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ControlButton Class Reference

for Cocos2D. More...

#include <CCControlButton.h>

Inheritance diagram for ControlButton:
Control Layer Node Ref

Public Member Functions

virtual void needsLayout (void) override
 Updates the control layout using its current internal state. More...
 
virtual void setEnabled (bool enabled) override
 Tells whether the control is enabled. More...
 
virtual void setSelected (bool enabled) override
 A Boolean value that determines the control selected state. More...
 
virtual void setHighlighted (bool enabled) override
 A Boolean value that determines whether the control is highlighted. More...
 
bool isPushed () const
virtual std::string getTitleForState (State state)
 Returns the title used for a state. More...
 
virtual void setTitleForState (const std::string &title, State state)
 Sets the title string to use for the specified state. More...
 
virtual Color3B getTitleColorForState (State state) const
 Returns the title color used for a state. More...
 
virtual void setTitleColorForState (const Color3B &color, State state)
 Sets the color of the title to use for the specified state. More...
 
virtual NodegetTitleLabelForState (State state)
 Returns the title label used for a state. More...
 
virtual void setTitleLabelForState (Node *label, State state)
 Sets the title label to use for the specified state. More...
 
virtual void setTitleTTFForState (const std::string &fntFile, State state)
virtual const std::string & getTitleTTFForState (State state)
virtual void setTitleTTFSizeForState (float size, State state)
virtual float getTitleTTFSizeForState (State state)
virtual void setTitleBMFontForState (const std::string &fntFile, State state)
 Sets the font of the label, changes the label to a BMFont if neccessary. More...
 
virtual const std::string & getTitleBMFontForState (State state)
virtual cocos2d::ui::Scale9SpritegetBackgroundSpriteForState (State state)
 Returns the background sprite used for a state. More...
 
virtual void setBackgroundSpriteForState (cocos2d::ui::Scale9Sprite *sprite, State state)
 Sets the background sprite to use for the specified button state. More...
 
virtual void setBackgroundSpriteFrameForState (SpriteFrame *spriteFrame, State state)
 Sets the background spriteFrame to use for the specified button state. More...
 
virtual void setMargins (int marginH, int marginV)
bool doesAdjustBackgroundImage ()
 Adjust the background image. More...
 
void setAdjustBackgroundImage (bool adjustBackgroundImage)
virtual bool onTouchBegan (Touch *touch, Event *event) override
 Callback function for touch began. More...
 
virtual void onTouchMoved (Touch *touch, Event *event) override
 Callback function for touch moved. More...
 
virtual void onTouchEnded (Touch *touch, Event *event) override
 Callback function for touch ended. More...
 
virtual void onTouchCancelled (Touch *touch, Event *event) override
 Callback function for touch cancelled. More...
 
virtual void setOpacity (GLubyte var) override
virtual void updateDisplayedOpacity (GLubyte parentOpacity) override
virtual void setColor (const Color3B &) override
virtual void updateDisplayedColor (const Color3B &parentColor) override
const std::string & getCurrentTitle () const
std::string getCurrentTitle ()
virtual ~ControlButton ()
virtual bool init () override
virtual bool initWithLabelAndBackgroundSprite (Node *label, cocos2d::ui::Scale9Sprite *backgroundSprite)
virtual bool initWithBackgroundSprite (cocos2d::ui::Scale9Sprite *sprite)
virtual bool initWithTitleAndFontNameAndFontSize (const std::string &title, const std::string &fontName, float fontSize)
virtual const Color3BgetCurrentTitleColor (void)
 getCurrentTitleColor More...
 
virtual NodegetTitleLabel (void)
 getTitleLabel More...
 
virtual void setTitleLabel (Node *var)
 setTitleLabel More...
 
virtual cocos2d::ui::Scale9SpritegetBackgroundSprite (void)
 getBackgroundSprite More...
 
virtual void setBackgroundSprite (cocos2d::ui::Scale9Sprite *var)
 setBackgroundSprite More...
 
virtual const SizegetPreferredSize (void)
 getPreferredSize More...
 
virtual void setPreferredSize (const Size &var)
 setPreferredSize More...
 
virtual bool getZoomOnTouchDown (void)
 getZoomOnTouchDown More...
 
virtual void setZoomOnTouchDown (bool var)
 setZoomOnTouchDown More...
 
virtual const Vec2getLabelAnchorPoint (void)
 getLabelAnchorPoint More...
 
virtual void setLabelAnchorPoint (const Vec2 &var)
 setLabelAnchorPoint More...
 
virtual int getVerticalMargin (void)
 getVerticalMargin More...
 
virtual int getHorizontalOrigin (void)
 getHorizontalOrigin More...
 
