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Scale9Sprite Class Reference

A 9-slice sprite for cocos2d. More...

#include <CCScale9Sprite.h>

Inheritance diagram for Scale9Sprite:
Node Ref

Public Member Functions

 Scale9Sprite ()
virtual ~Scale9Sprite ()
virtual bool initWithFile (const std::string &file, const Rect &rect, const Rect &capInsets)
 Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets. More...
 
virtual bool initWithFile (const std::string &file, const Rect &rect)
 Initializes a 9-slice sprite with a texture file and a delimitation zone. More...
 
local initWithFile ( local file, local rect)
 Initializes a 9-slice sprite with a texture file and a delimitation zone. More...
 
virtual bool initWithFile (const Rect &capInsets, const std::string &file)
 Initializes a 9-slice sprite with a texture file and with the specified cap insets. More...
 
var initWithFile ( var capInsets, var file)
 Initializes a 9-slice sprite with a texture file and with the specified cap insets. More...
 
local initWithFile ( local capInsets, local file)
 Initializes a 9-slice sprite with a texture file and with the specified cap insets. More...
 
virtual bool initWithFile (const std::string &file)
 Initializes a 9-slice sprite with a texture file. More...
 
var initWithFile ( var file)
 Initializes a 9-slice sprite with a texture file. More...
 
local initWithFile ( local file)
 Initializes a 9-slice sprite with a texture file. More...
 
virtual bool initWithSpriteFrame (SpriteFrame *spriteFrame, const Rect &capInsets)
 Initializes a 9-slice sprite with an sprite frame and with the specified cap insets. More...
 
local initWithSpriteFrame ( local spriteFrame, local capInsets)
 Initializes a 9-slice sprite with an sprite frame and with the specified cap insets. More...
 
virtual bool initWithSpriteFrame (SpriteFrame *spriteFrame)
 Initializes a 9-slice sprite with an sprite frame. More...
 
virtual bool initWithSpriteFrameName (const std::string &spriteFrameName, const Rect &capInsets)
 Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets. More...
 
virtual bool initWithSpriteFrameName (const std::string &spriteFrameName)
 Initializes a 9-slice sprite with an sprite frame name. More...
 
virtual bool init ()
virtual bool initWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, bool rotated, const Rect &capInsets)
virtual bool initWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, const Rect &capInsets)
local initWithBatchNode ( local batchnode, local rect, local capInsets)
Scale9SpriteresizableSpriteWithCapInsets (const Rect &capInsets)
 Creates and returns a new sprite object with the specified cap insets. More...
 
virtual bool updateWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, bool rotated, const Rect &capInsets)
local updateWithBatchNode ( local batchnode, local rect, local rotated, local capInsets)
virtual void setSpriteFrame (SpriteFrame *spriteFrame)
virtual void setContentSize (const Size &size) override
 Sets the untransformed size of the node. More...
 
local setContentSize ( local size)
 Sets the untransformed size of the node. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override
 Visits this node's children and draw them recursively. More...
 
virtual void setOpacityModifyRGB (bool bValue) override
virtual bool isOpacityModifyRGB (void) const override
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
virtual void setOpacity (GLubyte opacity) override
virtual void setColor (const Color3B &color) override
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedOpacity (GLubyte parentOpacity) override
local updateDisplayedOpacity ( local parentOpacity)
virtual void updateDisplayedColor (const Color3B &parentColor) override
virtual Size getOriginalSize (void)
 getOriginalSize More...
 
local getOriginalSize ()
 getOriginalSize More...
 
virtual Size getPreferredSize (void)
 getPreferredSize More...
 
var getPreferredSize ()
 getPreferredSize More...
 
local getPreferredSize ()
 getPreferredSize More...
 
virtual void setPreferredSize (Size var)
 setPreferredSize More...
 
virtual Rect getCapInsets (void)
 getCapInsets More...
 
virtual void setCapInsets (Rect var)
 setCapInsets More...
 
local setCapInsets ( local var)
 setCapInsets More...
 
virtual float getInsetLeft (void)
 getInsetLeft More...
 
virtual void setInsetLeft (float var)
 setInsetLeft More...
 
