RGB color value, then you should override this method and return true. More...
 
void setOnEnterCallback (const std::function< void()> &callback)
 Set the callback of event onEnter. More...
 
var setOnEnterCallback ( var callback)
 Set the callback of event onEnter. More...
 
local setOnEnterCallback ( local callback)
 Set the callback of event onEnter. More...
 
const std::function< void()> & getOnEnterCallback () const
 Get the callback of event onEnter. More...
 
local getOnEnterCallback ()
 Get the callback of event onEnter. More...
 
void setOnExitCallback (const std::function< void()> &callback)
 Set the callback of event onExit. More...
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit. More...
 
local getOnExitCallback ()
 Get the callback of event onExit. More...
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
var setonEnterTransitionDidFinishCallback ( var callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
local setonEnterTransitionDidFinishCallback ( local callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish. More...
 
local getonEnterTransitionDidFinishCallback ()
 Get the callback of event EnterTransitionDidFinish. More...
 
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
 Set the callback of event ExitTransitionDidStart. More...
 
var setonExitTransitionDidStartCallback ( var callback)
 Set the callback of event ExitTransitionDidStart. More...
 
local setonExitTransitionDidStartCallback ( local callback)
 Set the callback of event ExitTransitionDidStart. More...
 
const std::function< void()> & getonExitTransitionDidStartCallback () const
 Get the callback of event ExitTransitionDidStart. More...
 
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 setCameraMask (unsigned short mask, bool applyChildren=true)
 Modify the camera mask for current node. More...
 
local setCameraMask ( local mask, local true)
 Modify the camera mask for current node. More...
 
Setters & Getters for Graphic Peroperties
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)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual 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 The scale factor on X axis.
 
virtual void setScaleY (float 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 The scale factor on Y axis.
 
virtual void setScaleZ (float 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 The scale factor on Z axis.
 
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...
 
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...
 
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)
 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...
 
local setPositionZ ( local 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...
 
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...
 
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...
 
virtual const Vec2getAnchorPointInPoints () const
 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 SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
var getContentSize ()
 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...
 
var getRotation ()
 Returns the rotation of the node in degrees. More...
 
local getRotation ()
 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, 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...
 
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...
 
local getRotationSkewX ()
 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...
 
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...
 
Children and Parent
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...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
var getChildByTag ( var tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
template<typename T >
local getChildByTag ( local tag)
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 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
var getParent ()
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByTag ( var tag, var 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.
 
var removeAllChildren ()
 Removes all children from the container with a cleanup.
 
local 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...
 
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...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
Tag & User data
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 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 const 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...
 
GLProgram
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...
 
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...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
Event Callbacks
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...
 
Actions
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
local getActionManager ()
virtual Action * runAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
var stopAllActions ()
 Stops and removes all actions from the running action list .
 
local 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...
 
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
local numberOfRunningActions ()
Scheduler and Timer
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
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...
 
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...
 
var unschedule ( var key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
var unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
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".
 
var update ( var delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
local update ( local delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
Transformations
virtual void 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 Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 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...
 
local getNodeToParentAffineTransform ( local ancestor)
 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...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local 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...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Coordinate Converters
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...
 
var convertTouchToNodeSpace ( var touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
local convertTouchToNodeSpace ( local touch)
 Convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 Converts a Touch (world coordinates) into a local coordinate. More...
 
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 functions
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...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
var removeAllComponents ()
 Removes all components.
 
local removeAllComponents ()
 Removes all components.
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local 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...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Attributes

Properties
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.
 

Constructor, Destructor and Initializers

static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _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...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 

Detailed Description

Node is the base element of the Scene Graph.

Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label.

The main features of a Node are:

  • They can contain other Node objects (addChild, getChildByTag, removeChild, etc)
  • They can schedule periodic callback (schedule, unschedule, etc)
  • They can execute actions (runAction, stopAction, etc)

Subclassing a Node usually means (one/all) of:

  • overriding init to initialize resources and schedule callbacks
  • create callbacks to handle the advancement of time
  • overriding draw to render the node

Properties of Node:

  • position (default: x=0, y=0)
  • scale (default: x=1, y=1)
  • rotation (in degrees, clockwise) (default: 0)
  • anchor point (default: x=0, y=0)
  • contentSize (default: width=0, height=0)
  • visible (default: true)

Limitations:

  • A Node is a "void" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override draw.

Member Function Documentation

static Node* create ( )
static

Allocates and initializes a node.

A initialized node which is marked as "autorelease".

var create ( )
static

Allocates and initializes a node.

A initialized node which is marked as "autorelease".

local create ( )
static

Allocates and initializes a node.

A initialized node which is marked as "autorelease".

virtual std::string getDescription ( ) const
virtual
virtual void setLocalZOrder ( int  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

The local Z order value.

var setLocalZOrder ( var  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

The local Z order value.

local setLocalZOrder ( local  localZOrder)
virtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

The local Z order value.

virtual int getLocalZOrder ( ) const
inlinevirtual

Gets the local Z order of this node.

The local (relative to its siblings) Z order.

var getLocalZOrder ( )
inlinevirtual

Gets the local Z order of this node.

The local (relative to its siblings) Z order.

local getLocalZOrder ( )
inlinevirtual

Gets the local Z order of this node.

The local (relative to its siblings) Z order.

virtual void setGlobalZOrder ( float  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.

Reimplemented in Scale9Sprite.

var setGlobalZOrder ( var  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.

Reimplemented in Scale9Sprite.

local setGlobalZOrder ( local  globalZOrder)
virtual

Defines the oder in which the nodes are renderer.

Nodes that have a Global Z Order lower, are renderer first.

In case two or more nodes have the same Global Z Order, the oder is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.

By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.

Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.

Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode. The global Z order value.

Reimplemented in Scale9Sprite.

virtual float getGlobalZOrder ( ) const
inlinevirtual

Returns the Node's Global Z Order.

The node's global Z order

var getGlobalZOrder ( )
inlinevirtual

Returns the Node's Global Z Order.

The node's global Z order

local getGlobalZOrder ( )
inlinevirtual

Returns the Node's Global Z Order.

The node's global Z order

virtual void setScaleX ( float  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

var setScaleX ( var  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

local setScaleX ( local  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children. The scale factor on X axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

virtual void setScaleY ( float  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

var setScaleY ( var  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

local setScaleY ( local  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

virtual void setScaleZ ( float  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.

var setScaleZ ( var  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.

local setScaleZ ( local  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before. The scale factor on Z axis. The physics body doesn't support this.

virtual void setScale ( float  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

var setScale ( var  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

local setScale ( local  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children. The scale factor for X, Y and Z axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

virtual float getScale ( ) const
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Assert when _scaleX != _scaleY The scale factor of the node.

Reimplemented in Scale9Sprite, and Widget.

var getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Assert when _scaleX != _scaleY The scale factor of the node.

Reimplemented in Scale9Sprite, and Widget.

local getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Assert when _scaleX != _scaleY The scale factor of the node.

Reimplemented in Scale9Sprite, and Widget.

virtual void setScale ( float  scaleX,
float  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

var setScale ( var  scaleX,
var  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

local setScale ( local  scaleX,
local  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children. The scale factor on X axis. The scale factor on Y axis. The physics body doesn't support this.

Reimplemented in Scale9Sprite, Sprite, and Widget.

virtual void setPosition ( const Vec2 position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.

var setPosition ( var  position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.

local setPosition ( local  position)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Usually we use Vec2(x,y) to compose Vec2 object. This code snippet sets the node in the center of screen. The position (x,y) of the node in OpenGL coordinates.

Reimplemented in Sprite, EditBox, Widget, PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void setNormalizedPosition ( const Vec2 position)
virtual

Sets the position (x,y) using values between 0 and 1.

The positions in pixels is calculated like the following:

// pseudo code
void setNormalizedPosition(Vec2 pos) {
Size s = getParent()->getContentSize();
_position = pos * s;
}
Parameters
positionThe normalized position (x,y) of the node, using value between 0 and 1.
var setNormalizedPosition ( var  position)
virtual

Sets the position (x,y) using values between 0 and 1.