- Public Member Functions inherited from Control
virtual bool isEnabled () const
virtual bool isSelected () const
virtual bool isHighlighted () const
bool hasVisibleParents () const
virtual void sendActionsForControlEvents (EventType controlEvents)
 Sends action messages for the given control events. More...
 
virtual void addTargetWithActionForControlEvents (Ref *target, Handler action, EventType controlEvents)
 Adds a target and action for a particular event (or events) to an internal dispatch table. More...
 
virtual void removeTargetWithActionForControlEvents (Ref *target, Handler action, EventType controlEvents)
 Removes a target and action for a particular event (or events) from an internal dispatch table. More...
 
virtual Vec2 getTouchLocation (Touch *touch)
 Returns a point corresponding to the touh location converted into the control space coordinates. More...
 
virtual bool isTouchInside (Touch *touch)
 Returns a boolean value that indicates whether a touch is inside the bounds of the receiver. More...
 
virtual bool isOpacityModifyRGB () const override
virtual void setOpacityModifyRGB (bool bOpacityModifyRGB) override
virtual ~Control ()
virtual State getState (void)
 getState More...
 
- Public Member Functions inherited from Layer
virtual bool ccTouchBegan (Touch *pTouch, Event *pEvent) final
virtual void ccTouchMoved (Touch *pTouch, Event *pEvent) final
virtual void ccTouchEnded (Touch *pTouch, Event *pEvent) final
virtual void ccTouchCancelled (Touch *pTouch, Event *pEvent) final
virtual void ccTouchesBegan (__Set *pTouches, Event *pEvent) final
virtual void ccTouchesMoved (__Set *pTouches, Event *pEvent) final
virtual void ccTouchesEnded (__Set *pTouches, Event *pEvent) final
virtual void ccTouchesCancelled (__Set *pTouches, Event *pEvent) final
virtual void onTouchesBegan (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches began. More...
 
virtual void onTouchesMoved (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches moved. More...
 
virtual void onTouchesEnded (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches ended. More...
 
virtual void onTouchesCancelled (const std::vector< Touch * > &touches, Event *unused_event)
 Callback function for multiple touches cancelled. More...
 
virtual void didAccelerate (Acceleration *accelerationValue) final
virtual void onAcceleration (Acceleration *acc, Event *unused_event)
 Callback funtion for acceleration. More...
 
virtual void registerWithTouchDispatcher () final
 If isTouchEnabled, this method is called onEnter. More...
 
bool isTouchEnabled () const
 whether or not it will receive Touch events. More...
 
void setTouchEnabled (bool value)
virtual void setTouchMode (Touch::DispatchMode mode)
virtual Touch::DispatchMode getTouchMode () const
virtual void setSwallowsTouches (bool swallowsTouches)
 swallowsTouches of the touch events. More...
 
virtual bool isSwallowsTouches () const
virtual bool isAccelerometerEnabled () const
 whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
virtual void setAccelerometerEnabled (bool value)
virtual void setAccelerometerInterval (double interval)
virtual bool isKeyboardEnabled () const
 whether or not it will receive keyboard or keypad events You can enable / disable accelerometer events with this property. More...
 
virtual void setKeyboardEnabled (bool value)
virtual void keyPressed (int keyCode) final
 Please use onKeyPressed instead. More...
 
virtual void keyReleased (int keyCode) final
 Please use onKeyReleased instead. More...
 
virtual void onKeyPressed (EventKeyboard::KeyCode keyCode, Event *event)
 Callback function for key pressed. More...
 
virtual void onKeyReleased (EventKeyboard::KeyCode keyCode, Event *event)
 Callback function for key released. More...
 
virtual bool isKeypadEnabled () const final
virtual void setKeypadEnabled (bool value)
virtual void keyBackClicked () final
virtual void keyMenuClicked () final
virtual std::string getDescription () const override
 Gets the description string. More...
 
virtual ~Layer ()
- 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...
 
virtual void draw () final
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
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 scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. 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. More...
 
virtual void updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)
 Update physics body transform matrix. More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor () const
virtual const Color3BgetDisplayedColor () const
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
void setOnEnterCallback (const std::function< void()> &callback)
const std::function< void()> & getOnEnterCallback () const
void setOnExitCallback (const std::function< void()> &callback)
const std::function< void()> & getOnExitCallback () const
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
const std::function< void()> & getonExitTransitionDidStartCallback () const
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
virtual ~Node ()
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. More...
 
