cocos2d-x  3.5
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
Layout Class Reference

A container for holding a few child widgets. More...

#include <UILayout.h>

Inheritance diagram for Layout:
Widget LayoutProtocol ProtectedNode LayoutParameterProtocol Node Ref HBox PageView RelativeBox ScrollView VBox ListView

Public Types

enum  Type { ABSOLUTE, VERTICAL, HORIZONTAL, RELATIVE }
 Layout type, default is ABSOLUTE. More...
 
enum  ClippingType { STENCIL, SCISSOR }
 Clipping Type, default is STENCIL. More...
 
enum  BackGroundColorType { NONE, SOLID, GRADIENT }
 Background color type, default is NONE. More...
 
- Public Types inherited from Widget
enum  FocusDirection { LEFT, RIGHT, UP, DOWN }
 Widget focus direction. More...
 
enum  PositionType { ABSOLUTE, PERCENT }
 Widget position type for layout. More...
 
enum  SizeType { ABSOLUTE, PERCENT }
 Widget size type for layout. More...
 
enum  TouchEventType { BEGAN, MOVED, ENDED, CANCELED }
 Touch event type. More...
 
enum  TextureResType { LOCAL = 0, PLIST = 1 }
 Texture resource type. More...
 
enum  BrightStyle { NONE = -1, NORMAL, HIGHLIGHT }
 Widget bright style. More...
 
typedef std::function< void(Ref
*, Widget::TouchEventType)> 
ccWidgetTouchCallback
 Widget touch event callback. More...
 
typedef std::function< void(Ref *)> ccWidgetClickCallback
 Widget click event callback. More...
 
typedef std::function< void(Ref
*, int)> 
ccWidgetEventCallback
 Widget custom event callback. More...
 
- 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) }
 

Public Member Functions

 Layout ()
 Default constructor. More...
 
 Layout ()
 Default constructor. More...
 
 Layout ()
 Default constructor. More...
 
virtual ~Layout ()
 Default destructor. More...
 
local ~Layout ()
 Default destructor. More...
 
void setBackGroundImage (const std::string &fileName, TextureResType texType=TextureResType::LOCAL)
 Sets a background image for layout. More...
 
var setBackGroundImage ( var fileName, var LOCAL)
 Sets a background image for layout. More...
 
local setBackGroundImage ( local fileName, local LOCAL)
 Sets a background image for layout. More...
 
void setBackGroundImageCapInsets (const Rect &capInsets)
 Sets a background image capinsets for layout, it only affects the scale9 enabled background image. More...
 
local setBackGroundImageCapInsets ( local capInsets)
 Sets a background image capinsets for layout, it only affects the scale9 enabled background image. More...
 
const RectgetBackGroundImageCapInsets () const
 Query background image's capInsets size. More...
 
void setBackGroundColorType (BackGroundColorType type)
 Sets Color Type for layout's background. More...
 
var setBackGroundColorType ( var type)
 Sets Color Type for layout's background. More...
 
local setBackGroundColorType ( local type)
 Sets Color Type for layout's background. More...
 
BackGroundColorType getBackGroundColorType () const
 Query the layout's background color type. More...
 
local getBackGroundColorType ()
 Query the layout's background color type. More...
 
void setBackGroundImageScale9Enabled (bool enabled)
 Enable background image scale9 rendering. More...
 
bool isBackGroundImageScale9Enabled () const
 Query background image scale9 enable status. More...
 
var isBackGroundImageScale9Enabled ()
 Query background image scale9 enable status. More...
 
local isBackGroundImageScale9Enabled ()
 Query background image scale9 enable status. More...
 
void setBackGroundColor (const Color3B &color)
 Set background color for layout The color only applies to layout when it's color type is BackGroundColorType::SOLIDE. More...
 
const Color3BgetBackGroundColor () const
 Query the layout's background color. More...
 
var getBackGroundColor ()
 Query the layout's background color. More...
 
local getBackGroundColor ()
 Query the layout's background color. More...
 
void setBackGroundColor (const Color3B &startColor, const Color3B &endColor)
 Set start and end background color for layout. More...
 
const Color3BgetBackGroundStartColor () const
 Get the gradient background start color. More...
 
var getBackGroundStartColor ()
 Get the gradient background start color. More...
 
local getBackGroundStartColor ()
 Get the gradient background start color. More...
 
const Color3BgetBackGroundEndColor () const
 Get the gradient background end color. More...
 
var getBackGroundEndColor ()
 Get the gradient background end color. More...
 
local getBackGroundEndColor ()
 Get the gradient background end color. More...
 
void setBackGroundColorOpacity (GLubyte opacity)
 Sets background color opacity of layout. More...
 
local setBackGroundColorOpacity ( local opacity)
 Sets background color opacity of layout. More...
 
GLubyte getBackGroundColorOpacity () const
 Get the layout's background color opacity. More...
 
var getBackGroundColorOpacity ()
 Get the layout's background color opacity. More...
 
local getBackGroundColorOpacity ()
 Get the layout's background color opacity. More...
 
void setBackGroundColorVector (const Vec2 &vector)
 Sets background color vector for layout. More...
 
var setBackGroundColorVector ( var vector)
 Sets background color vector for layout. More...
 
local setBackGroundColorVector ( local vector)
 Sets background color vector for layout. More...
 
const Vec2getBackGroundColorVector () const
 Get the layout's background color vector. More...
 
var getBackGroundColorVector ()
 Get the layout's background color vector. More...
 
local getBackGroundColorVector ()
 Get the layout's background color vector. More...
 
void setBackGroundImageColor (const Color3B &color)
 Set layout's background image color. More...
 
var setBackGroundImageColor ( var color)
 Set layout's background image color. More...
 
local setBackGroundImageColor ( local color)
 Set layout's background image color. More...
 
void setBackGroundImageOpacity (GLubyte opacity)
 Set opacity of background image. More...
 
var setBackGroundImageOpacity ( var opacity)
 Set opacity of background image. More...
 
local setBackGroundImageOpacity ( local opacity)
 Set opacity of background image. More...
 
const Color3BgetBackGroundImageColor () const
 Get color of layout's background image. More...
 
GLubyte getBackGroundImageOpacity () const
 Get the opacity of layout's background image. More...
 
var getBackGroundImageOpacity ()
 Get the opacity of layout's background image. More...
 
local getBackGroundImageOpacity ()
 Get the opacity of layout's background image. More...
 
void removeBackGroundImage ()
 Remove the background image of layout. More...
 
var removeBackGroundImage ()
 Remove the background image of layout. More...
 
local removeBackGroundImage ()
 Remove the background image of layout. More...
 
const SizegetBackGroundImageTextureSize () const
 Gets background image texture size. More...
 
var getBackGroundImageTextureSize ()
 Gets background image texture size. More...
 
local getBackGroundImageTextureSize ()
 Gets background image texture size. More...
 
virtual void setClippingEnabled (bool enabled)
 Toggle layout clipping. More...
 
var setClippingEnabled ( var enabled)
 Toggle layout clipping. More...
 
local setClippingEnabled ( local enabled)
 Toggle layout clipping. More...
 
void setClippingType (ClippingType type)
 Change the clipping type of layout. More...
 
ClippingType getClippingType () const
var getClippingType ()
local getClippingType ()
virtual bool isClippingEnabled () const
 Gets if layout is clipping enabled. More...
 
local isClippingEnabled ()
 Gets if layout is clipping enabled. More...
 
virtual std::string getDescription () const override
 Returns the "class name" of widget. More...
 
var getDescription ()
 Returns the "class name" of widget. More...
 
local getDescription ()
 Returns the "class name" of widget. More...
 
virtual void setLayoutType (Type type)
 Change the layout type. More...
 
local setLayoutType ( local type)
 Change the layout type. More...
 
virtual Type getLayoutType () const
 Query layout type. More...
 
var getLayoutType ()
 Query layout type. More...
 
local getLayoutType ()
 Query layout type. More...
 
virtual void addChild (Node *child) override
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int localZOrder) override
 Adds a child to the container with a local z-order. More...
 
var addChild ( var child, var 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 zOrder, int tag) override
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual void addChild (Node *child, int zOrder, const std::string &name) override
 Adds a child to the container with z order and tag. More...
 
var addChild ( var child, var zOrder, var name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local name)
 Adds a child to the container with z order and tag. 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 removeChild (Node *child, bool cleanup=true) override
 Removes a child from the container. More...
 
virtual void removeAllChildren () override
 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) override
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void forceDoLayout ()
 force refresh widget layout More...
 
void requestDoLayout ()
 request to refresh widget layout More...
 
var requestDoLayout ()
 request to refresh widget layout More...
 
local requestDoLayout ()
 request to refresh widget layout More...
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
var onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
void setLoopFocus (bool loop)
 If a layout is loop focused which means that the focus movement will be inside the layout. More...
 
var setLoopFocus ( var loop)
 If a layout is loop focused which means that the focus movement will be inside the layout. More...
 
local setLoopFocus ( local loop)
 If a layout is loop focused which means that the focus movement will be inside the layout. More...
 
bool isLoopFocus () const
void setPassFocusToChild (bool pass)
bool isPassFocusToChild () const
var isPassFocusToChild ()
local isPassFocusToChild ()
virtual WidgetfindNextFocusedWidget (FocusDirection direction, Widget *current) override
 When a widget is in a layout, you could call this method to get the next focused widget within a specified direction. More...
 
var findNextFocusedWidget ( var direction, var current)
 When a widget is in a layout, you could call this method to get the next focused widget within a specified direction. More...
 
local findNextFocusedWidget ( local direction, local current)
 When a widget is in a layout, you could call this method to get the next focused widget within a specified direction. More...
 
