cocos2d-x  3.5
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GroupCommand Class Reference

GroupCommand is used to group several command together, and more, it can be nestd. More...

#include <CCGroupCommand.h>

Inheritance diagram for GroupCommand:
RenderCommand

Public Member Functions

void init (float globalOrder)
 Init function for group command. More...
 
var init ( var globalOrder)
 Init function for group command. More...
 
local init ( local globalOrder)
 Init function for group command. More...
 
int getRenderQueueID () const
 called by renderer, get the group ID. More...
 
 GroupCommand ()
 ~GroupCommand ()
- Public Member Functions inherited from RenderCommand
void init (float globalZOrder, const Mat4 &modelViewTransform, uint32_t flags)
 Init function, will be called by all the render commands. More...
 
float getGlobalOrder () const
 Get global Z order. More...
 
Type getType () const
 Returns the Command type. More...
 
bool isTransparent () const
 Retruns whether is transparent. More...
 
void setTransparent (bool isTransparent)
 Set transparent flag. More...
 
bool isSkipBatching () const
 Get skip batching status, if a rendering is skip batching, it will be forced to be rendering seperately. More...
 
void setSkipBatching (bool value)
 Set skip batching. More...
 
local setSkipBatching ( local value)
 Set skip batching. More...
 
bool is3D () const
 Whether the command should be rendered at 3D mode. More...
 
void set3D (bool value)
 Set the command rendered in 3D mode or not. More...
 
float getDepth () const
 Get the depth by current model view matrix. More...
 

Protected Attributes

int _renderQueueID
- Protected Attributes inherited from RenderCommand
Type _type
 Type used in order to avoid dynamic cast, faster. More...
 
float _globalOrder
 Commands are sort by global Z order. More...
 
bool _isTransparent
 Transparent flag. More...
 
bool _skipBatching
 QuadCommand and TrianglesCommand could be auto batched if there material ID is the same, however, if a command is skip batching, it would be forced to draw in a seperate function call, and break the batch. More...
 
bool _is3D
 Is the command been rendered on 3D pass. More...
 
float _depth
 Depth from the model view matrix. More...
 

Additional Inherited Members

- Public Types inherited from RenderCommand
enum  Type {
  UNKNOWN_COMMAND, QUAD_COMMAND, CUSTOM_COMMAND, BATCH_COMMAND,
  GROUP_COMMAND, MESH_COMMAND, PRIMITIVE_COMMAND, TRIANGLES_COMMAND
}
 Enum the type of render command. More...
 
- Protected Member Functions inherited from RenderCommand
 RenderCommand ()
 Constructor. More...
 
virtual ~RenderCommand ()
 Desctructor. More...
 
local ~RenderCommand ()
 Desctructor. More...
 
void printID ()

Detailed Description

GroupCommand is used to group several command together, and more, it can be nestd.

So it is used to generate the hierarchy for the rendcommands. Evey group command will be assigned by a group ID.

Constructor & Destructor Documentation

Constructor and Destructor.

var GroupCommand ( )

Constructor and Destructor.

local GroupCommand ( )

Constructor and Destructor.

var ~GroupCommand ( )
local ~GroupCommand ( )

Member Function Documentation

int getRenderQueueID ( ) const
inline

called by renderer, get the group ID.

var getRenderQueueID ( )
inline

called by renderer, get the group ID.

local getRenderQueueID ( )
inline

called by renderer, get the group ID.

void init ( float  globalOrder)

Init function for group command.

var init ( var  globalOrder)

Init function for group command.

local init ( local  globalOrder)

Init function for group command.

Member Data Documentation

int _renderQueueID
protected
var _renderQueueID
protected
local _renderQueueID
protected

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