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. More...
 
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. More...
 
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)
 Gets/Sets x or y coordinate individually for position. 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, it equals to RotationY * RotationX otherwise. 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...
 
virtual float getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual 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...
 
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. 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...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual 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...
 
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...
 
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...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual 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...
 
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...
 
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...
 
ssize_t numberOfRunningActions () const
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. 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. 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. More...
 
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". More...
 
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 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
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components. 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 ()
 Destructor. More...
 

Static Public Member Functions

static ControlButtoncreate ()
static ControlButtoncreate (cocos2d::ui::Scale9Sprite *sprite)
static ControlButtoncreate (Node *label, cocos2d::ui::Scale9Sprite *backgroundSprite)
static ControlButtoncreate (const std::string &title, const std::string &fontName, float fontSize)
- Static Public Member Functions inherited from Control
static Controlcreate ()
 Creates a Control object. More...
 
- Static Public Member Functions inherited from Layer
static Layercreate ()
 Creates a fullscreen black layer. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: ControlButton()
virtual float getScaleRatio (void)\n\n public
 getScaleRatio More...
 
std::unordered_map< int,
std::string > 
_titleDispatchTable
std::unordered_map< int, Color3B_titleColorDispatchTable
Map< int, Node * > _titleLabelDispatchTable
Map< int,
cocos2d::ui::Scale9Sprite * > 
_backgroundSpriteDispatchTable
- Public Attributes inherited from Control
CC_CONSTRUCTOR_ACCESS __pad0__: Control()
- Public Attributes inherited from Layer
CC_CONSTRUCTOR_ACCESS __pad0__: Layer()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Protected Attributes

bool _isPushed
bool _parentInited
bool _doesAdjustBackgroundImage
std::string _currentTitle
 The current title that is displayed on the button. More...
 
Color3B _currentTitleColor
 The current color used to display the title. More...
 
Node_titleLabel
 The current title label. More...
 
cocos2d::ui::Scale9Sprite_backgroundSprite
 The current background sprite. More...
 
Size _preferredSize
 The prefered size of the button, if label is larger it will be expanded. More...
 
bool _zoomOnTouchDown
 Adjust the button zooming on touchdown. More...
 
float _scaleRatio
 Scale ratio button on touchdown. More...
 
Vec2 _labelAnchorPoint
int _marginV
int _marginH
- Protected Attributes inherited from Control
bool _enabled
bool _selected
bool _highlighted
bool _hasVisibleParents
 True if all of the controls parents are visible. More...
 
std::unordered_map< int,
Vector< Invocation * > * > 
_dispatchTable
 Table of connection between the ControlEvents and their associated target-actions pairs. More...
 
bool _isOpacityModifyRGB
State _state
 The current control state constant. More...
 
- Protected Attributes inherited from Layer
bool _touchEnabled
bool _accelerometerEnabled
bool _keyboardEnabled
EventListener_touchListener
EventListenerKeyboard_keyboardListener
EventListenerAcceleration_accelerationListener
Touch::DispatchMode _touchMode
bool _swallowsTouches
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
Quaternion _rotationQuat
float _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
bool _usingNormalizedPosition
bool _normalizedPositionDirty
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
bool _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...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
Director_director
int _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...
 
size_t _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...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgramState_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...
 
bool _running
 is running More...
 
bool _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...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer * _componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
float _physicsRotation
bool _physicsTransformDirty
bool _updateTransformFromPhysics
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
unsigned short _cameraMask
std::function< void()> _onEnterCallback
std::function< void()> _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 Control
enum  State { NORMAL = 1 << 0, HIGH_LIGHTED = 1 << 1, DISABLED = 1 << 2, SELECTED = 1 << 3 }
 The possible state for a control. More...
 
typedef void(Ref::* Handler )(Ref *, EventType)
- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_RENDER_AS_3D = (1 << 3), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from Control
InvocationinvocationWithTargetAndActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Returns an Invocation object able to construct messages using a given target-action pair. More...
 
Vector< Invocation * > & dispatchListforControlEvent (EventType controlEvent)
 Returns the Invocation list for the given control event. More...
 
void addTargetWithActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Adds a target and action for a particular event to an internal dispatch table. More...
 
void removeTargetWithActionForControlEvent (Ref *target, Handler action, EventType controlEvent)
 Removes a target and action for a particular event from an internal dispatch table. More...
 