var setInsetLeft ( var var)
 setInsetLeft More...
 
local setInsetLeft ( local var)
 setInsetLeft More...
 
virtual float getInsetTop (void)
 getInsetTop More...
 
var getInsetTop ()
 getInsetTop More...
 
local getInsetTop ()
 getInsetTop More...
 
virtual void setInsetTop (float var)
 setInsetTop More...
 
var setInsetTop ( var var)
 setInsetTop More...
 
local setInsetTop ( local var)
 setInsetTop More...
 
virtual float getInsetRight (void)
 getInsetRight More...
 
var getInsetRight ()
 getInsetRight More...
 
local getInsetRight ()
 getInsetRight More...
 
virtual void setInsetRight (float var)
 setInsetRight More...
 
virtual float getInsetBottom (void)
 getInsetBottom More...
 
virtual void setInsetBottom (float var)
 setInsetBottom More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
var draw ( var renderer, var transform, var 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 draw () final
var draw ()
local draw ()
virtual void visit () final
virtual ScenegetScene () const
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
var setEventDispatcher ( var dispatcher)
local setEventDispatcher ( local dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
var setPhysicsBody ( var body)
 set the PhysicsBody that let the sprite effect with physics More...
 
local setPhysicsBody ( local body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBodygetPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor () const
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual bool isCascadeColorEnabled () const
var isCascadeColorEnabled ()
local isCascadeColorEnabled ()
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
void setOnEnterCallback (const std::function< void()> &callback)
var setOnEnterCallback ( var callback)
local setOnEnterCallback ( local callback)
const std::function< void()> & getOnEnterCallback () const
local getOnEnterCallback ()
void setOnExitCallback (const std::function< void()> &callback)
var setOnExitCallback ( var callback)
local setOnExitCallback ( local callback)
const std::function< void()> & getOnExitCallback () const
local getOnExitCallback ()
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
var setonEnterTransitionDidFinishCallback ( var callback)
local setonEnterTransitionDidFinishCallback ( local callback)
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
local getonEnterTransitionDidFinishCallback ()
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
var setonExitTransitionDidStartCallback ( var callback)
local setonExitTransitionDidStartCallback ( local callback)
const std::function< void()> & getonExitTransitionDidStartCallback () const
local getonExitTransitionDidStartCallback ()
virtual ~Node ()
var ~Node ()
local ~Node ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
local setLocalZOrder ( local 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
var getZOrder ()
local getZOrder ()
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...
 
var setScaleX ( var scaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var scaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 returns the normalized position More...
 
local getNormalizedPosition ()
 returns the normalized position More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
var getPositionX ()
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
local setPosition3D ( local 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)
var setVertexZ ( var vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
var getVertexZ ()
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...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
var setSkewY ( var skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
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 const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
var setRotation ( var rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void 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...
 
var getRotationSkewX ()
 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)
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)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
var getChildByTag ( var tag)
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
var getChildByName ( var name)
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
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...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeChildByName (const std::string &name, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeChildByName ( var name, var true)
 Removes a child from the container by tag value. More...
 
local removeChildByName ( local name, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual std::string getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
GLProgramStategetGLProgramState () const
var getGLProgramState ()
local getGLProgramState ()
void setGLProgramState (GLProgramState *glProgramState)
var setGLProgramState ( var glProgramState)
local setGLProgramState ( local glProgramState)
void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
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 ()
ActionrunAction (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 . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (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...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
ssize_t numberOfRunningActions () const
var numberOfRunningActions ()
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
local getScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
var resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 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...
 
var resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local 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)
var update ( var delta)
local update ( local delta)
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the Transformation matrix manually. More...
 
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...
 