- Public Member Functions inherited from Widget
 Widget (void)
 Default constructor. More...
 
virtual ~Widget ()
 Default destructor. More...
 
virtual void setEnabled (bool enabled)
 Sets whether the widget is enabled. More...
 
bool isEnabled () const
 Determines if the widget is enabled or not. More...
 
void setBright (bool bright)
 Sets whether the widget is bright. More...
 
bool isBright () const
 Determines if the widget is bright. More...
 
virtual void setTouchEnabled (bool enabled)
 Sets whether the widget is touch enabled. More...
 
void setBrightStyle (BrightStyle style)
 To set the bright style of widget. More...
 
bool isTouchEnabled () const
 Determines if the widget is touch enabled. More...
 
bool isHighlighted () const
 Determines if the widget is highlighted. More...
 
void setHighlighted (bool hilight)
 Sets whether the widget is hilighted. More...
 
float getLeftInParent ()
 Gets the left boundary position of this widget in parent's coordination system. More...
 
float getLeftBoundary () const
 Gets the left boundary position of this widget in parent's coordination system. More...
 
float getBottomInParent ()
 Gets the bottom boundary position of this widget in parent's coordination system. More...
 
float getBottomBoundary () const
 Gets the bottom boundary position of this widget in parent's coordination system. More...
 
float getRightInParent ()
 Gets the right boundary position of this widget in parent's coordination system. More...
 
float getRightBoundary () const
 Gets the right boundary position of this widget in parent's coordination system. More...
 
float getTopInParent ()
 Gets the top boundary position of this widget in parent's coordination system. More...
 
float getTopBoundary () const
 Gets the top boundary position of this widget in parent's coordination system. More...
 
void addTouchEventListener (Ref *target, SEL_TouchEvent selector)
 Sets the touch event target/selector to the widget. More...
 
void addTouchEventListener (const ccWidgetTouchCallback &callback)
 Set a callback to touch vent listener. More...
 
void addClickEventListener (const ccWidgetClickCallback &callback)
 Set a click event handler to the widget. More...
 
virtual void addCCSEventListener (const ccWidgetEventCallback &callback)
 Set a event handler to the widget in order to use cocostudio editor and framework. More...
 
virtual void setPosition (const Vec2 &pos) override
 Changes the position (x,y) of the widget in OpenGL coordinates. More...
 
void setPositionPercent (const Vec2 &percent)
 Set the percent(x,y) of the widget in OpenGL coordinates. More...
 
const Vec2getPositionPercent ()
 Gets the percent (x,y) of the widget in OpenGL coordinates. More...
 
void setPositionType (PositionType type)
 Changes the position type of the widget. More...
 
PositionType getPositionType () const
 Gets the position type of the widget. More...
 
virtual void setFlippedX (bool flippedX)
 Sets whether the widget should be flipped horizontally or not. More...
 
virtual bool isFlippedX () const
 Returns the flag which indicates whether the widget is flipped horizontally or not. More...
 
virtual void setFlippedY (bool flippedY)
 Sets whether the widget should be flipped vertically or not. More...
 
virtual bool isFlippedY () const
 Return the flag which indicates whether the widget is flipped vertically or not. More...
 
bool isFlipX ()
void setFlipX (bool flipX)
bool isFlipY ()
void setFlipY (bool flipY)
virtual void setScaleX (float scaleX) override
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float scaleY) override
 Sets the scale (y) of the node. More...
 
virtual void setScale (float scale) override
 Sets the scale (x,y,z) of the node. More...
 
virtual void setScale (float scalex, float scaley) override
 Sets the scale (x,y) of the node. More...
 
virtual float getScaleX () const override
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const override
 Returns the scale factor on Y axis of this node. More...
 
virtual float getScale () const override
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
bool clippingParentAreaContainPoint (const Vec2 &pt)
 Checks a point if in parent's area. More...
 
bool isClippingParentContainsPoint (const Vec2 &pt)
 Checks a point if in parent's area. More...
 
const Vec2getTouchStartPos () const
 Gets the touch began point of widget when widget is selected. More...
 
const Vec2getTouchBeganPosition () const
 Gets the touch began point of widget when widget is selected. More...
 
const Vec2getTouchMovePos () const
const Vec2getTouchMovePosition () const
const Vec2getTouchEndPos () const
const Vec2getTouchEndPosition () const
virtual void setSize (const Size &size)
 Changes the size that is widget's size. More...
 
virtual void setContentSize (const Size &contentSize) override
 Changes the size that is widget's size. More...
 
virtual void setSizePercent (const Vec2 &percent)
 Changes the percent that is widget's percent size. More...
 
void setSizeType (SizeType type)
 Changes the size type of widget. More...
 
SizeType getSizeType () const
 Gets the size type of widget. More...
 
const SizegetSize () const
 Get the size of widget. More...
 
const SizegetCustomSize () const
 Get the user defined widget size. More...
 
virtual const SizegetLayoutSize ()
 Get the content size of widget. More...
 
const Vec2getSizePercent ()
 Get size percent of widget. More...
 
virtual bool hitTest (const Vec2 &pt)
 Checks a point is in widget's content space. More...
 
virtual bool onTouchBegan (Touch *touch, Event *unusedEvent)
 A callback which will be called when touch began event is issued. More...
 
virtual void onTouchMoved (Touch *touch, Event *unusedEvent)
 A callback which will be called when touch moved event is issued. More...
 
virtual void onTouchEnded (Touch *touch, Event *unusedEvent)
 A callback which will be called when touch ended event is issued. More...
 
virtual void onTouchCancelled (Touch *touch, Event *unusedEvent)
 A callback which will be called when touch cancelled event is issued. More...
 
void setLayoutParameter (LayoutParameter *parameter)
 Sets a LayoutParameter to widget. More...
 
LayoutParametergetLayoutParameter () const override
 Gets LayoutParameter of widget. More...
 
LayoutParametergetLayoutParameter (LayoutParameter::Type type)
 Gets LayoutParameter of widget. More...
 
virtual void ignoreContentAdaptWithSize (bool ignore)
 Toggle whether ignore user defined content size for widget. More...
 
bool isIgnoreContentAdaptWithSize () const
 Query whether the widget ignores user deinfed content size or not. More...
 
Vec2 getWorldPosition () const
 Gets position of widget in world space. More...
 
virtual NodegetVirtualRenderer ()
 Gets the inner Renderer node of widget. More...
 
virtual Size getVirtualRendererSize () const
 Get the virtual renderer's size. More...
 
Widgetclone ()
 Create a new widget copy of the original one. More...
 
void updateSizeAndPosition ()
 Update all children's contents size and position recursively. More...
 
void updateSizeAndPosition (const Size &parentSize)
 Update all children's contents size and position recursively. More...
 
void setActionTag (int tag)
 Set the tag of action. More...
 
int getActionTag () const
 Get the action tag. More...
 
void setPropagateTouchEvents (bool isPropagate)
 Allow widget touch events to propagate to its parents. More...
 
bool isPropagateTouchEvents () const
 Return whether the widget is propagate touch events to its parents or not. More...
 
void setSwallowTouches (bool swallow)
 Toggle widget swallow touch option. More...
 
bool isSwallowTouches () const
 Return whether the widget is swallowing touch or not. More...
 
bool isFocused () const
 Query whether widget is focused or not. More...
 
void setFocused (bool focus)
 Toggle widget focus status. More...
 
bool isFocusEnabled () const
 Query widget's focus enable state. More...
 
void setFocusEnabled (bool enable)
 Allow widget to accept focus. More...
 
virtual WidgetfindNextFocusedWidget (FocusDirection direction, Widget *current)
 When a widget is in a layout, you could call this method to get the next focused widget within a specified direction. More...
 
void requestFocus ()
 when a widget calls this method, it will get focus immediately. More...
 
WidgetgetCurrentFocusedWidget (bool isWidget)
 Return a current focused widget in your UI scene. More...
 
WidgetgetCurrentFocusedWidget () const
 Return a current focused widget in your UI scene. More...
 
void setUnifySizeEnabled (bool enable)
 Toggle use unify size. More...
 
bool isUnifySizeEnabled () const
 Query whether unify size enable state. More...
 
void setCallbackName (const std::string &callbackName)
 Set callback name. More...
 
const std::string & getCallbackName () const
 Query callback name. More...
 
void setCallbackType (const std::string &callbackType)
 Set callback type. More...
 
const std::string & getCallbackType () const
 Query callback type. More...
 
void setLayoutComponentEnabled (bool enable)
 Toggle layout component enable. More...
 
bool isLayoutComponentEnabled () const
 Query whether layout component is enabled or not. More...
 
virtual void interceptTouchEvent (TouchEventType event, Widget *sender, Touch *touch)
void propagateTouchEvent (TouchEventType event, Widget *sender, Touch *touch)
 Propagate touch events to its parents. More...
 
void onFocusChange (Widget *widgetLostFocus, Widget *widgetGetFocus)
 This method is called when a focus change event happens. More...
 
void dispatchFocusEvent (Widget *widgetLoseFocus, Widget *widgetGetFocus)
 Dispatch a EventFocus through a EventDispatcher. More...
 