- Protected Member Functions inherited from Layer
void _addTouchListener ()
void addTouchListener ()
int executeScriptTouchHandler (EventTouch::EventCode eventType, Touch *touch, Event *event)
int executeScriptTouchesHandler (EventTouch::EventCode eventType, const std::vector< Touch * > &touches, Event *event)
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int 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...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
virtual void updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
virtual void updateCascadeColor ()
virtual void disableCascadeColor ()
virtual void updateColor ()
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
bool isVisitableByVisitingCamera () const
void updateRotationQuat ()
void updateRotation3D ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival

Detailed Description

for Cocos2D.

Constructor & Destructor Documentation

virtual ~ControlButton ( )
virtual

Member Function Documentation

static ControlButton* create ( )
static
static ControlButton* create ( cocos2d::ui::Scale9Sprite sprite)
static
static ControlButton* create ( Node label,
cocos2d::ui::Scale9Sprite backgroundSprite 
)
static
static ControlButton* create ( const std::string &  title,
const std::string &  fontName,
float  fontSize 
)
static
bool doesAdjustBackgroundImage ( )

Adjust the background image.

YES by default. If the property is set to NO, the background will use the prefered size of the background image.

virtual
cocos2d::ui::Scale9Sprite*
getBackgroundSprite
( void  )
virtual

getBackgroundSprite

virtual
cocos2d::ui::Scale9Sprite*
getBackgroundSpriteForState
( State  state)
virtual

Returns the background sprite used for a state.

Parameters
stateThe state that uses the background sprite. Possible values are described in "CCControlState".
const std::string& getCurrentTitle ( ) const
inline
std::string getCurrentTitle ( )
inline
virtual const Color3B&
getCurrentTitleColor
( void  )
virtual

getCurrentTitleColor

virtual int getHorizontalOrigin ( void  )
virtual

getHorizontalOrigin

virtual const Vec2&
getLabelAnchorPoint
( void  )
virtual

getLabelAnchorPoint

virtual const Size&
getPreferredSize
( void  )
virtual

getPreferredSize

virtual const std::string&
getTitleBMFontForState
( State  state)
virtual
virtual Color3B
getTitleColorForState
( State  state) const
virtual

Returns the title color used for a state.

Parameters
stateThe state that uses the specified color. The values are described in "CCControlState".
Returns
The color of the title for the specified state.
virtual std::string
getTitleForState
( State  state)
virtual

Returns the title used for a state.

Parameters
stateThe state that uses the title. Possible values are described in "CCControlState".
Returns
The title for the specified state.
virtual Node* getTitleLabel ( void  )
virtual

getTitleLabel

virtual Node* getTitleLabelForState ( State  state)
virtual

Returns the title label used for a state.

Parameters
stateThe state that uses the title label. Possible values are described in "CCControlState".
virtual const std::string&
getTitleTTFForState
( State  state)
virtual
virtual float
getTitleTTFSizeForState
( State  state)
virtual
virtual int getVerticalMargin ( void  )
virtual

getVerticalMargin

virtual bool getZoomOnTouchDown ( void  )
virtual

getZoomOnTouchDown

virtual bool init ( )
overridevirtual

Reimplemented from Control.

virtual bool
initWithBackgroundSprite
( cocos2d::ui::Scale9Sprite sprite)
virtual
virtual bool
initWithLabelAndBackgroundSprite
( Node label,
cocos2d::ui::Scale9Sprite backgroundSprite 
)
virtual
virtual bool
initWithTitleAndFontNameAndFontSize
( const std::string &  title,
const std::string &  fontName,
float  fontSize 
)
virtual
bool isPushed ( ) const
inline
virtual void needsLayout ( void  )
overridevirtual

Updates the control layout using its current internal state.

Reimplemented from Control.

virtual bool onTouchBegan ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch began.

Parameters
touchTouch infomation.
unused_eventEvent information.
Returns
if return false, onTouchMoved, onTouchEnded, onTouchCancelled will never called.

Reimplemented from Control.

virtual void onTouchCancelled ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch cancelled.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

virtual void onTouchEnded ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch ended.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

virtual void onTouchMoved ( Touch touch,
Event unused_event 
)
overridevirtual

Callback function for touch moved.

Parameters
touchTouch infomation.
unused_eventEvent information.