The positions in pixels is calculated like the following:

// pseudo code
void setNormalizedPosition(Vec2 pos) {
Size s = getParent()->getContentSize();
_position = pos * s;
}
Parameters
positionThe normalized position (x,y) of the node, using value between 0 and 1.
local setNormalizedPosition ( local  position)
virtual

Sets the position (x,y) using values between 0 and 1.

The positions in pixels is calculated like the following:

// pseudo code
void setNormalizedPosition(Vec2 pos) {
Size s = getParent()->getContentSize();
_position = pos * s;
}
Parameters
positionThe normalized position (x,y) of the node, using value between 0 and 1.
virtual const Vec2& getPosition ( ) const
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

The position (x,y) of the node in OpenGL coordinates.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var getPosition ( )
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

The position (x,y) of the node in OpenGL coordinates.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local getPosition ( )
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

The position (x,y) of the node in OpenGL coordinates.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual const Vec2&
getNormalizedPosition
( ) const
virtual

Returns the normalized position.

The normalized position.

var getNormalizedPosition ( )
virtual

Returns the normalized position.

The normalized position.

local getNormalizedPosition ( )
virtual

Returns the normalized position.

The normalized position.

virtual void setPosition ( float  x,
float  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.

Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.

var setPosition ( var  x,
var  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.

Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.

local setPosition ( local  x,
local  y 
)
virtual

Sets the position (x,y) of the node in its parent's coordinate system.

Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++. X coordinate for position. Y coordinate for position.

Reimplemented in Sprite, PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void getPosition ( float *  x,
float *  y 
) const
virtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

To receive x coordinate for position. To receive y coordinate for position.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var getPosition ( var  x,
var  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

To receive x coordinate for position. To receive y coordinate for position.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local getPosition ( local  x,
local  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

To receive x coordinate for position. To receive y coordinate for position.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void setPositionX ( float  x)
virtual

Sets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var setPositionX ( var  x)
virtual

Sets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local setPositionX ( local  x)
virtual

Sets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual float getPositionX ( void  ) const
virtual

Gets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var getPositionX (   )
virtual

Gets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local getPositionX (   )
virtual

Gets the x coordinate of the node in its parent's coordinate system.

The x coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void setPositionY ( float  y)
virtual

Sets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var setPositionY ( var  y)
virtual

Sets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local setPositionY ( local  y)
virtual

Sets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual float getPositionY ( void  ) const
virtual

Gets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

var getPositionY (   )
virtual

Gets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local getPositionY (   )
virtual

Gets the y coordinate of the node in its parent's coordinate system.

The y coordinate of the node.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void setPosition3D ( const Vec3 position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

The position (X, Y, and Z) in its parent's coordinate system.

Reimplemented in PhysicsSprite, and MotionStreak3D.

local setPosition3D ( local  position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

The position (X, Y, and Z) in its parent's coordinate system.

Reimplemented in PhysicsSprite, and MotionStreak3D.

virtual Vec3 getPosition3D ( ) const
virtual

Returns the position (X,Y,Z) in its parent's coordinate system.

The position (X, Y, and Z) in its parent's coordinate system.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

local getPosition3D ( )
virtual

Returns the position (X,Y,Z) in its parent's coordinate system.

The position (X, Y, and Z) in its parent's coordinate system.

Reimplemented in PhysicsSprite, MotionStreak, and MotionStreak3D.

virtual void setPositionZ ( float  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value. OpenGL Z vertex of this node.

Reimplemented in Sprite.

var setVertexZ ( var  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value. OpenGL Z vertex of this node.

Reimplemented in Sprite.

local setPositionZ ( local  positionZ)
virtual

Sets the 'z' coordinate in the position.

It is the OpenGL Z vertex value.

The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.

setPositionZ() also sets the setGlobalZValue() with the positionZ as value. OpenGL Z vertex of this node.

Reimplemented in Sprite.

virtual float getPositionZ ( ) const
virtual

Gets position Z coordinate of this node.

The position Z coordinate of this node.

var getVertexZ ( )
virtual

Gets position Z coordinate of this node.

The position Z coordinate of this node.

local getPositionZ ( )
virtual

Gets position Z coordinate of this node.

The position Z coordinate of this node.

virtual void setSkewX ( float  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

var setSkewX ( var  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

local setSkewX ( local  skewX)
virtual

Changes the X skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction. The X skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

virtual float getSkewX ( ) const
virtual

Returns the X skew angle of the node in degrees.

The X skew angle of the node in degrees.

var getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

The X skew angle of the node in degrees.

local getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

The X skew angle of the node in degrees.

virtual void setSkewY ( float  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

var setSkewY ( var  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

local setSkewY ( local  skewY)
virtual

Changes the Y skew angle of the node in degrees.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality while the second one uses the real skew function.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction. The Y skew angle of the node in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

virtual float getSkewY ( ) const
virtual

Returns the Y skew angle of the node in degrees.

The Y skew angle of the node in degrees.

var getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

The Y skew angle of the node in degrees.

local getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

The Y skew angle of the node in degrees.

virtual void setAnchorPoint ( const Vec2 anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.

Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.

var setAnchorPoint ( var  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.

Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.

local setAnchorPoint ( local  anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node. If node has a physics body, the anchor must be in the middle, you cann't change this to other value. The anchor point of node.

Reimplemented in Sprite, Scale9Sprite, EditBox, and ProgressTimer.

virtual const Vec2& getAnchorPoint ( ) const
virtual

Returns the anchor point in percent.

The anchor point of node.

var getAnchorPoint ( )
virtual

Returns the anchor point in percent.

The anchor point of node.

local getAnchorPoint ( )
virtual

Returns the anchor point in percent.

The anchor point of node.

virtual const Vec2&
getAnchorPointInPoints
( ) const
virtual

Returns the anchorPoint in absolute pixels.

You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.

var getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.

local getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

You can only read it. If you wish to modify it, use anchorPoint instead. The anchor point in absolute pixels.

virtual void setContentSize ( const Size contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.

Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.

var setContentSize ( var  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.

Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.

local setContentSize ( local  contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen. The untransformed size of the node.

Reimplemented in Widget, Scale9Sprite, EditBox, LayerColor, and ScrollView.

virtual const Size& getContentSize ( ) const
virtual

Returns the untransformed size of the node.

The untransformed size of the node.

Reimplemented in ScrollView.

var getContentSize ( )
virtual

Returns the untransformed size of the node.

The untransformed size of the node.

Reimplemented in ScrollView.

local getContentSize ( )
virtual

Returns the untransformed size of the node.

The untransformed size of the node.

Reimplemented in ScrollView.

virtual void setVisible ( bool  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.

var setVisible ( var  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.

local setVisible ( local  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible. true if the node is visible, false if the node is hidden.

Reimplemented in Sprite, EditBox, WebView, and VideoPlayer.

virtual bool isVisible ( ) const
virtual

Determines if the node is visible.

true if the node is visible, false if the node is hidden.

var isVisible ( )
virtual

Determines if the node is visible.

true if the node is visible, false if the node is hidden.

local isVisible ( )
virtual

Determines if the node is visible.

true if the node is visible, false if the node is hidden.

virtual void setRotation ( float  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.

Reimplemented in Sprite, and PhysicsSprite.

var setRotation ( var  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.

Reimplemented in Sprite, and PhysicsSprite.

local setRotation ( local  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The rotation of the node in degrees.

Reimplemented in Sprite, and PhysicsSprite.

virtual float getRotation ( ) const
virtual

Returns the rotation of the node in degrees.

The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

var getRotation ( )
virtual

Returns the rotation of the node in degrees.

The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

local getRotation ( )
virtual

Returns the rotation of the node in degrees.

The rotation of the node in degrees.

Reimplemented in PhysicsSprite.

virtual void setRotation3D ( const Vec3 rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations. The physics body doesn't support this. The rotation of the node in 3d.

Reimplemented in MotionStreak3D.

local setRotation3D ( local  rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations. The physics body doesn't support this. The rotation of the node in 3d.

Reimplemented in MotionStreak3D.

virtual Vec3 getRotation3D ( ) const
virtual

Returns the rotation (X,Y,Z) in degrees.

The rotation of the node in 3d.

local getRotation3D ( )
virtual

Returns the rotation (X,Y,Z) in degrees.