- Public Member Functions inherited from ProtectedNode
virtual void cleanup () override
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void onEnterTransitionDidFinish () override
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart () override
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity) override
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual void updateDisplayedColor (const Color3B &parentColor) override
var updateDisplayedColor ( var parentColor)
local updateDisplayedColor ( local parentColor)
virtual void disableCascadeColor () override
var disableCascadeColor ()
local disableCascadeColor ()
virtual void disableCascadeOpacity () override
local disableCascadeOpacity ()
virtual void setCameraMask (unsigned short mask, bool applyChildren=true) override
virtual ~ProtectedNode ()
virtual void addProtectedChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
local addProtectedChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addProtectedChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addProtectedChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addProtectedChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addProtectedChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetProtectedChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual void removeProtectedChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
local removeProtectedChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeProtectedChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
var removeProtectedChildByTag ( var tag, var true)
 Removes a child from the container by tag value. More...
 
local removeProtectedChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllProtectedChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllProtectedChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllProtectedChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllProtectedChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderProtectedChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
var reorderProtectedChild ( var child, var localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderProtectedChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllProtectedChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. 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 draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
local draw ( local renderer, local transform, local flags)
 Override this method to draw your own node. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit () final
var visit ()
local visit ()
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)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 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...
 
var getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
local getPhysicsBody ()
 Get the PhysicsBody the sprite have. More...
 
void removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
var removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
local removeFromPhysicsWorld ()
 Remove this node from physics world. More...
 
void updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags)
 Update the transform matrix from physics. More...
 
var updateTransformFromPhysics ( var parentTransform, var parentFlags)
 Update the transform matrix from physics. More...
 
local updateTransformFromPhysics ( local parentTransform, local 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...
 
var updatePhysicsBodyTransform ( var parentTransform, var parentFlags, var parentScaleX, var parentScaleY)
 Update physics body transform matrix. More...
 
local updatePhysicsBodyTransform ( local parentTransform, local parentFlags, local parentScaleX, local parentScaleY)
 Update physics body transform matrix. More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
local setCascadeOpacityEnabled ( local cascadeOpacityEnabled)
virtual const Color3BgetColor () const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
local setCascadeColorEnabled ( local cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool value)
var setOpacityModifyRGB ( var value)
local setOpacityModifyRGB ( local value)
virtual bool isOpacityModifyRGB () const
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 ()
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 ~Node ()
virtual bool init ()
var init ()
local init ()
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)
var _setLocalZOrder ( var z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
var getLocalZOrder ()
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
var setScaleZ ( var 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 setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
var setNormalizedPosition ( var position)
 Sets the position (x,y) using values between 0 and 1. More...
 
local setNormalizedPosition ( local position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 Returns the normalized position. More...
 
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
 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...
 
var setVertexZ ( var 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...
 
var getVertexZ ()
 Gets position Z coordinate of this node. More...
 
local getPositionZ ()
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
var getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
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...
 
var getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
local getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 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...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
var setVisible ( var visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
local setRotationQuat ( local quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, 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...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual void setRotationX (float rotationX)
var setRotationX ( var rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
var getRotationX ()
 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
var getRotationX ()
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
var setGLServerState ( var serverState)
int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
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...
 
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...
 
var getChildrenCount ()
 Returns the amount of children. More...
 
local getChildrenCount ()
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
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 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 reorderChild (Node *child, int 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...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
var setName ( var name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
var setGLProgram ( var glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
local setGLProgramState ( local glProgramState)
 Set the GLProgramState for this node. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
var setActionManager ( var actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
var runAction ( var action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . 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...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
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
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...
 
var scheduleUpdateWithPriority ( var 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...
 
var scheduleOnce ( var selector, var 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...
 
var schedule ( var callback, var interval, var repeat, var delay, var key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". 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
local getNodeToParentAffineTransform ()
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...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual AffineTransform parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
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...
 
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)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
var getComponent ( var name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components. More...
 
var removeAllComponents ()
 Removes all components. More...
 
local 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...
 
- Public Member Functions inherited from LayoutParameterProtocol
virtual ~LayoutParameterProtocol ()
 Default destructor. More...
 
- Public Member Functions inherited from LayoutProtocol
 LayoutProtocol ()
 LayoutProtocol ()
 LayoutProtocol ()
virtual ~LayoutProtocol ()
local ~LayoutProtocol ()

Static Public Member Functions

static Layoutcreate ()
 Create a empty layout. More...
 
local create ()
 Create a empty layout. More...
 
- Static Public Member Functions inherited from Widget
static Widgetcreate ()
 Create and return a empty Widget instance pointer. More...
 
static void enableDpadNavigation (bool enable)
- Static Public Member Functions inherited from ProtectedNode
static ProtectedNodecreate (void)
 Creates a ProtectedNode with no argument. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Public Attributes

std::function< int(FocusDirection,
Widget *)> 
onPassFocusToChild
 To specify a user-defined functor to decide which child widget of the layout should get focused. More...
 
CC_CONSTRUCTOR_ACCESS __pad0__: virtual bool init() override
var __pad0__: virtual bool init() override
local __pad0__: virtual bool init() override
- Public Attributes inherited from Widget
std::function< void(Widget
*, Widget *)> 
onFocusChanged
 When a widget lose/get focus, this method will be called. More...
 
std::function< Widget
*(FocusDirection)> 
onNextFocusedWidget
 use this function to manually specify the next focused widget regards to each direction More...
 
CC_CONSTRUCTOR_ACCESS __pad0__: virtual bool init() override
- Public Attributes inherited from ProtectedNode
CC_CONSTRUCTOR_ACCESS __pad0__: ProtectedNode()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Protected Member Functions

virtual void onSizeChanged () override
void addBackGroundImage ()
var addBackGroundImage ()
local addBackGroundImage ()
void supplyTheLayoutParameterLackToChild (Widget *child)
var supplyTheLayoutParameterLackToChild ( var child)
local supplyTheLayoutParameterLackToChild ( local child)
virtual WidgetcreateCloneInstance () override
local createCloneInstance ()
virtual void copySpecialProperties (Widget *model) override
local copySpecialProperties ( local model)
virtual void copyClonedWidgetChildren (Widget *model) override
var copyClonedWidgetChildren ( var model)
local copyClonedWidgetChildren ( local model)
void stencilClippingVisit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
var stencilClippingVisit ( var renderer, var parentTransform, var parentFlags)
local stencilClippingVisit ( local renderer, local parentTransform, local parentFlags)
void scissorClippingVisit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
void setStencilClippingSize (const Size &size)
const RectgetClippingRect ()
var getClippingRect ()
local getClippingRect ()
virtual void doLayout () override
local doLayout ()
virtual LayoutManagercreateLayoutManager () override
var createLayoutManager ()
local createLayoutManager ()
virtual Size getLayoutContentSize () const override
var getLayoutContentSize ()
local getLayoutContentSize ()
virtual const Vector< Node * > & getLayoutElements () const override
local getLayoutElements ()
void onBeforeVisitStencil ()
var onBeforeVisitStencil ()
local onBeforeVisitStencil ()
void onAfterDrawStencil ()
var onAfterDrawStencil ()
local onAfterDrawStencil ()
void onAfterVisitStencil ()
var onAfterVisitStencil ()
local onAfterVisitStencil ()
void drawFullScreenQuadClearStencil ()
 draw fullscreen quad to clear stencil bits More...
 
var drawFullScreenQuadClearStencil ()
 draw fullscreen quad to clear stencil bits More...
 
local drawFullScreenQuadClearStencil ()
 draw fullscreen quad to clear stencil bits More...
 
void onBeforeVisitScissor ()
void onAfterVisitScissor ()
var onAfterVisitScissor ()
local onAfterVisitScissor ()
void updateBackGroundImageColor ()
var updateBackGroundImageColor ()
local updateBackGroundImageColor ()
void updateBackGroundImageOpacity ()
var updateBackGroundImageOpacity ()
local updateBackGroundImageOpacity ()
void updateBackGroundImageRGBA ()
var updateBackGroundImageRGBA ()
local updateBackGroundImageRGBA ()
Size getLayoutAccumulatedSize () const
 get the content size of the layout, it will accumulate all its children's content size More...
 
var getLayoutAccumulatedSize ()
 get the content size of the layout, it will accumulate all its children's content size More...
 
local getLayoutAccumulatedSize ()
 get the content size of the layout, it will accumulate all its children's content size More...
 
int findNearestChildWidgetIndex (FocusDirection direction, Widget *baseWidget)
 When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus. More...
 
local findNearestChildWidgetIndex ( local direction, local baseWidget)
 When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus. More...
 
int findFarthestChildWidgetIndex (FocusDirection direction, Widget *baseWidget)
 When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus. More...
 
float calculateNearestDistance (Widget *baseWidget)
 caculate the nearest distance between the baseWidget and the children of the layout More...
 
float calculateFarthestDistance (Widget *baseWidget)
 caculate the farthest distance between the baseWidget and the children of the layout More...
 
void findProperSearchingFunctor (FocusDirection dir, Widget *baseWidget)
 when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not More...
 
var findProperSearchingFunctor ( var dir, var baseWidget)
 when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not More...
 
local findProperSearchingFunctor ( local dir, local baseWidget)
 when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not More...
 