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 ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Vec2 to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 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...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
ComponentgetComponent (const std::string &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...
 
local addComponent ( local component)
 adds a component More...
 
virtual bool removeComponent (const std::string &name)
 removes a component by its name More...
 
local removeComponent ( local name)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
var removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static Scale9Spritecreate ()
var create ()
local create ()
static Scale9Spritecreate (const std::string &file, const Rect &rect, const Rect &capInsets)
 Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets. More...
 
local create ( local file, local rect, local capInsets)
 Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets. More...
 
static Scale9Spritecreate (const Rect &capInsets, const std::string &file)
 Creates a 9-slice sprite with a texture file. More...
 
var create ( var capInsets, var file)
 Creates a 9-slice sprite with a texture file. More...
 
local create ( local capInsets, local file)
 Creates a 9-slice sprite with a texture file. More...
 
static Scale9Spritecreate (const std::string &file, const Rect &rect)
 Creates a 9-slice sprite with a texture file and a delimitation zone. More...
 
static Scale9Spritecreate (const std::string &file)
 Creates a 9-slice sprite with a texture file. More...
 
static Scale9SpritecreateWithSpriteFrame (SpriteFrame *spriteFrame)
 Creates a 9-slice sprite with an sprite frame. More...
 
local createWithSpriteFrame ( local spriteFrame)
 Creates a 9-slice sprite with an sprite frame. More...
 
static Scale9SpritecreateWithSpriteFrame (SpriteFrame *spriteFrame, const Rect &capInsets)
 Creates a 9-slice sprite with an sprite frame and the centre of its zone. More...
 
local createWithSpriteFrame ( local spriteFrame, local capInsets)
 Creates a 9-slice sprite with an sprite frame and the centre of its zone. More...
 
static Scale9SpritecreateWithSpriteFrameName (const std::string &spriteFrameName)
 Creates a 9-slice sprite with an sprite frame name. More...
 
local createWithSpriteFrameName ( local spriteFrameName)
 Creates a 9-slice sprite with an sprite frame name. More...
 
static Scale9SpritecreateWithSpriteFrameName (const std::string &spriteFrameName, const Rect &capInsets)
 Creates a 9-slice sprite with an sprite frame name and the centre of its zone. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 

Protected Member Functions

void updateCapInset ()
var updateCapInset ()
local updateCapInset ()
void updatePositions ()
var updatePositions ()
local updatePositions ()
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
var detachChild ( var child, var index, var doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
local detachChild ( local child, local index, local doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
var transform ( var parentTransform)
local transform ( local parentTransform)
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
var processParentFlags ( var parentTransform, var parentFlags)
local processParentFlags ( local parentTransform, local parentFlags)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
var disableCascadeColor ()
local disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
var doEnumerate ( var name, var callback)
local doEnumerate ( local name, local callback)
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
var doEnumerateRecursive ( var node, var name, var callback)
local doEnumerateRecursive ( local node, local name, local callback)
void updatePhysicsBodyTransform (Scene *layer)
var updatePhysicsBodyTransform ( var layer)
local updatePhysicsBodyTransform ( local layer)
virtual void updatePhysicsBodyPosition (Scene *layer)
local updatePhysicsBodyPosition ( local layer)
virtual void updatePhysicsBodyRotation (Scene *layer)
var updatePhysicsBodyRotation ( var layer)
local updatePhysicsBodyRotation ( local layer)
virtual void updatePhysicsBodyScale (Scene *scene)
var updatePhysicsBodyScale ( var scene)
local updatePhysicsBodyScale ( local scene)
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _spritesGenerated
Rect _spriteRect
bool _spriteFrameRotated
Rect _capInsetsInternal
bool _positionsAreDirty
SpriteBatchNode_scale9Image
Sprite_topLeft
Sprite_top
Sprite_topRight
Sprite_left
Sprite_centre
Sprite_right
Sprite_bottomLeft
Sprite_bottom
Sprite_bottomRight
bool _opacityModifyRGB
Size _originalSize
 Original sprite's size. More...
 
var _originalSize
 Original sprite's size. More...
 
local _originalSize
 Original sprite's size. More...
 
Size _preferredSize
 Prefered sprite's size. More...
 
var _preferredSize
 Prefered sprite's size. More...
 
local _preferredSize
 Prefered sprite's size. More...
 