The rotation of the node in 3d.

virtual void setRotationQuat ( const Quaternion quat)
virtual

Set rotation by quaternion.

You should make sure the quaternion is normalized. The rotation in quaternion, note that the quat must be normalized.

Reimplemented in MotionStreak3D.

local setRotationQuat ( local  quat)
virtual

Set rotation by quaternion.

You should make sure the quaternion is normalized. The rotation in quaternion, note that the quat must be normalized.

Reimplemented in MotionStreak3D.

virtual void setRotationSkewX ( float  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.

Reimplemented in Sprite.

var setRotationX ( var  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.

Reimplemented in Sprite.

local setRotationSkewX ( local  rotationX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The X rotation in degrees which performs a horizontal rotational skew. The physics body doesn't support this.

Reimplemented in Sprite.

virtual float getRotationSkewX ( ) const
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

The X rotation in degrees.

var getRotationX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

The X rotation in degrees.

local getRotationSkewX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

The X rotation in degrees.

virtual void setRotationSkewY ( float  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

var setRotationY ( var  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

local setRotationSkewY ( local  rotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise. The Y rotation in degrees. The physics body doesn't support this.

Reimplemented in Sprite.

virtual float getRotationSkewY ( ) const
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The Y rotation in degrees.

var getRotationY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The Y rotation in degrees.

local getRotationSkewY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

The Y rotation in degrees.

void setOrderOfArrival ( int  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.

var setOrderOfArrival ( var  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.

local setOrderOfArrival ( local  orderOfArrival)

Sets the arrival order when this node has a same ZOrder with other children.

A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later. This method is used internally for localZOrder sorting, don't change this manually The arrival order.

int getOrderOfArrival ( ) const

Returns the arrival order, indicates which children is added previously.

The arrival order.

var getOrderOfArrival ( )

Returns the arrival order, indicates which children is added previously.

The arrival order.

local getOrderOfArrival ( )

Returns the arrival order, indicates which children is added previously.

The arrival order.

void setGLServerState ( int  serverState)
inline
var setGLServerState ( var  serverState)
inline
int getGLServerState ( ) const
inline
var getGLServerState ( )
inline
virtual void
ignoreAnchorPointForPosition
( bool  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".

Reimplemented in Sprite.

var ignoreAnchorPointForPosition ( var  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".

Reimplemented in Sprite.

local ignoreAnchorPointForPosition ( local  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true. true if anchor point will be (0,0) when you position this node. This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".

Reimplemented in Sprite.

virtual bool
isIgnoreAnchorPointForPosition
( ) const
virtual

Gets whether the anchor point will be (0,0) when you position this node.

true if the anchor point will be (0,0) when you position this node.

var isIgnoreAnchorPointForPosition ( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

true if the anchor point will be (0,0) when you position this node.

local
isIgnoreAnchorPointForPosition
( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

true if the anchor point will be (0,0) when you position this node.

virtual void addChild ( Node 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. A child node.

Reimplemented in Layout, ScrollView, ListView, and Menu.

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. A child node.

Reimplemented in Layout, ScrollView, ListView, and Menu.

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. A child node.

Reimplemented in Layout, ScrollView, ListView, and Menu.

virtual void addChild ( Node child,
int  localZOrder 
)
virtual

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 in Layout, ScrollView, ListView, and Menu.

var addChild ( var  child,
var  localZOrder 
)
virtual

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 in Layout, ScrollView, ListView, and Menu.

local addChild ( local  child,
local  localZOrder 
)
virtual

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 in Layout, ScrollView, ListView, and Menu.

virtual void addChild ( Node child,
int  localZOrder,
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. 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 in Sprite, Layout, ScrollView, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

var addChild ( var  child,
var  localZOrder,
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. 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 in Sprite, Layout, ScrollView, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

local addChild ( local  child,
local  localZOrder,
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. 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 in Sprite, Layout, ScrollView, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

virtual void addChild ( Node child,
int  localZOrder,
const std::string &  name 
)
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. 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).

Reimplemented in Sprite, Layout, ScrollView, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

var addChild ( var  child,
var  localZOrder,
var  name 
)
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. 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).

Reimplemented in Sprite, Layout, ScrollView, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

local addChild ( local  child,
local  localZOrder,
local  name 
)
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. 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).

Reimplemented in Sprite, Layout, ScrollView, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

virtual Node* getChildByTag ( int  tag) const
virtual

Gets a child from the container with its tag.

An identifier to find the child node. A node object whose tag equals to the input parameter.

Reimplemented in ScrollView.

var getChildByTag ( var  tag)
virtual

Gets a child from the container with its tag.

An identifier to find the child node. A node object whose tag equals to the input parameter.

Reimplemented in ScrollView.

local getChildByTag ( local  tag)
virtual

Gets a child from the container with its tag.

An identifier to find the child node. A node object whose tag equals to the input parameter.

Reimplemented in ScrollView.

T getChildByTag ( int  tag) const
inline

Gets a child from the container with its tag that can be cast to Type T.

Parameters
tagAn identifier to find the child node.
Returns
a Node with the given tag that can be cast to Type T.
var getChildByTag ( var  tag)
inline

Gets a child from the container with its tag that can be cast to Type T.

Parameters
tagAn identifier to find the child node.
Returns
a Node with the given tag that can be cast to Type T.
local getChildByTag ( local  tag)
inline

Gets a child from the container with its tag that can be cast to Type T.

Parameters
tagAn identifier to find the child node.
Returns
a Node with the given tag that can be cast to Type T.
virtual Node* getChildByName ( const std::string &  name) const
virtual

Gets a child from the container with its name.

An identifier to find the child node. A node object whose name equals to the input parameter.

Reimplemented in ScrollView.

var getChildByName ( var  name)
virtual

Gets a child from the container with its name.

An identifier to find the child node. A node object whose name equals to the input parameter.

Reimplemented in ScrollView.

local getChildByName ( local  name)
virtual

Gets a child from the container with its name.

An identifier to find the child node. A node object whose name equals to the input parameter.

Reimplemented in ScrollView.

T getChildByName ( const std::string &  name) const
inline

Gets a child from the container with its name that can be cast to Type T.

An identifier to find the child node. A node with the given name that can be cast to Type T.

var getChildByName ( var  name)
inline

Gets a child from the container with its name that can be cast to Type T.

An identifier to find the child node. A node with the given name that can be cast to Type T.

local getChildByName ( local  name)
inline

Gets a child from the container with its name that can be cast to Type T.

An identifier to find the child node. A node with the given name that can be cast to Type T.

virtual void enumerateChildren ( const std::string &  name,
std::function< bool(Node *node)>  callback 
) const
virtual

Search the children of the receiving node to perform processing for nodes which share a name.

The name to search for, supports c++11 regular expression. Search syntax options:

  • //: Can only be placed at the begin of the search string. This indicates that it will search recursively.
  • ..: The search should move up to the node's parent. Can only be placed at the end of string.
  • / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.

    enumerateChildren("//MyName", ...): This searches the children recursively and matches any node with the name `MyName`.
    enumerateChildren("[[:alnum:]]+", ...): This search string matches every node of its children.
    enumerateChildren("A[[:digit:]]", ...): This searches the node's children and returns any child named `A0`, `A1`, ..., `A9`.
    enumerateChildren("Abby/Normal", ...): This searches the node's grandchildren and returns any node whose name is `Normal`
    and whose parent is named `Abby`.
    enumerateChildren("//Abby/Normal", ...): This searches recursively and returns any node whose name is `Normal` and whose
    parent is named `Abby`.

    Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration.

var enumerateChildren ( var  name,
var  callback 
)
virtual

Search the children of the receiving node to perform processing for nodes which share a name.

The name to search for, supports c++11 regular expression. Search syntax options:

  • //: Can only be placed at the begin of the search string. This indicates that it will search recursively.
  • ..: The search should move up to the node's parent. Can only be placed at the end of string.
  • / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.

    enumerateChildren("//MyName", ...): This searches the children recursively and matches any node with the name `MyName`.
    enumerateChildren("[[:alnum:]]+", ...): This search string matches every node of its children.
    enumerateChildren("A[[:digit:]]", ...): This searches the node's children and returns any child named `A0`, `A1`, ..., `A9`.
    enumerateChildren("Abby/Normal", ...): This searches the node's grandchildren and returns any node whose name is `Normal`
    and whose parent is named `Abby`.
    enumerateChildren("//Abby/Normal", ...): This searches recursively and returns any node whose name is `Normal` and whose
    parent is named `Abby`.

    Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration.

local enumerateChildren ( local  name,
local  callback 
)
virtual

Search the children of the receiving node to perform processing for nodes which share a name.

The name to search for, supports c++11 regular expression. Search syntax options:

  • //: Can only be placed at the begin of the search string. This indicates that it will search recursively.
  • ..: The search should move up to the node's parent. Can only be placed at the end of string.
  • / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.

    enumerateChildren("//MyName", ...): This searches the children recursively and matches any node with the name `MyName`.
    enumerateChildren("[[:alnum:]]+", ...): This search string matches every node of its children.
    enumerateChildren("A[[:digit:]]", ...): This searches the node's children and returns any child named `A0`, `A1`, ..., `A9`.
    enumerateChildren("Abby/Normal", ...): This searches the node's grandchildren and returns any node whose name is `Normal`
    and whose parent is named `Abby`.
    enumerateChildren("//Abby/Normal", ...): This searches recursively and returns any node whose name is `Normal` and whose
    parent is named `Abby`.

    Only support alphabet or number for name, and not support unicode. A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration.

virtual Vector<Node*>& getChildren ( )
inlinevirtual

Returns the array of the node's children.

the array the node's children.

Reimplemented in ScrollView.

var getChildren ( )
inlinevirtual

Returns the array of the node's children.

the array the node's children.

Reimplemented in ScrollView.

local getChildren ( )
inlinevirtual

Returns the array of the node's children.

the array the node's children.

Reimplemented in ScrollView.

virtual ssize_t getChildrenCount ( ) const
virtual

Returns the amount of children.

The amount of children.

Reimplemented in ScrollView.

var getChildrenCount ( )
virtual

Returns the amount of children.

The amount of children.

Reimplemented in ScrollView.

local getChildrenCount ( )
virtual

Returns the amount of children.

The amount of children.

Reimplemented in ScrollView.

virtual void setParent ( Node parent)
virtual

Sets the parent node.

A pointer to the parent node.

var setParent ( var  parent)
virtual

Sets the parent node.

A pointer to the parent node.

local setParent ( local  parent)
virtual

Sets the parent node.

A pointer to the parent node.

virtual Node* getParent ( )
inlinevirtual

Returns a pointer to the parent node.

A pointer to the parent node.

var getParent ( )
inlinevirtual

Returns a pointer to the parent node.

A pointer to the parent node.

local getParent ( )
inlinevirtual

Returns a pointer to the parent node.

A pointer to the parent node.

virtual void removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

var removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

local removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

virtual void
removeFromParentAndCleanup
( bool  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.

var removeFromParent ( var  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.

local removeFromParent ( local  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens. true if all actions and callbacks on this node should be removed, false otherwise.

virtual void removeChild ( Node child,
bool  cleanup = true 
)
virtual

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 in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

var removeChild ( var  child,
var  cleanup = true 
)
virtual

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 in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

local removeChild ( local  child,
local  cleanup = true 
)
virtual

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 in Sprite, Layout, ScrollView, TMXLayer, TMXLayer, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

virtual void removeChildByTag ( int  tag,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

var removeChildByTag ( var  tag,
var  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

local removeChildByTag ( local  tag,
local  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. An interger number that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

virtual void removeChildByName ( const std::string &  name,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

var removeChildByName ( var  name,
var  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

local removeChildByName ( local  name,
local  cleanup = true 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter. A string that identifies a child node. True if all running actions and callbacks on the child node will be cleanup, false otherwise.

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.

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

Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.

var removeAllChildren ( var  cleanup)
virtual

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

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

Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.

local removeAllChildren ( local  cleanup)
virtual

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

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

Reimplemented in Sprite, Layout, ScrollView, ListView, SpriteBatchNode, ScrollView, ParticleBatchNode, and ParallaxNode.

virtual void reorderChild ( Node child,
int  localZOrder 
)
virtual

Reorders a child according to a new z value.

An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

var reorderChild ( var  child,
var  localZOrder 
)
virtual

Reorders a child according to a new z value.

An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

local reorderChild ( local  child,
local  localZOrder 
)
virtual

Reorders a child according to a new z value.

An already added child node. It MUST be already added. Z order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

virtual void sortAllChildren ( )
virtual

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

This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.

Reimplemented in Sprite, and SpriteBatchNode.

var sortAllChildren ( )
virtual

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

This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.

Reimplemented in Sprite, and SpriteBatchNode.

local sortAllChildren ( )
virtual

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

This approach can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame.

Reimplemented in Sprite, and SpriteBatchNode.

virtual int getTag ( ) const
virtual

Returns a tag that is used to identify the node easily.

An integer that identifies the node.

var getTag ( )
virtual

Returns a tag that is used to identify the node easily.

An integer that identifies the node.

local getTag ( )
virtual

Returns a tag that is used to identify the node easily.

An integer that identifies the node.

virtual void setTag ( int  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code. A integer that identifies the node.

var setTag ( var  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code. A integer that identifies the node.

local setTag ( local  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code. A integer that identifies the node.

virtual const std::string& getName ( ) const
virtual

Returns a string that is used to identify the node.

A string that identifies the node.

var getName ( )
virtual

Returns a string that is used to identify the node.

A string that identifies the node.

local getName ( )
virtual

Returns a string that is used to identify the node.

A string that identifies the node.

virtual void setName ( const std::string &  name)
virtual

Changes the name that is used to identify the node easily.

A string that identifies the node.

var setName ( var  name)
virtual

Changes the name that is used to identify the node easily.

A string that identifies the node.

local setName ( local  name)
virtual

Changes the name that is used to identify the node easily.

A string that identifies the node.

virtual void* getUserData ( )
inlinevirtual

Returns a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object. A custom user data pointer.

var getUserData ( )
inlinevirtual

Returns a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object. A custom user data pointer.

virtual void setUserData ( void *  userData)
virtual

Sets a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object, etc. Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased. A custom user data pointer.

var setUserData ( var  userData)
virtual

Sets a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object, etc. Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased. A custom user data pointer.

virtual Ref* getUserObject ( )
inlinevirtual

Returns a user assigned Object.

Similar to userData, but instead of holding a void* it holds an object. A user assigned Object.

var getUserObject ( )
inlinevirtual

Returns a user assigned Object.

Similar to userData, but instead of holding a void* it holds an object. A user assigned Object.

virtual void setUserObject ( Ref userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.

var setUserObject ( var  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.

local setUserObject ( local  userObject)
virtual

Returns a user assigned Object.

Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor. A user assigned Object.

GLProgram* getGLProgram ( ) const

Return the GLProgram (shader) currently used for this node.

The GLProgram (shader) currently used for this node.

var getGLProgram ( )

Return the GLProgram (shader) currently used for this node.

The GLProgram (shader) currently used for this node.

local getGLProgram ( )

Return the GLProgram (shader) currently used for this node.

The GLProgram (shader) currently used for this node.

virtual void setGLProgram ( GLProgram glprogram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.

Reimplemented in Scale9Sprite, Sprite3D, and ImageView.

var setGLProgram ( var  glprogram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.

Reimplemented in Scale9Sprite, Sprite3D, and ImageView.

local setGLProgram ( local  glprogram)
virtual

Sets the shader program for this node.

Since v2.0, each rendering node must set its shader program. It should be set in initialize phase. The shader program.

Reimplemented in Scale9Sprite, Sprite3D, and ImageView.

GLProgramState* getGLProgramState ( ) const

Return the GLProgramState currently used for this node.

The GLProgramState currently used for this node.

var getGLProgramState ( )

Return the GLProgramState currently used for this node.

The GLProgramState currently used for this node.

local getGLProgramState ( )

Return the GLProgramState currently used for this node.

The GLProgramState currently used for this node.

virtual void setGLProgramState ( GLProgramState glProgramState)
virtual

Set the GLProgramState for this node.

The GLProgramState for this node.

Reimplemented in Scale9Sprite, ImageView, and Sprite3D.

var setGLProgramState ( var  glProgramState)
virtual

Set the GLProgramState for this node.