WidgetfindFirstNonLayoutWidget ()
 find the first non-layout widget in this layout More...
 
var findFirstNonLayoutWidget ()
 find the first non-layout widget in this layout More...
 
local findFirstNonLayoutWidget ()
 find the first non-layout widget in this layout More...
 
int findFirstFocusEnabledWidgetIndex ()
 find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget More...
 
var findFirstFocusEnabledWidgetIndex ()
 find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget More...
 
local findFirstFocusEnabledWidgetIndex ()
 find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget More...
 
WidgetfindFocusEnabledChildWidgetByIndex (ssize_t index)
 find a focus enabled child Widget in the layout by index More...
 
var findFocusEnabledChildWidgetByIndex ( var index)
 find a focus enabled child Widget in the layout by index More...
 
local findFocusEnabledChildWidgetByIndex ( local index)
 find a focus enabled child Widget in the layout by index More...
 
Vec2 getWorldCenterPoint (Widget *node) const
 get the center point of a widget in world space More...
 
WidgetgetNextFocusedWidget (FocusDirection direction, Widget *current)
 this method is called internally by nextFocusedWidget. More...
 
local getNextFocusedWidget ( local direction, local current)
 this method is called internally by nextFocusedWidget. More...
 
WidgetgetPreviousFocusedWidget (FocusDirection direction, Widget *current)
 this method is called internally by nextFocusedWidget. More...
 
var getPreviousFocusedWidget ( var direction, var current)
 this method is called internally by nextFocusedWidget. More...
 
local getPreviousFocusedWidget ( local direction, local current)
 this method is called internally by nextFocusedWidget. More...
 
WidgetgetChildWidgetByIndex (ssize_t index) const
 find the nth elment in the _children array. More...
 
bool isLastWidgetInContainer (Widget *widget, FocusDirection direction) const
 whether it is the last element according to all their parents More...
 
var isLastWidgetInContainer ( var widget, var direction)
 whether it is the last element according to all their parents More...
 
local isLastWidgetInContainer ( local widget, local direction)
 whether it is the last element according to all their parents More...
 
bool isWidgetAncestorSupportLoopFocus (Widget *widget, FocusDirection direction) const
 Lookup any parent widget with a layout type as the direction, if the layout is loop focused, then return true, otherwise It returns false. More...
 
WidgetpassFocusToChild (FocusDirection direction, Widget *current)
 pass the focus to the layout's next focus enabled child More...
 
var passFocusToChild ( var direction, var current)
 pass the focus to the layout's next focus enabled child More...
 
local passFocusToChild ( local direction, local current)
 pass the focus to the layout's next focus enabled child More...
 
bool checkFocusEnabledChild () const
 If there are no focus enabled child in the layout, it will return false, otherwise it returns true. More...
 
- Protected Member Functions inherited from Widget
GLProgramStategetNormalGLProgramState () const
 Get a normal state GLProgramState. More...
 
GLProgramStategetGrayGLProgramState () const
 Get a disabled state GLProgramState. More...
 
virtual void initRenderer ()
virtual void onPressStateChangedToNormal ()
virtual void onPressStateChangedToPressed ()
virtual void onPressStateChangedToDisabled ()
void pushDownEvent ()
void moveEvent ()
virtual void releaseUpEvent ()
virtual void cancelUpEvent ()
virtual void adaptRenderers ()
void updateChildrenDisplayedRGBA ()
void copyProperties (Widget *model)
WidgetgetWidgetParent ()
void updateContentSizeWithTextureSize (const Size &size)
bool isAncestorsEnabled ()
WidgetgetAncensterWidget (Node *node)
bool isAncestorsVisible (Node *node)
void cleanupWidget ()
LayoutComponentgetOrCreateLayoutComponent ()
- Protected Member Functions inherited from ProtectedNode
void insertProtectedChild (Node *child, int z)
 helper that reorder a child More...
 
- 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...
 
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...
 
var convertToWindowSpace ( var nodePoint)
 Convert cocos2d coordinates to UI windows coordinate. More...
 
local convertToWindowSpace ( local nodePoint)
 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 updateCascadeColor ()
var updateCascadeColor ()
local updateCascadeColor ()
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)
bool isVisitableByVisitingCamera () const
void updateRotationQuat ()
var updateRotationQuat ()
local updateRotationQuat ()
void updateRotation3D ()
var updateRotation3D ()
local updateRotation3D ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _backGroundScale9Enabled
Scale9Sprite_backGroundImage
var _backGroundImage
local _backGroundImage
std::string _backGroundImageFileName
var _backGroundImageFileName
local _backGroundImageFileName
Rect _backGroundImageCapInsets
var _backGroundImageCapInsets
local _backGroundImageCapInsets
BackGroundColorType _colorType
var _colorType
local _colorType
TextureResType _bgImageTexType
Size _backGroundImageTextureSize
var _backGroundImageTextureSize
local _backGroundImageTextureSize
Color3B _backGroundImageColor
local _backGroundImageColor
GLubyte _backGroundImageOpacity
var _backGroundImageOpacity
local _backGroundImageOpacity
LayerColor_colorRender
var _colorRender
local _colorRender
LayerGradient_gradientRender
var _gradientRender
local _gradientRender
Color3B _cColor
var _cColor
local _cColor
Color3B _gStartColor
var _gStartColor
local _gStartColor
Color3B _gEndColor
var _gEndColor
local _gEndColor
Vec2 _alongVector
var _alongVector
local _alongVector
GLubyte _cOpacity
var _cOpacity
local _cOpacity
bool _clippingEnabled
var _clippingEnabled
local _clippingEnabled
Type _layoutType
var _layoutType
local _layoutType
ClippingType _clippingType
var _clippingType
local _clippingType
DrawNode_clippingStencil
var _clippingStencil
local _clippingStencil
bool _scissorRectDirty
var _scissorRectDirty
local _scissorRectDirty
Rect _clippingRect
var _clippingRect
local _clippingRect
Layout_clippingParent
var _clippingParent
local _clippingParent
bool _clippingRectDirty
var _clippingRectDirty
local _clippingRectDirty
GLboolean _currentStencilEnabled
var _currentStencilEnabled
local _currentStencilEnabled
GLuint _currentStencilWriteMask
var _currentStencilWriteMask
local _currentStencilWriteMask
GLenum _currentStencilFunc
var _currentStencilFunc
local _currentStencilFunc
GLint _currentStencilRef
var _currentStencilRef
local _currentStencilRef
GLuint _currentStencilValueMask
var _currentStencilValueMask
local _currentStencilValueMask
GLenum _currentStencilFail
var _currentStencilFail
local _currentStencilFail
GLenum _currentStencilPassDepthFail
var _currentStencilPassDepthFail
local _currentStencilPassDepthFail
GLenum _currentStencilPassDepthPass
var _currentStencilPassDepthPass
local _currentStencilPassDepthPass
GLboolean _currentDepthWriteMask
var _currentDepthWriteMask
local _currentDepthWriteMask
GLboolean _currentAlphaTestEnabled
var _currentAlphaTestEnabled
local _currentAlphaTestEnabled
GLenum _currentAlphaTestFunc
var _currentAlphaTestFunc
local _currentAlphaTestFunc
GLclampf _currentAlphaTestRef
var _currentAlphaTestRef
local _currentAlphaTestRef
GLint _mask_layer_le
var _mask_layer_le
local _mask_layer_le
GroupCommand _groupCommand
var _groupCommand
local _groupCommand
CustomCommand _beforeVisitCmdStencil
var _beforeVisitCmdStencil
local _beforeVisitCmdStencil
CustomCommand _afterDrawStencilCmd
var _afterDrawStencilCmd
local _afterDrawStencilCmd
CustomCommand _afterVisitCmdStencil
var _afterVisitCmdStencil
local _afterVisitCmdStencil
CustomCommand _beforeVisitCmdScissor
var _beforeVisitCmdScissor
local _beforeVisitCmdScissor
CustomCommand _afterVisitCmdScissor
var _afterVisitCmdScissor
local _afterVisitCmdScissor
bool _doLayoutDirty
var _doLayoutDirty
local _doLayoutDirty
bool _isInterceptTouch
var _isInterceptTouch
local _isInterceptTouch
bool _loopFocus
var _loopFocus
local _loopFocus
bool _passFocusToChild
var _passFocusToChild
local _passFocusToChild
bool _isFocusPassing
var _isFocusPassing
local _isFocusPassing
- Protected Attributes inherited from Widget
bool _usingLayoutComponent
bool _unifySize
bool _enabled
bool _bright
bool _touchEnabled
bool _highlight
bool _affectByClipping
bool _ignoreSize
bool _propagateTouchEvents
BrightStyle _brightStyle
SizeType _sizeType
PositionType _positionType
int _actionTag
Size _customSize
Vec2 _sizePercent
Vec2 _positionPercent
bool _hitted
EventListenerTouchOneByOne_touchListener
Vec2 _touchBeganPosition
Vec2 _touchMovePosition
Vec2 _touchEndPosition
bool _flippedX
bool _flippedY
Map< int, LayoutParameter * > _layoutParameterDictionary
LayoutParameter::Type _layoutParameterType
bool _focused
bool _focusEnabled
Ref_touchEventListener
SEL_TouchEvent _touchEventSelector
ccWidgetTouchCallback _touchEventCallback
ccWidgetClickCallback _clickEventListener
ccWidgetEventCallback _ccEventCallback
std::string _callbackType
std::string _callbackName
- Protected Attributes inherited from ProtectedNode
Vector< Node * > _protectedChildren
 array of children nodes More...
 