Reimplemented from Control.

void setAdjustBackgroundImage ( bool  adjustBackgroundImage)
virtual void setBackgroundSprite ( cocos2d::ui::Scale9Sprite var)
virtual

setBackgroundSprite

virtual void
setBackgroundSpriteForState
( cocos2d::ui::Scale9Sprite sprite,
State  state 
)
virtual

Sets the background sprite to use for the specified button state.

Parameters
spriteThe background sprite to use for the specified state.
stateThe state that uses the specified image. The values are described in "CCControlState".
virtual void
setBackgroundSpriteFrameForState
( SpriteFrame spriteFrame,
State  state 
)
virtual

Sets the background spriteFrame to use for the specified button state.

Parameters
spriteFrameThe background spriteFrame to use for the specified state.
stateThe state that uses the specified image. The values are described in "CCControlState".
virtual void setColor ( const Color3B )
overridevirtual

Reimplemented from Node.

virtual void setEnabled ( bool  bEnabled)
overridevirtual

Tells whether the control is enabled.

Reimplemented from Control.

virtual void setHighlighted ( bool  bHighlighted)
overridevirtual

A Boolean value that determines whether the control is highlighted.

Reimplemented from Control.

virtual void setLabelAnchorPoint ( const Vec2 var)
virtual

setLabelAnchorPoint

virtual void setMargins ( int  marginH,
int  marginV 
)
virtual
virtual void setOpacity ( GLubyte  var)
overridevirtual

Reimplemented from Node.

virtual void setPreferredSize ( const Size var)
virtual

setPreferredSize

virtual void setSelected ( bool  bSelected)
overridevirtual

A Boolean value that determines the control selected state.

Reimplemented from Control.

virtual void setTitleBMFontForState ( const std::string &  fntFile,
State  state 
)
virtual

Sets the font of the label, changes the label to a BMFont if neccessary.

Parameters
fntFileThe name of the font to change to
stateThe state that uses the specified fntFile. The values are described in "CCControlState".
virtual void setTitleColorForState ( const Color3B color,
State  state 
)
virtual

Sets the color of the title to use for the specified state.

Parameters
colorThe color of the title to use for the specified state.
stateThe state that uses the specified color. The values are described in "CCControlState".
virtual void setTitleForState ( const std::string &  title,
State  state 
)
virtual

Sets the title string to use for the specified state.

If a property is not specified for a state, the default is to use the ButtonStateNormal value.

Parameters
titleThe title string to use for the specified state.
stateThe state that uses the specified title. The values are described in "CCControlState".
virtual void setTitleLabel ( Node var)
virtual

setTitleLabel

virtual void setTitleLabelForState ( Node label,
State  state 
)
virtual

Sets the title label to use for the specified state.

If a property is not specified for a state, the default is to use the ButtonStateNormal value.

Parameters
labelThe title label to use for the specified state.
stateThe state that uses the specified title. The values are described in "CCControlState".
virtual void setTitleTTFForState ( const std::string &  fntFile,
State  state 
)
virtual
virtual void
setTitleTTFSizeForState
( float  size,
State  state 
)
virtual
virtual void setZoomOnTouchDown ( bool  var)
virtual

setZoomOnTouchDown

virtual void updateDisplayedColor ( const Color3B parentColor)
overridevirtual

Reimplemented from Node.

virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

Member Data Documentation

cocos2d::ui::Scale9Sprite*
_backgroundSprite
protected

The current background sprite.

Map<int,
cocos2d::ui::Scale9Sprite*>
_backgroundSpriteDispatchTable
std::string _currentTitle
protected

The current title that is displayed on the button.

Color3B _currentTitleColor
protected

The current color used to display the title.

bool _doesAdjustBackgroundImage
protected
bool _isPushed
protected
Vec2 _labelAnchorPoint
protected
int _marginH
protected
int _marginV
protected
bool _parentInited
protected
Size _preferredSize
protected

The prefered size of the button, if label is larger it will be expanded.

float _scaleRatio
protected

Scale ratio button on touchdown.

Default value 1.1f

std::unordered_map<int,
Color3B>
_titleColorDispatchTable
std::unordered_map<int,
std::string>
_titleDispatchTable
Node* _titleLabel
protected

The current title label.

Map<int, Node*>
_titleLabelDispatchTable
bool _zoomOnTouchDown
protected

Adjust the button zooming on touchdown.

Default value is YES.

virtual float getScaleRatio(void)\n\n
public

getScaleRatio

setScaleRatio


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