The GLProgramState for this node.

Reimplemented in Scale9Sprite, ImageView, and Sprite3D.

local setGLProgramState ( local  glProgramState)
virtual

Set the GLProgramState for this node.

The GLProgramState for this node.

Reimplemented in Scale9Sprite, ImageView, and Sprite3D.

virtual bool isRunning ( ) const
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update(). Whether or not the node is running.

var isRunning ( )
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update(). Whether or not the node is running.

local isRunning ( )
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update(). Whether or not the node is running.

void scheduleUpdateWithPriorityLua ( int  handler,
int  priority 
)

Schedules for lua script.

@~

local scheduleUpdateWithPriorityLua ( local  handler,
local  priority 
)

Schedules for lua script.

@~

virtual void onEnter ( )
virtual

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

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

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, Widget, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, ScrollView, TextField, TransitionShrinkGrow, EditBox, Layout, TransitionSlideInL, Camera, TransitionMoveInL, WebView, TransitionJumpZoom, Menu, PhysicsSprite, TransitionRotoZoom, VideoPlayer, ProtectedNode, ScrollViewBar, ClippingNode, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.

var onEnter ( )
virtual

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

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

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, TransitionZoomFlipAngular, Widget, TransitionZoomFlipY, TransitionZoomFlipX, TransitionFlipAngular, TransitionFlipY, TransitionFlipX, ScrollView, TextField, TransitionShrinkGrow, EditBox, Layout, TransitionSlideInL, Camera, TransitionMoveInL, WebView, TransitionJumpZoom, Menu, PhysicsSprite, TransitionRotoZoom, VideoPlayer, ProtectedNode, ScrollViewBar, ClippingNode, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.

virtual void
onEnterTransitionDidFinish
( )
virtual

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

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

Reimplemented in ProtectedNode, and ClippingNode.

var onEnterTransitionDidFinish ( )
virtual

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

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

Reimplemented in ProtectedNode, and ClippingNode.

virtual void onExit ( )
virtual

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

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

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, Widget, EditBox, Layout, Camera, WebView, Menu, PhysicsSprite, ProtectedNode, VideoPlayer, ClippingNode, MenuItem, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.

var onExit ( )
virtual

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

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

Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, Widget, EditBox, Layout, Camera, WebView, Menu, PhysicsSprite, ProtectedNode, VideoPlayer, ClippingNode, MenuItem, TransitionPageTurn, BaseLight, TransitionScene, and TransitionProgress.

virtual void
onExitTransitionDidStart
( )
virtual

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

If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.

Reimplemented in ProtectedNode, and ClippingNode.

var onExitTransitionDidStart ( )
virtual

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

If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.

Reimplemented in ProtectedNode, and ClippingNode.

virtual void draw ( Renderer *  renderer,
const Mat4 transform,
uint32_t  flags 
)
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.

var draw ( var  renderer,
var  transform,
var  flags 
)
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.

local draw ( local  renderer,
local  transform,
local  flags 
)
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 in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Scale9Sprite, Sprite, EditBox, Terrain, DrawNode, LayerColor, RenderTexture, TMXLayer, PUParticleSystem3D, WebView, SpriteBatchNode, Sprite3D, ParticleSystem3D, VideoPlayer, ProgressTimer, MotionStreak, ParticleBatchNode, BillBoard, MotionStreak3D, TransitionScene, AtlasNode, TransitionPageTurn, PhysicsDebugNode, and Skybox.

virtual void visit ( Renderer *  renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
virtual

Visits this node's children and send their render command recursively.

A given renderer. A transform matrix. Renderer flag.

Reimplemented in Scale9Sprite, Layout, Widget, RenderTexture, Camera, Sprite3D, ScrollView, SpriteBatchNode, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.

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

Visits this node's children and send their render command recursively.

A given renderer. A transform matrix. Renderer flag.

Reimplemented in Scale9Sprite, Layout, Widget, RenderTexture, Camera, Sprite3D, ScrollView, SpriteBatchNode, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.

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

Visits this node's children and send their render command recursively.

A given renderer. A transform matrix. Renderer flag.

Reimplemented in Scale9Sprite, Layout, Widget, RenderTexture, Camera, Sprite3D, ScrollView, SpriteBatchNode, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, NodeGrid, ClippingRectangleNode, ParallaxNode, and AttachNode.

virtual Scene* getScene ( ) const
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.

var getScene ( )
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.

local getScene ( )
virtual

Returns the Scene that contains the Node.

It returns nullptr if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop. The Scene that contains the node.

virtual Rect getBoundingBox ( ) const
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Sprite3D.

var getBoundingBox ( )
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Sprite3D.

local getBoundingBox ( )
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Sprite3D.

virtual Rect boundingBox ( ) const
inlinevirtual
var boundingBox ( )
inlinevirtual
local boundingBox ( )
inlinevirtual
virtual void setEventDispatcher ( EventDispatcher dispatcher)
virtual

Set event dispatcher for node.

The event dispatcher.

var setEventDispatcher ( var  dispatcher)
virtual

Set event dispatcher for node.

The event dispatcher.

local setEventDispatcher ( local  dispatcher)
virtual

Set event dispatcher for node.

The event dispatcher.

virtual EventDispatcher*
getEventDispatcher
( ) const
inlinevirtual

Get the event dispatcher.

The event dispatcher.

var getEventDispatcher ( )
inlinevirtual

Get the event dispatcher.

The event dispatcher.

local getEventDispatcher ( )
inlinevirtual

Get the event dispatcher.

The event dispatcher.

virtual void setActionManager ( ActionManager actionManager)
virtual

Sets the ActionManager object that is used by all actions.

If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.

var setActionManager ( var  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.

local setActionManager ( local  actionManager)
virtual

Sets the ActionManager object that is used by all actions.

If you set a new ActionManager, then previously created actions will be removed. A ActionManager object that is used by all actions.

virtual ActionManager*
getActionManager
( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

An ActionManager object.

var getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

An ActionManager object.

local getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

An ActionManager object.

virtual Action* runAction ( Action *  action)
virtual

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.

Reimplemented in Sprite3D.

var runAction ( var  action)
virtual

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.

Reimplemented in Sprite3D.

local runAction ( local  action)
virtual

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget(). Actions don't retain their target. An Action pointer.

Reimplemented in Sprite3D.

void stopAction ( Action *  action)

Stops and removes an action from the running action list.

The action object to be removed.

var stopAction ( var  action)

Stops and removes an action from the running action list.

The action object to be removed.

local stopAction ( local  action)

Stops and removes an action from the running action list.

The action object to be removed.

void stopActionByTag ( int  tag)

Removes an action from the running action list by its tag.

A tag that indicates the action to be removed.

var stopActionByTag ( var  tag)

Removes an action from the running action list by its tag.

A tag that indicates the action to be removed.

local stopActionByTag ( local  tag)

Removes an action from the running action list by its tag.

A tag that indicates the action to be removed.

void stopAllActionsByTag ( int  tag)

Removes all actions from the running action list by its tag.

A tag that indicates the action to be removed.

var stopAllActionsByTag ( var  tag)

Removes all actions from the running action list by its tag.

A tag that indicates the action to be removed.

local stopAllActionsByTag ( local  tag)

Removes all actions from the running action list by its tag.

A tag that indicates the action to be removed.

void stopActionsByFlags ( unsigned int  flags)

Removes all actions from the running action list by its flags.

Parameters
flagsA flag field that removes actions based on bitwise AND.
var stopActionsByFlags ( var  flags)

Removes all actions from the running action list by its flags.

Parameters
flagsA flag field that removes actions based on bitwise AND.
local stopActionsByFlags ( local  flags)

Removes all actions from the running action list by its flags.

Parameters
flagsA flag field that removes actions based on bitwise AND.
Action* getActionByTag ( int  tag)

Gets an action from the running action list by its tag.

The action object with the given tag.

var getActionByTag ( var  tag)

Gets an action from the running action list by its tag.

The action object with the given tag.

local getActionByTag ( local  tag)

Gets an action from the running action list by its tag.

The action object with the given tag.

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).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.

var getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.

local getNumberOfRunningActions ( )

Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).

Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7. The number of actions that are running plus the ones that are schedule to run.

ssize_t numberOfRunningActions ( ) const
inline
var numberOfRunningActions ( )
inline
local numberOfRunningActions ( )
inline
virtual void setScheduler ( Scheduler scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

If you set a new Scheduler, then previously created timers/update are going to be removed. A Shdeduler object that is used to schedule all "update" and timers.

var setScheduler ( var  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

If you set a new Scheduler, then previously created timers/update are going to be removed. A Shdeduler object that is used to schedule all "update" and timers.

local setScheduler ( local  scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

If you set a new Scheduler, then previously created timers/update are going to be removed. A Shdeduler object that is used to schedule all "update" and timers.

virtual Scheduler* getScheduler ( )
inlinevirtual

Gets a Sheduler object.

A Scheduler object.

var getScheduler ( )
inlinevirtual

Gets a Sheduler object.

A Scheduler object.

local getScheduler ( )
inlinevirtual

Gets a Sheduler object.

A Scheduler object.

bool isScheduled ( SEL_SCHEDULE  selector)

Checks whether a selector is scheduled.

A function selector Whether the funcion selector is scheduled.

bool isScheduled ( const std::string &  key)

Checks whether a lambda function is scheduled.

key of the callback Whether the lambda function selector is scheduled.

void scheduleUpdate ( void  )

Schedules the "update" method.

It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.

var scheduleUpdate (   )

Schedules the "update" method.

It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node.

void scheduleUpdateWithPriority ( int  priority)

Schedules the "update" method with a custom priority.

This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).

var scheduleUpdateWithPriority ( var  priority)

Schedules the "update" method with a custom priority.

This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).

void schedule ( SEL_SCHEDULE  selector,
float  interval,
unsigned int  repeat,
float  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again. The SEL_SCHEDULE selector to be scheduled. Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution.

var schedule ( var  selector,
var  interval,
var  repeat,
var  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again. The SEL_SCHEDULE selector to be scheduled. Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. The selector will be excuted (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution.

void schedule ( SEL_SCHEDULE  selector,
float  interval 
)

Schedules a custom selector with an interval time in seconds.

The SEL_SCHEDULE selector to be scheduled. Callback interval time in seconds. 0 means tick every frame,

var schedule ( var  selector,
var  interval 
)

Schedules a custom selector with an interval time in seconds.

The SEL_SCHEDULE selector to be scheduled. Callback interval time in seconds. 0 means tick every frame,

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.

The amount of time that the first tick will wait before execution.

var scheduleOnce ( var  selector,
var  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled.

The amount of time that the first tick will wait before execution.

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.

The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.

var scheduleOnce ( var  callback,
var  delay,
var  key 
)

Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled.

The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.

void schedule ( SEL_SCHEDULE  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

A function wrapped as a selector

var schedule ( var  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

A function wrapped as a selector

void schedule ( const std::function< void(float)> &  callback,
const std::string &  key 
)

Schedules a lambda function.

The scheduled lambda function will be called every frame. The lambda function to be scheduled. The key of the lambda function. To be used if you want to unschedule it.

var schedule ( var  callback,
var  key 
)

Schedules a lambda function.

The scheduled lambda function will be called every frame. The lambda function to be scheduled. The key of the lambda function. To be used if you want to unschedule it.

void schedule ( const std::function< void(float)> &  callback,
float  interval,
const std::string &  key 
)

Schedules a lambda function.

The scheduled lambda function will be called every "interval" seconds The lambda function to be scheduled Callback interval time in seconds. 0 means every frame The key of the lambda function. To be used if you want to unschedule it

var schedule ( var  callback,
var  interval,
var  key 
)

Schedules a lambda function.

The scheduled lambda function will be called every "interval" seconds The lambda function to be scheduled Callback interval time in seconds. 0 means every frame The key of the lambda function. To be used if you want to unschedule it

void schedule ( const std::function< void(float)> &  callback,
float  interval,
unsigned int  repeat,
float  delay,
const std::string &  key 
)

Schedules a lambda function.

The lambda function to be schedule. Tick interval in seconds. 0 means tick every frame. The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.

var schedule ( var  callback,
var  interval,
var  repeat,
var  delay,
var  key 
)

Schedules a lambda function.

The lambda function to be schedule. Tick interval in seconds. 0 means tick every frame. The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. The amount of time that the first tick will wait before execution. The key of the lambda function. To be used if you want to unschedule it.

void unschedule ( SEL_SCHEDULE  selector)

Unschedules a custom selector.

A function wrapped as a selector.

var unschedule ( var  selector)

Unschedules a custom selector.

A function wrapped as a selector.

void unschedule ( const std::string &  key)

Unschedules a lambda function.

The key of the lambda function to be unscheduled.

var unschedule ( var  key)

Unschedules a lambda function.

The key of the lambda function to be unscheduled.

virtual void resume ( void  )
virtual

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

Reimplemented in VideoPlayer.

var resume (   )
virtual

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

Reimplemented in VideoPlayer.

local resume (   )
virtual

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

Reimplemented in VideoPlayer.

virtual void pause ( void  )
virtual

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

Reimplemented in VideoPlayer.

var pause (   )
virtual

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

Reimplemented in VideoPlayer.

local pause (   )
virtual

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

Reimplemented in VideoPlayer.

void resumeSchedulerAndActions ( )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

var resumeSchedulerAndActions ( )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

local resumeSchedulerAndActions ( )

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

void pauseSchedulerAndActions ( )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

var pauseSchedulerAndActions ( )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

local pauseSchedulerAndActions ( )

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

virtual void updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite.

var updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite.

local updateTransform ( )
virtual

Calls children's updateTransform() method recursively.

This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in Sprite.

virtual const Mat4&
getNodeToParentTransform
( ) const
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in AttachNode.

var getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in AttachNode.

local getNodeToParentTransform ( )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Reimplemented in AttachNode.

virtual Mat4
getNodeToParentTransform
( Node ancestor) const
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The transformation matrix.
var getNodeToParentTransform ( var  ancestor)
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The transformation matrix.
local getNodeToParentTransform ( local  ancestor)
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The transformation matrix.
virtual AffineTransform
getNodeToParentAffineTransform
( Node ancestor) const
virtual

Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldAffineTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The affine transformation matrix.
var getNodeToParentAffineTransform ( var  ancestor)
virtual

Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldAffineTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The affine transformation matrix.
local
getNodeToParentAffineTransform
( local  ancestor)
virtual

Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Note: If ancestor is not a valid ancestor of the node, the API would return the same value as

See also
getNodeToWorldAffineTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The affine transformation matrix.
virtual void
setNodeToParentTransform
( const Mat4 transform)
virtual

Sets the transformation matrix manually.

A given transformation matrix.

var setNodeToParentTransform ( var  transform)
virtual

Sets the transformation matrix manually.

A given transformation matrix.

local setNodeToParentTransform ( local  transform)
virtual

Sets the transformation matrix manually.

A given transformation matrix.

virtual AffineTransform
nodeToParentTransform
( ) const
inlinevirtual
var nodeToParentTransform ( )
inlinevirtual
local nodeToParentTransform ( )
inlinevirtual
virtual const Mat4&
getParentToNodeTransform
( ) const
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels. The transformation matrix.

var getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels. The transformation matrix.

local getParentToNodeTransform ( )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels. The transformation matrix.

virtual AffineTransform
parentToNodeTransform
( ) const
inlinevirtual
var parentToNodeTransform ( )
inlinevirtual
local parentToNodeTransform ( )
inlinevirtual
virtual Mat4
getNodeToWorldTransform
( ) const
virtual

Returns the world affine transform matrix.

The matrix is in Pixels. transformation matrix, in pixels.

Reimplemented in AttachNode.

var getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels. transformation matrix, in pixels.

Reimplemented in AttachNode.

local getNodeToWorldTransform ( )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels. transformation matrix, in pixels.

Reimplemented in AttachNode.

virtual AffineTransform
nodeToWorldTransform
( ) const
inlinevirtual
var nodeToWorldTransform ( )
inlinevirtual
local nodeToWorldTransform ( )
inlinevirtual
virtual Mat4
getWorldToNodeTransform
( ) const
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels. The transformation matrix.

Reimplemented in AttachNode.

var getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels. The transformation matrix.