bool _reorderProtectedChildDirty
var _reorderProtectedChildDirty
local _reorderProtectedChildDirty
- Protected Attributes inherited from Node
float _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...
 
var _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
local _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
Quaternion _rotationQuat
var _rotationQuat
local _rotationQuat
float _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
var _scaleX
 rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX More...
 
local _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...
 
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
bool _normalizedPositionDirty
var _normalizedPositionDirty
local _normalizedPositionDirty
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...
 
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...
 
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...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _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...
 
Director_director
var _director
local _director
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...
 
var _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
local _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...
 
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...
 
float _physicsRotation
var _physicsRotation
local _physicsRotation
bool _physicsTransformDirty
var _physicsTransformDirty
local _physicsTransformDirty
bool _updateTransformFromPhysics
var _updateTransformFromPhysics
local _updateTransformFromPhysics
GLubyte _displayedOpacity
var _displayedOpacity
local _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
unsigned short _cameraMask
var _cameraMask
local _cameraMask
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...
 
local _referenceCount
 count of references More...
 

Additional Inherited Members

- 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 Widget
static Widget_focusedWidget
 store the only one focued widget More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

A container for holding a few child widgets.

The child widgets could be rearranged according to the layout type and it also enables clipping, set background image and color.

There are mainly four types of layout:

  • Absolute layout: This the default layout type, child elements are arranged by their absolute position.
  • Horizontal layout: child elements are arranged horizontally.
  • Vertical layout: child elements are arranged vertically.
  • Relative layout: child elements are arranged relative to certain rules.

Constructor & Destructor Documentation

Layout ( )

Default constructor.

var Layout ( )

Default constructor.

local Layout ( )

Default constructor.

virtual ~Layout ( )
virtual

Default destructor.

var ~Layout ( )
virtual

Default destructor.

local ~Layout ( )
virtual

Default destructor.

Member Function Documentation

void addBackGroundImage ( )
protected
var addBackGroundImage ( )
protected
local addBackGroundImage ( )
protected
virtual void addChild ( Node child)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

var addChild ( var  child)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

local addChild ( local  child)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

virtual void addChild ( Node child,
int  localZOrder 
)
overridevirtual

Adds a child to the container with a local z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

var addChild ( var  child,
var  localZOrder 
)
overridevirtual

Adds a child to the container with a local z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

local addChild ( local  child,
local  localZOrder 
)
overridevirtual

Adds a child to the container with a local z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

virtual void addChild ( Node child,
int  localZOrder,
int  tag 
)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

Please use addChild(Node* child, int localZOrder, const std::string &name) instead.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

var addChild ( var  child,
var  localZOrder,
var  tag 
)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

Please use addChild(Node* child, int localZOrder, const std::string &name) instead.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

local addChild ( local  child,
local  localZOrder,
local  tag 
)
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

Please use addChild(Node* child, int localZOrder, const std::string &name) instead.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

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

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
zOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

float calculateFarthestDistance ( Widget baseWidget)
protected

caculate the farthest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the farthest distance between the baseWidget and the layout's children
var calculateFarthestDistance ( var  baseWidget)
protected

caculate the farthest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the farthest distance between the baseWidget and the layout's children
local calculateFarthestDistance ( local  baseWidget)
protected

caculate the farthest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the farthest distance between the baseWidget and the layout's children
float calculateNearestDistance ( Widget baseWidget)
protected

caculate the nearest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the nearest distance between the baseWidget and the layout's children
var calculateNearestDistance ( var  baseWidget)
protected

caculate the nearest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the nearest distance between the baseWidget and the layout's children
local calculateNearestDistance ( local  baseWidget)
protected

caculate the nearest distance between the baseWidget and the children of the layout

Parameters
thebase widget which will be used to caculate the distance between the layout's children and itself
Returns
return the nearest distance between the baseWidget and the layout's children
bool checkFocusEnabledChild ( ) const
protected

If there are no focus enabled child in the layout, it will return false, otherwise it returns true.

var checkFocusEnabledChild ( )
protected

If there are no focus enabled child in the layout, it will return false, otherwise it returns true.

local checkFocusEnabledChild ( )
protected

If there are no focus enabled child in the layout, it will return false, otherwise it returns true.

virtual void
copyClonedWidgetChildren
( Widget model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

var copyClonedWidgetChildren ( var  model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

local copyClonedWidgetChildren ( local  model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

virtual void copySpecialProperties ( Widget model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

var copySpecialProperties ( var  model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

local copySpecialProperties ( local  model)
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

static Layout* create ( )
static

Create a empty layout.

var create ( )
static

Create a empty layout.

local create ( )
static

Create a empty layout.

virtual Widget* createCloneInstance ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

var createCloneInstance ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

local createCloneInstance ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

virtual LayoutManager*
createLayoutManager
( )
overrideprotectedvirtual

Implements LayoutProtocol.

var createLayoutManager ( )
overrideprotectedvirtual

Implements LayoutProtocol.

local createLayoutManager ( )
overrideprotectedvirtual

Implements LayoutProtocol.

virtual void doLayout ( )
overrideprotectedvirtual

Implements LayoutProtocol.

Reimplemented in ScrollView, PageView, and ListView.

var doLayout ( )
overrideprotectedvirtual

Implements LayoutProtocol.

Reimplemented in ScrollView, PageView, and ListView.

local doLayout ( )
overrideprotectedvirtual

Implements LayoutProtocol.

Reimplemented in ScrollView, PageView, and ListView.

void drawFullScreenQuadClearStencil ( )
protected

draw fullscreen quad to clear stencil bits

var drawFullScreenQuadClearStencil ( )
protected

draw fullscreen quad to clear stencil bits

local
drawFullScreenQuadClearStencil
( )
protected

draw fullscreen quad to clear stencil bits

int findFarthestChildWidgetIndex ( FocusDirection  direction,
Widget baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is farthest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
var findFarthestChildWidgetIndex ( var  direction,
var  baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is farthest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
local findFarthestChildWidgetIndex ( local  direction,
local  baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is farthest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
int
findFirstFocusEnabledWidgetIndex
( )
protected

find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget

var
findFirstFocusEnabledWidgetIndex
( )
protected

find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget

local
findFirstFocusEnabledWidgetIndex
( )
protected

find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget

Widget* findFirstNonLayoutWidget ( )
protected

find the first non-layout widget in this layout

var findFirstNonLayoutWidget ( )
protected

find the first non-layout widget in this layout

local findFirstNonLayoutWidget ( )
protected

find the first non-layout widget in this layout

Widget*
findFocusEnabledChildWidgetByIndex
( ssize_t  index)
protected

find a focus enabled child Widget in the layout by index

var
findFocusEnabledChildWidgetByIndex
( var  index)
protected

find a focus enabled child Widget in the layout by index

local
findFocusEnabledChildWidgetByIndex
( local  index)
protected

find a focus enabled child Widget in the layout by index

int findNearestChildWidgetIndex ( FocusDirection  direction,
Widget baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is nearest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
var findNearestChildWidgetIndex ( var  direction,
var  baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is nearest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
local findNearestChildWidgetIndex ( local  direction,
local  baseWidget 
)
protected

When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child will get the focus.

The current algorithm to determine which child will get focus is nearest-distance-priority algorithm

Parameters
dirnext focused widget direction
Returns
The index of child widget in the container
virtual Widget*
findNextFocusedWidget
( FocusDirection  direction,
Widget current 
)
overridevirtual

When a widget is in a layout, you could call this method to get the next focused widget within a specified direction.

If the widget is not in a layout, it will return itself

Parameters
dirthe direction to look for the next focused widget in a layout
currentthe current focused widget
Returns
the next focused widget in a layout
var findNextFocusedWidget ( var  direction,
var  current 
)
overridevirtual

When a widget is in a layout, you could call this method to get the next focused widget within a specified direction.

If the widget is not in a layout, it will return itself

Parameters
dirthe direction to look for the next focused widget in a layout
currentthe current focused widget
Returns
the next focused widget in a layout
local findNextFocusedWidget ( local  direction,
local  current 
)
overridevirtual

When a widget is in a layout, you could call this method to get the next focused widget within a specified direction.