Rect _capInsets
 The end-cap insets. More...
 
float _insetLeft
 Sets the left side inset. More...
 
var _insetLeft
 Sets the left side inset. More...
 
local _insetLeft
 Sets the left side inset. More...
 
float _insetTop
 Sets the top side inset. More...
 
float _insetRight
 Sets the right side inset. More...
 
float _insetBottom
 Sets the bottom side inset. More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
local _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
var _normalizedPosition
local _normalizedPosition
bool _usingNormalizedPosition
var _usingNormalizedPosition
local _usingNormalizedPosition
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
var _contentSizeDirty
 whether or not the contentSize is dirty More...
 
local _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
var _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
local _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
var _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
local _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
var _glProgramState
 OpenGL Program State. More...
 
local _glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
var _running
 is running More...
 
local _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
var _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
var _physicsBody
 the physicsBody the node have More...
 
local _physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
var _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
local _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
var _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
local _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
GLubyte _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
std::function< void()> _onEnterCallback
var _onEnterCallback
local _onEnterCallback
std::function< void()> _onExitCallback
var _onExitCallback
local _onExitCallback
std::function< void()> _onEnterTransitionDidFinishCallback
std::function< void()> _onExitTransitionDidStartCallback
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

A 9-slice sprite for cocos2d.

9-slice scaling allows you to specify how scaling is applied to specific areas of a sprite. With 9-slice scaling (3x3 grid), you can ensure that the sprite does not become distorted when scaled.

See also
http://yannickloriot.com/library/ios/cccontrolextension/Classes/CCScale9Sprite.html

Constructor & Destructor Documentation

var ctor ( )
local Scale9Sprite ( )
virtual ~Scale9Sprite ( )
virtual

Member Function Documentation

static Scale9Sprite* create ( )
static
var create ( )
static
local create ( )
static
static Scale9Sprite* create ( const std::string &  file,
const Rect rect,
const Rect capInsets 
)
static

Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

See also
initWithFile(const char *file, const Rect& rect, const Rect& capInsets)
var create ( var  file,
var  rect,
var  capInsets 
)
static

Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

See also
initWithFile(const char *file, const Rect& rect, const Rect& capInsets)
local create ( local  file,
local  rect,
local  capInsets 
)
static

Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

See also
initWithFile(const char *file, const Rect& rect, const Rect& capInsets)
static Scale9Sprite* create ( const Rect capInsets,
const std::string &  file 
)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const Rect& capInsets, const char *file)
var create ( var  capInsets,
var  file 
)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const Rect& capInsets, const char *file)
local create ( local  capInsets,
local  file 
)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const Rect& capInsets, const char *file)
static Scale9Sprite* create ( const std::string &  file,
const Rect rect 
)
static

Creates a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file, const Rect& rect)
var create ( var  file,
var  rect 
)
static

Creates a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file, const Rect& rect)
local create ( local  file,
local  rect 
)
static

Creates a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file, const Rect& rect)
static Scale9Sprite* create ( const std::string &  file)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file)
var create ( var  file)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file)
local create ( local  file)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file)
static Scale9Sprite*
createWithSpriteFrame
( SpriteFrame spriteFrame)
static

Creates a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame)
var createWithSpriteFrame ( var  spriteFrame)
static

Creates a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame)
local createWithSpriteFrame ( local  spriteFrame)
static

Creates a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame)
static Scale9Sprite*
createWithSpriteFrame
( SpriteFrame spriteFrame,
const Rect capInsets 
)
static

Creates a 9-slice sprite with an sprite frame and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame, const Rect& capInsets)
var createWithSpriteFrame ( var  spriteFrame,
var  capInsets 
)
static

Creates a 9-slice sprite with an sprite frame and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame, const Rect& capInsets)
local createWithSpriteFrame ( local  spriteFrame,
local  capInsets 
)
static

Creates a 9-slice sprite with an sprite frame and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame, const Rect& capInsets)
static Scale9Sprite*
createWithSpriteFrameName
( const std::string &  spriteFrameName)
static

Creates a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName)
var createWithSpriteFrameName ( var  spriteFrameName)
static

Creates a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName)
local createWithSpriteFrameName ( local  spriteFrameName)
static

Creates a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName)
static Scale9Sprite*
createWithSpriteFrameName
( const std::string &  spriteFrameName,
const Rect capInsets 
)
static

Creates a 9-slice sprite with an sprite frame name and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName, const Rect& capInsets)
var createWithSpriteFrameName ( var  spriteFrameName,
var  capInsets 
)
static

