Cocos2d-x  v3.11
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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...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops and removes all running actions and schedulers.
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and send their render command recursively. More...
 
virtual 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
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for node. More...
 
virtual EventDispatchergetEventDispatcher () const
 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...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics.
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix.
 
virtual GLubyte getOpacity () const
 Return the node's opacity. More...
 
virtual GLubyte getDisplayedOpacity () const
 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...
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
virtual const Color3BgetColor () const
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color. More...
 
virtual void setColor (const Color3B &color)
 Change the color of node. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color. More...
 
virtual bool isCascadeColorEnabled () const
 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...
 
const std::function< void()> & getOnEnterCallback () const
 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...
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish. More...
 
void setonExitTransitionDidStartCallback (const std::function< void()> &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...
 
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)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node The scale factor on X axis.
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node The scale factor on Y axis.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node The scale factor on Z axis.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const 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...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Sets the x coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionX (void) const
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const 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...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual float getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
Children and Parent
virtual void addChild (Node *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...
 
virtual void addChild (Node *child, int localZOrder, int 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...
 
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...
 
var getChildByTag ( var tag)
local getChildByTag ( local tag)
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...
 
virtual const Vector< Node * > & getChildren () const
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
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...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
Tag & User data
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
GLProgram
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *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...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual Action * runAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. More...
 
Action * getActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
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
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger The SEL_SCHEDULE selector to be scheduled. More...
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
void unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
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
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
virtual AffineTransform parentToNodeTransform () const
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
virtual AffineTransform nodeToWorldTransform () const
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
virtual AffineTransform worldToNodeTransform () const
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...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 Converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
component functions
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 

Static Public Attributes

Properties
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 

Constructor, Destructor and Initializers

static Nodecreate ()
 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
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
bool _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 

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".

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.

virtual int getLocalZOrder ( ) const
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.

virtual float getGlobalZOrder ( ) const
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.

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.

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.

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.

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.

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.

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.

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.
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.

virtual const Vec2&
getNormalizedPosition
( ) const
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.

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.

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.

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.

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.

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.

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.

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.

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.

virtual float getPositionZ ( ) const
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.

virtual float getSkewX ( ) const
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.

virtual float getSkewY ( ) const
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.

virtual const Vec2& getAnchorPoint ( ) const
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.

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.

virtual const Size& getContentSize ( ) const
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.

virtual bool isVisible ( ) const
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.

virtual float getRotation ( ) const
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.

virtual Vec3 getRotation3D ( ) const
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.

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.

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.

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.

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.

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.

int getOrderOfArrival ( ) const

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

The arrival order.

void setGLServerState ( int  serverState)
inline
int getGLServerState ( ) const
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.

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.

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.

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.

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.

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.

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.

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.
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.

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.

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.

virtual Vector<Node*>& 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.

virtual void setParent ( Node 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.

virtual void 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.

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.

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.

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.

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.

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.

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.

virtual int getTag ( ) const
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.

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

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.

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.

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.

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.

GLProgram* getGLProgram ( ) const

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.

GLProgramState* getGLProgramState ( ) const

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.

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.

void scheduleUpdateWithPriorityLua ( int  handler,
int  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.

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.

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.

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.

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.

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.

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.

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.

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

Set event dispatcher for node.

The event dispatcher.

virtual EventDispatcher*
getEventDispatcher
( ) const
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.

virtual ActionManager*
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.

void stopAction ( Action *  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.

void stopAllActionsByTag ( int  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.
Action* getActionByTag ( int  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.

ssize_t numberOfRunningActions ( ) const
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.

virtual Scheduler* 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.

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).

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.

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,

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.

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.

void schedule ( SEL_SCHEDULE  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.

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

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.

void unschedule ( SEL_SCHEDULE  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.

virtual void resume ( void  )
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.

void 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.

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.

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.

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.
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.
virtual void
setNodeToParentTransform
( const Mat4 transform)
virtual

Sets the transformation matrix manually.

A given transformation matrix.

virtual AffineTransform
nodeToParentTransform
( ) const
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.

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

Returns the world affine transform matrix.

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

Reimplemented in AttachNode.

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

Returns the inverse world affine transform matrix.

The matrix is in Pixels. The transformation matrix.

Reimplemented in AttachNode.

virtual AffineTransform
worldToNodeTransform
( ) const
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.

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.

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.

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.

Vec2 convertTouchToNodeSpace ( Touch touch) const

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.

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).

Component* getComponent ( const std::string &  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.

virtual bool removeComponent ( const std::string &  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.

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.

PhysicsBody* getPhysicsBody ( ) const
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.

virtual GLubyte getOpacity ( ) const
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.
virtual void setOpacity ( GLubyte  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.

virtual bool
isCascadeOpacityEnabled
( ) const
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.
virtual const Color3B& getColor ( ) const
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.
virtual void setColor ( const Color3B 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.

virtual bool isCascadeColorEnabled ( ) const
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.
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.

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.

void setOnEnterCallback ( const std::function< void()> &  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.
void setOnExitCallback ( const std::function< void()> &  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()>.
void
setonEnterTransitionDidFinishCallback
( const std::function< void()> &  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()>
void
setonExitTransitionDidStartCallback
( const std::function< void()> &  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()>
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.


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