If the widget is not in a layout, it will return itself

Parameters
dirthe direction to look for the next focused widget in a layout
currentthe current focused widget
Returns
the next focused widget in a layout
void findProperSearchingFunctor ( FocusDirection  dir,
Widget baseWidget 
)
protected

when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not

var findProperSearchingFunctor ( var  dir,
var  baseWidget 
)
protected

when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not

local findProperSearchingFunctor ( local  dir,
local  baseWidget 
)
protected

when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not

virtual void forceDoLayout ( )
virtual

force refresh widget layout

Reimplemented in ListView.

var forceDoLayout ( )
virtual

force refresh widget layout

Reimplemented in ListView.

local forceDoLayout ( )
virtual

force refresh widget layout

Reimplemented in ListView.

const Color3B& getBackGroundColor ( ) const

Query the layout's background color.

Returns
Background color in Color3B.
var getBackGroundColor ( )

Query the layout's background color.

Returns
Background color in Color3B.
local getBackGroundColor ( )

Query the layout's background color.

Returns
Background color in Color3B.
GLubyte getBackGroundColorOpacity ( ) const

Get the layout's background color opacity.

Returns
Background color opacity value.
var getBackGroundColorOpacity ( )

Get the layout's background color opacity.

Returns
Background color opacity value.
local getBackGroundColorOpacity ( )

Get the layout's background color opacity.

Returns
Background color opacity value.
BackGroundColorType
getBackGroundColorType
( ) const

Query the layout's background color type.

Returns
The layout's background color type.
var getBackGroundColorType ( )

Query the layout's background color type.

Returns
The layout's background color type.
local getBackGroundColorType ( )

Query the layout's background color type.

Returns
The layout's background color type.
const Vec2&
getBackGroundColorVector
( ) const

Get the layout's background color vector.

Returns
Background color vector.
var getBackGroundColorVector ( )

Get the layout's background color vector.

Returns
Background color vector.
local getBackGroundColorVector ( )

Get the layout's background color vector.

Returns
Background color vector.
const Color3B&
getBackGroundEndColor
( ) const

Get the gradient background end color.

Returns
Gradient background end color value.
var getBackGroundEndColor ( )

Get the gradient background end color.

Returns
Gradient background end color value.
local getBackGroundEndColor ( )

Get the gradient background end color.

Returns
Gradient background end color value.
const Rect&
getBackGroundImageCapInsets
( ) const

Query background image's capInsets size.

Returns
The background image capInsets.
var getBackGroundImageCapInsets ( )

Query background image's capInsets size.

Returns
The background image capInsets.
local getBackGroundImageCapInsets ( )

Query background image's capInsets size.

Returns
The background image capInsets.
const Color3B&
getBackGroundImageColor
( ) const

Get color of layout's background image.

Returns
Layout's background image color.
var getBackGroundImageColor ( )

Get color of layout's background image.

Returns
Layout's background image color.
local getBackGroundImageColor ( )

Get color of layout's background image.

Returns
Layout's background image color.
GLubyte getBackGroundImageOpacity ( ) const

Get the opacity of layout's background image.

Returns
The opacity of layout's background image.
var getBackGroundImageOpacity ( )

Get the opacity of layout's background image.

Returns
The opacity of layout's background image.
local getBackGroundImageOpacity ( )

Get the opacity of layout's background image.

Returns
The opacity of layout's background image.
const Size&
getBackGroundImageTextureSize
( ) const

Gets background image texture size.

Returns
background image texture size.
var getBackGroundImageTextureSize ( )

Gets background image texture size.

Returns
background image texture size.
local getBackGroundImageTextureSize ( )

Gets background image texture size.

Returns
background image texture size.
const Color3B&
getBackGroundStartColor
( ) const

Get the gradient background start color.

Returns
Gradient background start color value.
var getBackGroundStartColor ( )

Get the gradient background start color.

Returns
Gradient background start color value.
local getBackGroundStartColor ( )

Get the gradient background start color.

Returns
Gradient background start color value.
Widget* getChildWidgetByIndex ( ssize_t  index) const
protected

find the nth elment in the _children array.

Only the Widget descendant object will be returned

Parameters
indexThe index of a element in the _children array
var getChildWidgetByIndex ( var  index)
protected

find the nth elment in the _children array.

Only the Widget descendant object will be returned

Parameters
indexThe index of a element in the _children array
local getChildWidgetByIndex ( local  index)
protected

find the nth elment in the _children array.

Only the Widget descendant object will be returned

Parameters
indexThe index of a element in the _children array
const Rect& getClippingRect ( )
protected
var getClippingRect ( )
protected
local getClippingRect ( )
protected
ClippingType getClippingType ( ) const
var getClippingType ( )
local getClippingType ( )
virtual std::string getDescription ( ) const
overridevirtual

Returns the "class name" of widget.

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

var getDescription ( )
overridevirtual

Returns the "class name" of widget.

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

local getDescription ( )
overridevirtual

Returns the "class name" of widget.

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

Size getLayoutAccumulatedSize ( ) const
protected

get the content size of the layout, it will accumulate all its children's content size

var getLayoutAccumulatedSize ( )
protected

get the content size of the layout, it will accumulate all its children's content size

local getLayoutAccumulatedSize ( )
protected

get the content size of the layout, it will accumulate all its children's content size

virtual Size getLayoutContentSize ( ) const
overrideprotectedvirtual

Implements LayoutProtocol.

var getLayoutContentSize ( )
overrideprotectedvirtual

Implements LayoutProtocol.

local getLayoutContentSize ( )
overrideprotectedvirtual

Implements LayoutProtocol.

virtual const Vector<Node*>
& getLayoutElements
( ) const
overrideprotectedvirtual

Implements LayoutProtocol.

var getLayoutElements ( )
overrideprotectedvirtual

Implements LayoutProtocol.

local getLayoutElements ( )
overrideprotectedvirtual

Implements LayoutProtocol.

virtual Type getLayoutType ( ) const
virtual

Query layout type.

Returns
Get the layout type.

Reimplemented in ScrollView, and PageView.

var getLayoutType ( )
virtual

Query layout type.

Returns
Get the layout type.

Reimplemented in ScrollView, and PageView.

local getLayoutType ( )
virtual

Query layout type.

Returns
Get the layout type.

Reimplemented in ScrollView, and PageView.

Widget* getNextFocusedWidget ( FocusDirection  direction,
Widget current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Right/Down, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
var getNextFocusedWidget ( var  direction,
var  current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Right/Down, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
local getNextFocusedWidget ( local  direction,
local  current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Right/Down, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
Widget* getPreviousFocusedWidget ( FocusDirection  direction,
Widget current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Left/Up, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
var getPreviousFocusedWidget ( var  direction,
var  current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Left/Up, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
local getPreviousFocusedWidget ( local  direction,
local  current 
)
protected

this method is called internally by nextFocusedWidget.

When the dir is Left/Up, then this method will be called

Parameters
dirthe direction.
currentthe current focused widget
Returns
the next focused widget
Vec2 getWorldCenterPoint ( Widget node) const
protected

get the center point of a widget in world space

var getWorldCenterPoint ( var  node)
protected

get the center point of a widget in world space

local getWorldCenterPoint ( local  node)
protected

get the center point of a widget in world space

bool isBackGroundImageScale9Enabled ( ) const

Query background image scale9 enable status.

Returns
Whehter background image is scale9 enabled or not.
var isBackGroundImageScale9Enabled ( )

Query background image scale9 enable status.

Returns
Whehter background image is scale9 enabled or not.
local
isBackGroundImageScale9Enabled
( )

Query background image scale9 enable status.

Returns
Whehter background image is scale9 enabled or not.
virtual bool isClippingEnabled ( ) const
virtual

Gets if layout is clipping enabled.

Returns
if layout is clipping enabled.
var isClippingEnabled ( )
virtual

Gets if layout is clipping enabled.

Returns
if layout is clipping enabled.
local isClippingEnabled ( )
virtual

Gets if layout is clipping enabled.