Reimplemented in AttachNode.

local getWorldToNodeTransform ( )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels. The transformation matrix.

Reimplemented in AttachNode.

virtual AffineTransform
worldToNodeTransform
( ) const
inlinevirtual
var worldToNodeTransform ( )
inlinevirtual
local worldToNodeTransform ( )
inlinevirtual
Vec2 convertToNodeSpace ( const Vec2 worldPoint) const

Converts a Vec2 to node (local) space coordinates.

The result is in Points. A given coordinate. A point in node (local) space coordinates.

var convertToNodeSpace ( var  worldPoint)

Converts a Vec2 to node (local) space coordinates.

The result is in Points. A given coordinate. A point in node (local) space coordinates.

local convertToNodeSpace ( local  worldPoint)

Converts a Vec2 to node (local) space coordinates.

The result is in Points. A given coordinate. A point in node (local) space coordinates.

Vec2 convertToWorldSpace ( const Vec2 nodePoint) const

Converts a Vec2 to world space coordinates.

The result is in Points. A given coordinate. A point in world space coordinates.

var convertToWorldSpace ( var  nodePoint)

Converts a Vec2 to world space coordinates.

The result is in Points. A given coordinate. A point in world space coordinates.

local convertToWorldSpace ( local  nodePoint)

Converts a Vec2 to world space coordinates.

The result is in Points. A given coordinate. A point in world space coordinates.

Vec2 convertToNodeSpaceAR ( const Vec2 worldPoint) const

Converts a Vec2 to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.

var convertToNodeSpaceAR ( var  worldPoint)

Converts a Vec2 to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.

local convertToNodeSpaceAR ( local  worldPoint)

Converts a Vec2 to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative. A given coordinate. A point in node (local) space coordinates, anchor relative.

Vec2 convertToWorldSpaceAR ( const Vec2 nodePoint) const

Converts a local Vec2 to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.

var convertToWorldSpaceAR ( var  nodePoint)

Converts a local Vec2 to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.

local convertToWorldSpaceAR ( local  nodePoint)

Converts a local Vec2 to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative. A given coordinate. A point in world space coordinates, anchor relative.

Vec2 convertTouchToNodeSpace ( Touch touch) const

Convenience methods which take a Touch instead of Vec2.

A given touch. A point in node space coordinates.

var convertTouchToNodeSpace ( var  touch)

Convenience methods which take a Touch instead of Vec2.

A given touch. A point in node space coordinates.

local convertTouchToNodeSpace ( local  touch)

Convenience methods which take a Touch instead of Vec2.

A given touch. A point in node space coordinates.

Vec2 convertTouchToNodeSpaceAR ( Touch touch) const

Converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.

var convertTouchToNodeSpaceAR ( var  touch)

Converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.

local convertTouchToNodeSpaceAR ( local  touch)

Converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative). A given touch. A point in world space coordinates, anchor relative.

void setAdditionalTransform ( Mat4 additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).

var setAdditionalTransform ( var  additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).

local setAdditionalTransform ( local  additionalTransform)

Sets an additional transform matrix to the node.

In order to remove it, call it again with the argument nullptr. The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).

Component* getComponent ( const std::string &  name)

Gets a component by its name.

A given name of component. The Component by name.

var getComponent ( var  name)

Gets a component by its name.

A given name of component. The Component by name.

local getComponent ( local  name)

Gets a component by its name.

A given name of component. The Component by name.

virtual bool addComponent ( Component *  component)
virtual

Adds a component.

A given component. True if added success.

var addComponent ( var  component)
virtual

Adds a component.

A given component. True if added success.

local addComponent ( local  component)
virtual

Adds a component.

A given component. True if added success.

virtual bool removeComponent ( const std::string &  name)
virtual

Removes a component by its name.

A given name of component. True if removed success.

var removeComponent ( var  name)
virtual

Removes a component by its name.

A given name of component. True if removed success.

local removeComponent ( local  name)
virtual

Removes a component by its name.

A given name of component. True if removed success.

virtual bool removeComponent ( Component *  component)
virtual

Removes a component by its pointer.

A given component. True if removed success.

var removeComponent ( var  component)
virtual

Removes a component by its pointer.

A given component. True if removed success.

local removeComponent ( local  component)
virtual

Removes a component by its pointer.

A given component. True if removed success.

void setPhysicsBody ( PhysicsBody body)

Set the PhysicsBody that let the sprite effect with physics.

This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.

var setPhysicsBody ( var  body)

Set the PhysicsBody that let the sprite effect with physics.

This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.

local setPhysicsBody ( local  body)

Set the PhysicsBody that let the sprite effect with physics.

This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body. A given physics body.

PhysicsBody* getPhysicsBody ( ) const
inline

Get the PhysicsBody the sprite have.

The PhysicsBody the sprite have.

var getPhysicsBody ( )
inline

Get the PhysicsBody the sprite have.

The PhysicsBody the sprite have.

local getPhysicsBody ( )
inline

Get the PhysicsBody the sprite have.

The PhysicsBody the sprite have.

void removeFromPhysicsWorld ( )

Remove this node from physics world.

it will remove all the physics bodies in it's children too.

var removeFromPhysicsWorld ( )

Remove this node from physics world.

it will remove all the physics bodies in it's children too.

local removeFromPhysicsWorld ( )

Remove this node from physics world.

it will remove all the physics bodies in it's children too.

virtual GLubyte getOpacity ( ) const
virtual

Return the node's opacity.

Returns
A GLubyte value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, and MotionStreak3D.

var getOpacity ( )
virtual

Return the node's opacity.

Returns
A GLubyte value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, and MotionStreak3D.

local getOpacity ( )
virtual

Return the node's opacity.

Returns
A GLubyte value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, and MotionStreak3D.

virtual GLubyte getDisplayedOpacity ( ) const
virtual

Return the node's display opacity.

The difference between opacity and displayedOpacity is: The displayedOpacity is what's the final rendering opacity of node.

Returns
A GLubyte value.
var getDisplayedOpacity ( )
virtual

Return the node's display opacity.

The difference between opacity and displayedOpacity is: The displayedOpacity is what's the final rendering opacity of node.

Returns
A GLubyte value.
local getDisplayedOpacity ( )
virtual

Return the node's display opacity.

The difference between opacity and displayedOpacity is: The displayedOpacity is what's the final rendering opacity of node.

Returns
A GLubyte value.
virtual void setOpacity ( GLubyte  opacity)
virtual

Change node opacity.

Parameters
opacityA GLubyte opacity value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, MotionStreak3D, and AtlasNode.

var setOpacity ( var  opacity)
virtual

Change node opacity.

Parameters
opacityA GLubyte opacity value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, MotionStreak3D, and AtlasNode.

local setOpacity ( local  opacity)
virtual

Change node opacity.

Parameters
opacityA GLubyte opacity value.

Reimplemented in ProgressTimer, MotionStreak, ScrollViewBar, MotionStreak3D, and AtlasNode.

virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
virtual

Update the displayed opacity of node with it's parent opacity;.

Parameters
parentOpacityThe opacity of parent node.

Reimplemented in Scale9Sprite, and ProtectedNode.

var updateDisplayedOpacity ( var  parentOpacity)
virtual

Update the displayed opacity of node with it's parent opacity;.

Parameters
parentOpacityThe opacity of parent node.

Reimplemented in Scale9Sprite, and ProtectedNode.

local updateDisplayedOpacity ( local  parentOpacity)
virtual

Update the displayed opacity of node with it's parent opacity;.

Parameters
parentOpacityThe opacity of parent node.

Reimplemented in Scale9Sprite, and ProtectedNode.

virtual bool
isCascadeOpacityEnabled
( ) const
virtual

Whether cascadeOpacity is enabled or not.

Returns
A boolean value.
var isCascadeOpacityEnabled ( )
virtual

Whether cascadeOpacity is enabled or not.

Returns
A boolean value.
local isCascadeOpacityEnabled ( )
virtual

Whether cascadeOpacity is enabled or not.

Returns
A boolean value.
virtual void
setCascadeOpacityEnabled
( bool  cascadeOpacityEnabled)
virtual

Change node's cascadeOpacity property.