Creates a 9-slice sprite with an sprite frame name and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName, const Rect& capInsets)
local createWithSpriteFrameName ( local  spriteFrameName,
local  capInsets 
)
static

Creates a 9-slice sprite with an sprite frame name and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName, const Rect& capInsets)
virtual Rect getCapInsets ( void  )
virtual

getCapInsets

var getCapInsets (   )
virtual

getCapInsets

local getCapInsets (   )
virtual

getCapInsets

virtual float getInsetBottom ( void  )
virtual

getInsetBottom

var getInsetBottom (   )
virtual

getInsetBottom

local getInsetBottom (   )
virtual

getInsetBottom

virtual float getInsetLeft ( void  )
virtual

getInsetLeft

var getInsetLeft (   )
virtual

getInsetLeft

local getInsetLeft (   )
virtual

getInsetLeft

virtual float getInsetRight ( void  )
virtual

getInsetRight

var getInsetRight (   )
virtual

getInsetRight

local getInsetRight (   )
virtual

getInsetRight

virtual float getInsetTop ( void  )
virtual

getInsetTop

var getInsetTop (   )
virtual

getInsetTop

local getInsetTop (   )
virtual

getInsetTop

virtual Size getOriginalSize ( void  )
virtual

getOriginalSize

var getOriginalSize (   )
virtual

getOriginalSize

local getOriginalSize (   )
virtual

getOriginalSize

virtual Size getPreferredSize ( void  )
virtual

getPreferredSize

var getPreferredSize (   )
virtual

getPreferredSize

local getPreferredSize (   )
virtual

getPreferredSize

virtual bool init ( )
virtual

Reimplemented from Node.

var init ( )
virtual

Reimplemented from Node.

local init ( )
virtual

Reimplemented from Node.

virtual bool initWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
bool  rotated,
const Rect capInsets 
)
virtual
var initWithBatchNode ( var  batchnode,
var  rect,
var  rotated,
var  capInsets 
)
virtual
local initWithBatchNode ( local  batchnode,
local  rect,
local  rotated,
local  capInsets 
)
virtual
virtual bool initWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
const Rect capInsets 
)
virtual
var initWithBatchNode ( var  batchnode,
var  rect,
var  capInsets 
)
virtual
local initWithBatchNode ( local  batchnode,
local  rect,
local  capInsets 
)
virtual
virtual bool initWithFile ( const std::string &  file,
const Rect rect,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
capInsetsThe values to use for the cap insets.
var initWithFile ( var  file,
var  rect,
var  capInsets 
)
virtual

Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
capInsetsThe values to use for the cap insets.
local initWithFile ( local  file,
local  rect,
local  capInsets 
)
virtual

Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
capInsetsThe values to use for the cap insets.
virtual bool initWithFile ( const std::string &  file,
const Rect rect 
)
virtual

Initializes a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
var initWithFile ( var  file,
var  rect 
)
virtual

Initializes a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
local initWithFile ( local  file,
local  rect 
)
virtual

Initializes a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
virtual bool initWithFile ( const Rect capInsets,
const std::string &  file 
)
virtual

Initializes a 9-slice sprite with a texture file and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
capInsetsThe values to use for the cap insets.
var initWithFile ( var  capInsets,
var  file 
)
virtual

Initializes a 9-slice sprite with a texture file and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
capInsetsThe values to use for the cap insets.
local initWithFile ( local  capInsets,
local  file 
)
virtual

Initializes a 9-slice sprite with a texture file and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
capInsetsThe values to use for the cap insets.
virtual bool initWithFile ( const std::string &  file)
virtual

Initializes a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
var initWithFile ( var  file)
virtual

Initializes a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
local initWithFile ( local  file)
virtual

Initializes a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
capInsetsThe values to use for the cap insets.
var initWithSpriteFrame ( var  spriteFrame,
var  capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
capInsetsThe values to use for the cap insets.
local initWithSpriteFrame ( local  spriteFrame,
local  capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
capInsetsThe values to use for the cap insets.
virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame)
virtual

Initializes a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
var initWithSpriteFrame ( var  spriteFrame)
virtual