Returns
if layout is clipping enabled.
bool isLastWidgetInContainer ( Widget widget,
FocusDirection  direction 
) const
protected

whether it is the last element according to all their parents

var isLastWidgetInContainer ( var  widget,
var  direction 
)
protected

whether it is the last element according to all their parents

local isLastWidgetInContainer ( local  widget,
local  direction 
)
protected

whether it is the last element according to all their parents

bool isLoopFocus ( ) const
Returns
If focus loop is enabled, then it will return true, otherwise it returns false. The default value is false.
var isLoopFocus ( )
Returns
If focus loop is enabled, then it will return true, otherwise it returns false. The default value is false.
local isLoopFocus ( )
Returns
If focus loop is enabled, then it will return true, otherwise it returns false. The default value is false.
bool isPassFocusToChild ( ) const
Returns
To query whether the layout will pass the focus to its children or not. The default value is true
var isPassFocusToChild ( )
Returns
To query whether the layout will pass the focus to its children or not. The default value is true
local isPassFocusToChild ( )
Returns
To query whether the layout will pass the focus to its children or not. The default value is true
bool
isWidgetAncestorSupportLoopFocus
( Widget widget,
FocusDirection  direction 
) const
protected

Lookup any parent widget with a layout type as the direction, if the layout is loop focused, then return true, otherwise It returns false.

var
isWidgetAncestorSupportLoopFocus
( var  widget,
var  direction 
)
protected

Lookup any parent widget with a layout type as the direction, if the layout is loop focused, then return true, otherwise It returns false.

local
isWidgetAncestorSupportLoopFocus
( local  widget,
local  direction 
)
protected

Lookup any parent widget with a layout type as the direction, if the layout is loop focused, then return true, otherwise It returns false.

void onAfterDrawStencil ( )
protected
var onAfterDrawStencil ( )
protected
local onAfterDrawStencil ( )
protected
void onAfterVisitScissor ( )
protected
var onAfterVisitScissor ( )
protected
local onAfterVisitScissor ( )
protected
void onAfterVisitStencil ( )
protected
var onAfterVisitStencil ( )
protected
local onAfterVisitStencil ( )
protected
void onBeforeVisitScissor ( )
protected
var onBeforeVisitScissor ( )
protected
local onBeforeVisitScissor ( )
protected
void onBeforeVisitStencil ( )
protected
var onBeforeVisitStencil ( )
protected
local onBeforeVisitStencil ( )
protected
virtual void onEnter ( )
overridevirtual

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

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

Reimplemented from Widget.

Reimplemented in ScrollView, and PageView.

var onEnter ( )
overridevirtual

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

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

Reimplemented from Widget.

Reimplemented in ScrollView, and PageView.

local onEnter ( )
overridevirtual

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

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

Reimplemented from Widget.

Reimplemented in ScrollView, and PageView.

virtual void onExit ( )
overridevirtual

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

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

Reimplemented from Widget.

var onExit ( )
overridevirtual

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

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

Reimplemented from Widget.

local onExit ( )
overridevirtual

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

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

Reimplemented from Widget.

virtual void onSizeChanged ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

var onSizeChanged ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

local onSizeChanged ( )
overrideprotectedvirtual

Reimplemented from Widget.

Reimplemented in ScrollView, ListView, and PageView.

Widget* passFocusToChild ( FocusDirection  direction,
Widget current 
)
protected

pass the focus to the layout's next focus enabled child

var passFocusToChild ( var  direction,
var  current 
)
protected

pass the focus to the layout's next focus enabled child

local passFocusToChild ( local  direction,
local  current 
)
protected

pass the focus to the layout's next focus enabled child

virtual void removeAllChildren ( )
overridevirtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

var removeAllChildren ( )
overridevirtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

local removeAllChildren ( )
overridevirtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

virtual void
removeAllChildrenWithCleanup
( bool  cleanup)
overridevirtual

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

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

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

var removeAllChildren ( var  cleanup)
overridevirtual

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

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

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

local removeAllChildren ( local  cleanup)
overridevirtual

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

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

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

void removeBackGroundImage ( )

Remove the background image of layout.

var removeBackGroundImage ( )

Remove the background image of layout.

local removeBackGroundImage ( )

Remove the background image of layout.

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

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

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

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

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

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented from Node.

Reimplemented in ScrollView, and ListView.

void requestDoLayout ( )

request to refresh widget layout

var requestDoLayout ( )

request to refresh widget layout

local requestDoLayout ( )

request to refresh widget layout

void scissorClippingVisit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
protected
var scissorClippingVisit ( var  renderer,
var  parentTransform,
var  parentFlags 
)
protected
local scissorClippingVisit ( local  renderer,
local  parentTransform,
local  parentFlags 
)
protected
void setBackGroundColor ( const Color3B color)

Set background color for layout The color only applies to layout when it's color type is BackGroundColorType::SOLIDE.

Parameters
colorColor in Color3B.
var setBackGroundColor ( var  color)

Set background color for layout The color only applies to layout when it's color type is BackGroundColorType::SOLIDE.

Parameters
colorColor in Color3B.
local setBackGroundColor ( local  color)

Set background color for layout The color only applies to layout when it's color type is BackGroundColorType::SOLIDE.

Parameters
colorColor in Color3B.
void setBackGroundColor ( const Color3B startColor,
const Color3B endColor 
)

Set start and end background color for layout.

This setting only take effect when the layout's color type is BackGroundColorType::GRADIENT

Parameters
startColorColor value in Color3B.
endColorColor value in Color3B.
var setBackGroundColor ( var  startColor,
var  endColor 
)

Set start and end background color for layout.

This setting only take effect when the layout's color type is BackGroundColorType::GRADIENT

Parameters
startColorColor value in Color3B.
endColorColor value in Color3B.
local setBackGroundColor ( local  startColor,
local  endColor 
)

Set start and end background color for layout.

This setting only take effect when the layout's color type is BackGroundColorType::GRADIENT

Parameters
startColorColor value in Color3B.
endColorColor value in Color3B.
void setBackGroundColorOpacity ( GLubyte  opacity)

Sets background color opacity of layout.

Parameters
opacityThe opacity in GLubyte.
var setBackGroundColorOpacity ( var  opacity)

Sets background color opacity of layout.

Parameters
opacityThe opacity in GLubyte.
local setBackGroundColorOpacity ( local  opacity)

Sets background color opacity of layout.

Parameters
opacityThe opacity in GLubyte.
void setBackGroundColorType ( BackGroundColorType  type)

Sets Color Type for layout's background.

Parameters
type
See also
BackGroundColorType
var setBackGroundColorType ( var  type)

Sets Color Type for layout's background.

Parameters
type
See also
BackGroundColorType
local setBackGroundColorType ( local  type)

Sets Color Type for layout's background.

Parameters
type
See also
BackGroundColorType
void setBackGroundColorVector ( const Vec2 vector)

Sets background color vector for layout.

This setting only take effect when layout's color type is BackGroundColorType::GRADIENT

Parameters
vectorThe color vector in Vec2.
var setBackGroundColorVector ( var  vector)

Sets background color vector for layout.

This setting only take effect when layout's color type is BackGroundColorType::GRADIENT

Parameters
vectorThe color vector in Vec2.
local setBackGroundColorVector ( local  vector)

Sets background color vector for layout.

This setting only take effect when layout's color type is BackGroundColorType::GRADIENT

Parameters
vectorThe color vector in Vec2.
void setBackGroundImage ( const std::string &  fileName,
TextureResType  texType = TextureResType::LOCAL 
)

Sets a background image for layout.

Parameters
fileNameimage file path.
texType
See also
TextureResType.
var setBackGroundImage ( var  fileName,
var  texType = TextureResType::LOCAL 
)

Sets a background image for layout.

Parameters
fileNameimage file path.
texType
See also
TextureResType.
local setBackGroundImage ( local  fileName,
local  texType = TextureResType::LOCAL 
)

Sets a background image for layout.

Parameters
fileNameimage file path.
texType
See also
TextureResType.
void setBackGroundImageCapInsets ( const Rect capInsets)

Sets a background image capinsets for layout, it only affects the scale9 enabled background image.

Parameters
capInsetsThe capInsets in Rect.
var setBackGroundImageCapInsets ( var  capInsets)

Sets a background image capinsets for layout, it only affects the scale9 enabled background image.

Parameters
capInsetsThe capInsets in Rect.
local setBackGroundImageCapInsets ( local  capInsets)

Sets a background image capinsets for layout, it only affects the scale9 enabled background image.

Parameters
capInsetsThe capInsets in Rect.
void setBackGroundImageColor ( const Color3B color)

Set layout's background image color.

Parameters
colorBackground color value in Color3B.
var setBackGroundImageColor ( var  color)

Set layout's background image color.

Parameters
colorBackground color value in Color3B.
local setBackGroundImageColor ( local  color)

Set layout's background image color.

Parameters
colorBackground color value in Color3B.
void setBackGroundImageOpacity ( GLubyte  opacity)

Set opacity of background image.

Parameters
opacityBackground image opacity in GLubyte.
var setBackGroundImageOpacity ( var  opacity)

Set opacity of background image.

Parameters
opacityBackground image opacity in GLubyte.
local setBackGroundImageOpacity ( local  opacity)

Set opacity of background image.

Parameters
opacityBackground image opacity in GLubyte.
void
setBackGroundImageScale9Enabled
( bool  enabled)

Enable background image scale9 rendering.

Parameters
enabledTrue means enable scale9 rendering for background image, false otherwise.
var setBackGroundImageScale9Enabled ( var  enabled)

Enable background image scale9 rendering.

Parameters
enabledTrue means enable scale9 rendering for background image, false otherwise.
local
setBackGroundImageScale9Enabled
( local  enabled)

Enable background image scale9 rendering.

Parameters
enabledTrue means enable scale9 rendering for background image, false otherwise.
virtual void setClippingEnabled ( bool  enabled)
virtual

Toggle layout clipping.

If you do need clipping, you pass true to this function.

Parameters
enabledPass true to enable clipping, false otherwise.
var setClippingEnabled ( var  enabled)
virtual

Toggle layout clipping.

If you do need clipping, you pass true to this function.

Parameters
enabledPass true to enable clipping, false otherwise.
local setClippingEnabled ( local  enabled)
virtual

Toggle layout clipping.