Parameters
cascadeOpacityEnabledTrue to enable cascadeOpacity, false otherwise.
var setCascadeOpacityEnabled ( var  cascadeOpacityEnabled)
virtual

Change node's cascadeOpacity property.

Parameters
cascadeOpacityEnabledTrue to enable cascadeOpacity, false otherwise.
local setCascadeOpacityEnabled ( local  cascadeOpacityEnabled)
virtual

Change node's cascadeOpacity property.

Parameters
cascadeOpacityEnabledTrue to enable cascadeOpacity, false otherwise.
virtual const Color3B& getColor ( ) const
virtual

Query node's color value.

Returns
A Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

var getColor ( )
virtual

Query node's color value.

Returns
A Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

local getColor ( )
virtual

Query node's color value.

Returns
A Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

virtual const Color3B&
getDisplayedColor
( ) const
virtual

Query node's displayed color.

Returns
A Color3B color value.
var getDisplayedColor ( )
virtual

Query node's displayed color.

Returns
A Color3B color value.
local getDisplayedColor ( )
virtual

Query node's displayed color.

Returns
A Color3B color value.
virtual void setColor ( const Color3B color)
virtual

Change the color of node.

Parameters
colorA Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

var setColor ( var  color)
virtual

Change the color of node.

Parameters
colorA Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

local setColor ( local  color)
virtual

Change the color of node.

Parameters
colorA Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

virtual void updateDisplayedColor ( const Color3B parentColor)
virtual

Update node's displayed color with its parent color.

Parameters
parentColorA Color3B color value.

Reimplemented in Scale9Sprite, and ProtectedNode.

var updateDisplayedColor ( var  parentColor)
virtual

Update node's displayed color with its parent color.

Parameters
parentColorA Color3B color value.

Reimplemented in Scale9Sprite, and ProtectedNode.

local updateDisplayedColor ( local  parentColor)
virtual

Update node's displayed color with its parent color.

Parameters
parentColorA Color3B color value.

Reimplemented in Scale9Sprite, and ProtectedNode.

virtual bool isCascadeColorEnabled ( ) const
virtual

Query whether cascadeColor is enabled or not.

Returns
Whether cascadeColor is enabled or not.
var isCascadeColorEnabled ( )
virtual

Query whether cascadeColor is enabled or not.

Returns
Whether cascadeColor is enabled or not.
local isCascadeColorEnabled ( )
virtual

Query whether cascadeColor is enabled or not.

Returns
Whether cascadeColor is enabled or not.
virtual void setCascadeColorEnabled ( bool  cascadeColorEnabled)
virtual

If you want node's color affect the children node's color, then set it to true.

Otherwise, set it to false.

Parameters
cascadeColorEnabledA boolean value.
var setCascadeColorEnabled ( var  cascadeColorEnabled)
virtual

If you want node's color affect the children node's color, then set it to true.

Otherwise, set it to false.

Parameters
cascadeColorEnabledA boolean value.
local setCascadeColorEnabled ( local  cascadeColorEnabled)
virtual

If you want node's color affect the children node's color, then set it to true.

Otherwise, set it to false.

Parameters
cascadeColorEnabledA boolean value.
virtual void setOpacityModifyRGB ( bool  value)
inlinevirtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

var setOpacityModifyRGB ( var  value)
inlinevirtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

local setOpacityModifyRGB ( local  value)
inlinevirtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

virtual bool isOpacityModifyRGB ( void  ) const
inlinevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

var isOpacityModifyRGB (   )
inlinevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

local isOpacityModifyRGB (   )
inlinevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented in Sprite, Menu, MotionStreak, MotionStreak3D, and AtlasNode.

void setOnEnterCallback ( const std::function< void()> &  callback)
inline

Set the callback of event onEnter.

Parameters
callbackA std::function<void()> callback.
var setOnEnterCallback ( var  callback)
inline

Set the callback of event onEnter.

Parameters
callbackA std::function<void()> callback.
local setOnEnterCallback ( local  callback)
inline

Set the callback of event onEnter.

Parameters
callbackA std::function<void()> callback.
const std::function<void()>
& getOnEnterCallback
( ) const
inline

Get the callback of event onEnter.

Returns
A std:function<void()> callback.
var getOnEnterCallback ( )
inline

Get the callback of event onEnter.

Returns
A std:function<void()> callback.
local getOnEnterCallback ( )
inline

Get the callback of event onEnter.

Returns
A std:function<void()> callback.
void setOnExitCallback ( const std::function< void()> &  callback)
inline

Set the callback of event onExit.

Parameters
callbackA std::function<void()> callback.
var setOnExitCallback ( var  callback)
inline

Set the callback of event onExit.

Parameters
callbackA std::function<void()> callback.
local setOnExitCallback ( local  callback)
inline

Set the callback of event onExit.

Parameters
callbackA std::function<void()> callback.
const std::function<void()>
& getOnExitCallback
( ) const
inline

Get the callback of event onExit.

Returns
A std::function<void()>.
var getOnExitCallback ( )
inline

Get the callback of event onExit.

Returns
A std::function<void()>.
local getOnExitCallback ( )
inline

Get the callback of event onExit.

Returns
A std::function<void()>.
void
setonEnterTransitionDidFinishCallback
( const std::function< void()> &  callback)
inline

Set the callback of event EnterTransitionDidFinish.

Parameters
callbackA std::function<void()> callback.
var
setonEnterTransitionDidFinishCallback
( var  callback)
inline

Set the callback of event EnterTransitionDidFinish.

Parameters
callbackA std::function<void()> callback.
local
setonEnterTransitionDidFinishCallback
( local  callback)
inline

Set the callback of event EnterTransitionDidFinish.

Parameters
callbackA std::function<void()> callback.
const std::function<void()>
& getonEnterTransitionDidFinishCallback
( ) const
inline

Get the callback of event EnterTransitionDidFinish.

Returns
std::function<void()>
var
getonEnterTransitionDidFinishCallback
( )
inline

Get the callback of event EnterTransitionDidFinish.

Returns
std::function<void()>
local
getonEnterTransitionDidFinishCallback
( )
inline

Get the callback of event EnterTransitionDidFinish.

Returns
std::function<void()>
void
setonExitTransitionDidStartCallback
( const std::function< void()> &  callback)
inline

Set the callback of event ExitTransitionDidStart.

Parameters
callbackA std::function<void()> callback.
var
setonExitTransitionDidStartCallback
( var  callback)
inline

Set the callback of event ExitTransitionDidStart.

Parameters
callbackA std::function<void()> callback.
local
setonExitTransitionDidStartCallback
( local  callback)
inline

Set the callback of event ExitTransitionDidStart.

Parameters
callbackA std::function<void()> callback.
const std::function<void()>
& getonExitTransitionDidStartCallback
( ) const
inline

Get the callback of event ExitTransitionDidStart.

Returns
std::function<void()>
var
getonExitTransitionDidStartCallback
( )
inline

Get the callback of event ExitTransitionDidStart.

Returns
std::function<void()>
local
getonExitTransitionDidStartCallback
( )
inline

Get the callback of event ExitTransitionDidStart.

Returns
std::function<void()>
virtual void setCameraMask ( unsigned short  mask,
bool  applyChildren = true 
)
virtual

Modify the camera mask for current node.

If applyChildren is true, then it will modify the camera mask of its children recursively.

Parameters
maskA unsigned short bit for mask.
applyChildrenA boolean value to determine whether the mask bit should apply to its children or not.

Reimplemented in Scale9Sprite, Layout, ProtectedNode, and ClippingNode.

var setCameraMask ( var  mask,
var  applyChildren = true 
)
virtual

Modify the camera mask for current node.

If applyChildren is true, then it will modify the camera mask of its children recursively.

Parameters
maskA unsigned short bit for mask.
applyChildrenA boolean value to determine whether the mask bit should apply to its children or not.

Reimplemented in Scale9Sprite, Layout, ProtectedNode, and ClippingNode.

local setCameraMask ( local  mask,
local  applyChildren = true 
)
virtual

Modify the camera mask for current node.

If applyChildren is true, then it will modify the camera mask of its children recursively.

Parameters
maskA unsigned short bit for mask.
applyChildrenA boolean value to determine whether the mask bit should apply to its children or not.

Reimplemented in Scale9Sprite, Layout, ProtectedNode, and ClippingNode.


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