Initializes a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
local initWithSpriteFrame ( local  spriteFrame)
virtual

Initializes a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
virtual bool
initWithSpriteFrameName
( const std::string &  spriteFrameName,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
capInsetsThe values to use for the cap insets.
var initWithSpriteFrameName ( var  spriteFrameName,
var  capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
capInsetsThe values to use for the cap insets.
local initWithSpriteFrameName ( local  spriteFrameName,
local  capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
capInsetsThe values to use for the cap insets.
virtual bool
initWithSpriteFrameName
( const std::string &  spriteFrameName)
virtual

Initializes a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
var initWithSpriteFrameName ( var  spriteFrameName)
virtual

Initializes a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
local initWithSpriteFrameName ( local  spriteFrameName)
virtual

Initializes a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
virtual bool isOpacityModifyRGB ( void  ) const
overridevirtual

Reimplemented from Node.

var isOpacityModifyRGB (   )
overridevirtual

Reimplemented from Node.

local isOpacityModifyRGB (   )
overridevirtual

Reimplemented from Node.

Scale9Sprite*
resizableSpriteWithCapInsets
( const Rect capInsets)

Creates and returns a new sprite object with the specified cap insets.

You use this method to add cap insets to a sprite or to change the existing cap insets of a sprite. In both cases, you get back a new image and the original sprite remains untouched.

Parameters
capInsetsThe values to use for the cap insets.
var resizableSpriteWithCapInsets ( var  capInsets)

Creates and returns a new sprite object with the specified cap insets.

You use this method to add cap insets to a sprite or to change the existing cap insets of a sprite. In both cases, you get back a new image and the original sprite remains untouched.

Parameters
capInsetsThe values to use for the cap insets.
local resizableSpriteWithCapInsets ( local  capInsets)

Creates and returns a new sprite object with the specified cap insets.

You use this method to add cap insets to a sprite or to change the existing cap insets of a sprite. In both cases, you get back a new image and the original sprite remains untouched.

Parameters
capInsetsThe values to use for the cap insets.
virtual void setCapInsets ( Rect  var)
virtual

setCapInsets

var setCapInsets ( var  var)
virtual

setCapInsets

local setCapInsets ( local  var)
virtual

setCapInsets

virtual void setColor ( const Color3B color)
overridevirtual

Reimplemented from Node.

var setColor ( var  color)
overridevirtual

Reimplemented from Node.

local setColor ( local  color)
overridevirtual

Reimplemented from Node.

virtual void setContentSize ( const Size contentSize)
overridevirtual

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.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented from Node.

var setContentSize ( var  contentSize)
overridevirtual

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.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented from Node.

local setContentSize ( local  contentSize)
overridevirtual

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.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented from Node.

virtual void setInsetBottom ( float  var)
virtual

setInsetBottom

var setInsetBottom ( var  var)
virtual

setInsetBottom

local setInsetBottom ( local  var)
virtual

setInsetBottom

virtual void setInsetLeft ( float  var)
virtual

setInsetLeft

var setInsetLeft ( var  var)
virtual

setInsetLeft

local setInsetLeft ( local  var)
virtual

setInsetLeft

virtual void setInsetRight ( float  var)
virtual

setInsetRight

var setInsetRight ( var  var)
virtual

setInsetRight

local setInsetRight ( local  var)
virtual

setInsetRight

virtual void setInsetTop ( float  var)
virtual

setInsetTop

var setInsetTop ( var  var)
virtual

setInsetTop

local setInsetTop ( local  var)
virtual

setInsetTop

virtual void setOpacity ( GLubyte  opacity)
overridevirtual

Reimplemented from Node.

var setOpacity ( var  opacity)
overridevirtual

Reimplemented from Node.

local setOpacity ( local  opacity)
overridevirtual

Reimplemented from Node.

virtual void setOpacityModifyRGB ( bool  bValue)
overridevirtual

Reimplemented from Node.

var setOpacityModifyRGB ( var  bValue)
overridevirtual

Reimplemented from Node.

local setOpacityModifyRGB ( local  bValue)
overridevirtual

Reimplemented from Node.