If you do need clipping, you pass true to this function.

Parameters
enabledPass true to enable clipping, false otherwise.
void setClippingType ( ClippingType  type)

Change the clipping type of layout.

On default, the clipping type is ClippingType::STENCIL.

See also
ClippingType
Parameters
typeThe clipping type of layout.
var setClippingType ( var  type)

Change the clipping type of layout.

On default, the clipping type is ClippingType::STENCIL.

See also
ClippingType
Parameters
typeThe clipping type of layout.
local setClippingType ( local  type)

Change the clipping type of layout.

On default, the clipping type is ClippingType::STENCIL.

See also
ClippingType
Parameters
typeThe clipping type of layout.
virtual void setLayoutType ( Type  type)
virtual

Change the layout type.

Parameters
typeLayout type.

Reimplemented in ScrollView, and PageView.

var setLayoutType ( var  type)
virtual

Change the layout type.

Parameters
typeLayout type.

Reimplemented in ScrollView, and PageView.

local setLayoutType ( local  type)
virtual

Change the layout type.

Parameters
typeLayout type.

Reimplemented in ScrollView, and PageView.

void setLoopFocus ( bool  loop)

If a layout is loop focused which means that the focus movement will be inside the layout.

Parameters
looppass true to let the focus movement loop inside the layout
var setLoopFocus ( var  loop)

If a layout is loop focused which means that the focus movement will be inside the layout.

Parameters
looppass true to let the focus movement loop inside the layout
local setLoopFocus ( local  loop)

If a layout is loop focused which means that the focus movement will be inside the layout.

Parameters
looppass true to let the focus movement loop inside the layout
void setPassFocusToChild ( bool  pass)
Parameters
passTo specify whether the layout pass its focus to its child
var setPassFocusToChild ( var  pass)
Parameters
passTo specify whether the layout pass its focus to its child
local setPassFocusToChild ( local  pass)
Parameters
passTo specify whether the layout pass its focus to its child
void setStencilClippingSize ( const Size size)
protected
var setStencilClippingSize ( var  size)
protected
local setStencilClippingSize ( local  size)
protected
void stencilClippingVisit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
protected
var stencilClippingVisit ( var  renderer,
var  parentTransform,
var  parentFlags 
)
protected
local stencilClippingVisit ( local  renderer,
local  parentTransform,
local  parentFlags 
)
protected
void
supplyTheLayoutParameterLackToChild
( Widget child)
protected
var
supplyTheLayoutParameterLackToChild
( var  child)
protected
local
supplyTheLayoutParameterLackToChild
( local  child)
protected
void updateBackGroundImageColor ( )
protected
var updateBackGroundImageColor ( )
protected
local updateBackGroundImageColor ( )
protected
void updateBackGroundImageOpacity ( )
protected
var updateBackGroundImageOpacity ( )
protected
local updateBackGroundImageOpacity ( )
protected
void updateBackGroundImageRGBA ( )
protected
var updateBackGroundImageRGBA ( )
protected
local updateBackGroundImageRGBA ( )
protected
virtual void visit ( Renderer renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
overridevirtual

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Widget.

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

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Widget.

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

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented from Widget.

Member Data Documentation

var __pad0__
local __pad0__
CustomCommand _afterDrawStencilCmd
protected
var _afterDrawStencilCmd
protected
local _afterDrawStencilCmd
protected
CustomCommand _afterVisitCmdScissor
protected
var _afterVisitCmdScissor
protected
local _afterVisitCmdScissor
protected
CustomCommand _afterVisitCmdStencil
protected
var _afterVisitCmdStencil
protected
local _afterVisitCmdStencil
protected
Vec2 _alongVector
protected
var _alongVector
protected
local _alongVector
protected
Scale9Sprite* _backGroundImage
protected
var _backGroundImage
protected
local _backGroundImage
protected
Rect _backGroundImageCapInsets
protected
var _backGroundImageCapInsets
protected
local _backGroundImageCapInsets
protected
Color3B _backGroundImageColor
protected
var _backGroundImageColor
protected
local _backGroundImageColor
protected
std::string
_backGroundImageFileName
protected
var _backGroundImageFileName
protected
local _backGroundImageFileName
protected
GLubyte _backGroundImageOpacity
protected
var _backGroundImageOpacity
protected
local _backGroundImageOpacity
protected
Size _backGroundImageTextureSize
protected
var _backGroundImageTextureSize
protected
local _backGroundImageTextureSize
protected
bool _backGroundScale9Enabled
protected
var _backGroundScale9Enabled
protected
local _backGroundScale9Enabled
protected
CustomCommand
_beforeVisitCmdScissor
protected
var _beforeVisitCmdScissor
protected
local _beforeVisitCmdScissor
protected
CustomCommand
_beforeVisitCmdStencil
protected
var _beforeVisitCmdStencil
protected
local _beforeVisitCmdStencil
protected
TextureResType _bgImageTexType
protected
var _bgImageTexType
protected
local _bgImageTexType
protected
Color3B _cColor
protected
var _cColor
protected
local _cColor
protected
bool _clippingEnabled
protected
var _clippingEnabled
protected
local _clippingEnabled
protected
Layout* _clippingParent
protected
var _clippingParent
protected
local _clippingParent
protected
Rect _clippingRect
protected
var _clippingRect
protected
local _clippingRect
protected
bool _clippingRectDirty
protected
var _clippingRectDirty
protected
local _clippingRectDirty
protected
DrawNode* _clippingStencil
protected
var _clippingStencil
protected
local _clippingStencil
protected
ClippingType _clippingType
protected
var _clippingType
protected
local _clippingType
protected
LayerColor* _colorRender
protected
var _colorRender
protected
local _colorRender
protected
BackGroundColorType _colorType
protected
var _colorType
protected
local _colorType
protected
GLubyte _cOpacity
protected
var _cOpacity
protected
local _cOpacity
protected
GLboolean _currentAlphaTestEnabled
protected
var _currentAlphaTestEnabled
protected
local _currentAlphaTestEnabled
protected
GLenum _currentAlphaTestFunc
protected
var _currentAlphaTestFunc
protected
local _currentAlphaTestFunc
protected
GLclampf _currentAlphaTestRef
protected
var _currentAlphaTestRef
protected
local _currentAlphaTestRef
protected
GLboolean _currentDepthWriteMask
protected
var _currentDepthWriteMask
protected
local _currentDepthWriteMask
protected
GLboolean _currentStencilEnabled
protected
var _currentStencilEnabled
protected
local _currentStencilEnabled
protected
GLenum _currentStencilFail
protected
var _currentStencilFail
protected
local _currentStencilFail
protected
GLenum _currentStencilFunc
protected
var _currentStencilFunc
protected
local _currentStencilFunc
protected
GLenum _currentStencilPassDepthFail
protected
var _currentStencilPassDepthFail
protected
local _currentStencilPassDepthFail
protected
GLenum _currentStencilPassDepthPass
protected
var _currentStencilPassDepthPass
protected
local _currentStencilPassDepthPass
protected
GLint _currentStencilRef
protected
var _currentStencilRef
protected
local _currentStencilRef
protected
GLuint _currentStencilValueMask
protected
var _currentStencilValueMask
protected
local _currentStencilValueMask
protected
GLuint _currentStencilWriteMask
protected
var _currentStencilWriteMask
protected
local _currentStencilWriteMask
protected
bool _doLayoutDirty
protected
var _doLayoutDirty
protected
local _doLayoutDirty
protected
Color3B _gEndColor
protected
var _gEndColor
protected
local _gEndColor
protected
LayerGradient* _gradientRender
protected
var _gradientRender
protected
local _gradientRender
protected
GroupCommand _groupCommand
protected
var _groupCommand
protected
local _groupCommand
protected
Color3B _gStartColor
protected
var _gStartColor
protected
local _gStartColor
protected
bool _isFocusPassing
protected
var _isFocusPassing
protected
local _isFocusPassing
protected
bool _isInterceptTouch
protected
var _isInterceptTouch
protected
local _isInterceptTouch
protected
Type _layoutType
protected
var _layoutType
protected
local _layoutType
protected
bool _loopFocus
protected
var _loopFocus
protected
local _loopFocus
protected
GLint _mask_layer_le
protected
var _mask_layer_le
protected
local _mask_layer_le
protected
bool _passFocusToChild
protected
var _passFocusToChild
protected
local _passFocusToChild
protected
bool _scissorRectDirty
protected
var _scissorRectDirty
protected
local _scissorRectDirty
protected
std::function<int(FocusDirection,
Widget*)> onPassFocusToChild

To specify a user-defined functor to decide which child widget of the layout should get focused.

Parameters
FocusDirectionthe finding direction
thisprevious focused widget
Returns
return the index of widget in the layout
var onPassFocusToChild

To specify a user-defined functor to decide which child widget of the layout should get focused.

Parameters
FocusDirectionthe finding direction
thisprevious focused widget
Returns
return the index of widget in the layout
local onPassFocusToChild

To specify a user-defined functor to decide which child widget of the layout should get focused.

Parameters
FocusDirectionthe finding direction
thisprevious focused widget
Returns
return the index of widget in the layout

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