virtual void setPreferredSize ( Size  var)
virtual

setPreferredSize

var setPreferredSize ( var  var)
virtual

setPreferredSize

local setPreferredSize ( local  var)
virtual

setPreferredSize

virtual void setSpriteFrame ( SpriteFrame spriteFrame)
virtual
var setSpriteFrame ( var  spriteFrame)
virtual
local setSpriteFrame ( local  spriteFrame)
virtual
void updateCapInset ( )
protected
var updateCapInset ( )
protected
local updateCapInset ( )
protected
virtual void updateDisplayedColor ( const Color3B parentColor)
overridevirtual

Reimplemented from Node.

var updateDisplayedColor ( var  parentColor)
overridevirtual

Reimplemented from Node.

local updateDisplayedColor ( local  parentColor)
overridevirtual

Reimplemented from Node.

virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

var updateDisplayedOpacity ( var  parentOpacity)
overridevirtual

Reimplemented from Node.

local updateDisplayedOpacity ( local  parentOpacity)
overridevirtual

Reimplemented from Node.

void updatePositions ( )
protected
var updatePositions ( )
protected
local updatePositions ( )
protected
virtual bool updateWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
bool  rotated,
const Rect capInsets 
)
virtual
var updateWithBatchNode ( var  batchnode,
var  rect,
var  rotated,
var  capInsets 
)
virtual
local updateWithBatchNode ( local  batchnode,
local  rect,
local  rotated,
local  capInsets 
)
virtual
virtual void visit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

Sprite* _bottom
protected
var _bottom
protected
local _bottom
protected
Sprite* _bottomLeft
protected
var _bottomLeft
protected
local _bottomLeft
protected
Sprite* _bottomRight
protected
var _bottomRight
protected
local _bottomRight
protected
Rect _capInsets
protected

The end-cap insets.

On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite does not use end caps and the entire sprite is subject to stretching.

var _capInsets
protected

The end-cap insets.

On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite does not use end caps and the entire sprite is subject to stretching.

local _capInsets
protected

The end-cap insets.

On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite does not use end caps and the entire sprite is subject to stretching.

Rect _capInsetsInternal
protected
var _capInsetsInternal
protected
local _capInsetsInternal
protected
Sprite* _centre
protected
var _centre
protected
local _centre
protected
float _insetBottom
protected

Sets the bottom side inset.

var _insetBottom
protected

Sets the bottom side inset.

local _insetBottom
protected

Sets the bottom side inset.

float _insetLeft
protected

Sets the left side inset.

var _insetLeft
protected

Sets the left side inset.

local _insetLeft
protected

Sets the left side inset.

float _insetRight
protected

Sets the right side inset.

var _insetRight
protected

Sets the right side inset.

local _insetRight
protected

Sets the right side inset.

float _insetTop
protected

Sets the top side inset.

var _insetTop
protected

Sets the top side inset.

local _insetTop
protected

Sets the top side inset.

Sprite* _left
protected
var _left
protected
local _left
protected
bool _opacityModifyRGB
protected
var _opacityModifyRGB
protected
local _opacityModifyRGB
protected
Size _originalSize
protected

Original sprite's size.

var _originalSize
protected

Original sprite's size.

local _originalSize
protected

Original sprite's size.

bool _positionsAreDirty
protected
var _positionsAreDirty
protected
local _positionsAreDirty
protected
Size _preferredSize
protected

Prefered sprite's size.

By default the prefered size is the original size.

var _preferredSize
protected

Prefered sprite's size.

By default the prefered size is the original size.

local _preferredSize
protected

Prefered sprite's size.

By default the prefered size is the original size.

Sprite* _right
protected
var _right
protected
local _right
protected
SpriteBatchNode* _scale9Image
protected
var _scale9Image
protected
local _scale9Image
protected
bool _spriteFrameRotated
protected
var _spriteFrameRotated
protected
local _spriteFrameRotated
protected
Rect _spriteRect
protected
var _spriteRect
protected
local _spriteRect
protected
bool _spritesGenerated
protected
Sprite* _top
protected
var _top
protected
local _top
protected
Sprite* _topLeft
protected
var _topLeft
protected
local _topLeft
protected
Sprite* _topRight
protected
var _topRight
protected
local _topRight
protected

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