cocos2d-x  2.2.3
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CCRenderTexture Class Reference

CCRenderTexture is a generic rendering target. More...

#include <CCRenderTexture.h>

Inheritance diagram for CCRenderTexture:
CCNode CCObject CCCopying

Public Member Functions

virtual CCSpritegetSprite (void)
 getSprite More...
 
virtual void setSprite (CCSprite *var)
 setSprite More...
 
var setSprite ( var var)
 setSprite More...
 
local setSprite ( local var)
 setSprite More...
 
 CCRenderTexture ()
virtual ~CCRenderTexture ()
virtual void visit ()
 Visits this node's children and draw them recursively. More...
 
virtual void draw ()
 Override this method to draw your own node. More...
 
local draw ()
 Override this method to draw your own node. More...
 
bool initWithWidthAndHeight (int w, int h, CCTexture2DPixelFormat eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
var initWithWidthAndHeight ( var w, var h, var eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local initWithWidthAndHeight ( local w, local h, local eFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
bool initWithWidthAndHeight (int w, int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
void begin ()
 starts grabbing More...
 
void beginWithClear (float r, float g, float b, float a)
 starts rendering to the texture while clearing the texture first. More...
 
var beginWithClear ( var r, var g, var b, var a)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a)
 starts rendering to the texture while clearing the texture first. More...
 
void beginWithClear (float r, float g, float b, float a, float depthValue)
 starts rendering to the texture while clearing the texture first. More...
 
void beginWithClear (float r, float g, float b, float a, float depthValue, int stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
local beginWithClear ( local r, local g, local b, local a, local depthValue, local stencilValue)
 starts rendering to the texture while clearing the texture first. More...
 
void endToLua ()
 end is key word of lua, use other name to export to lua. More...
 
void end ()
 ends grabbing More...
 
void clear (float r, float g, float b, float a)
 clears the texture with a color More...
 
void clearDepth (float depthValue)
 clears the texture with a specified depth value More...
 
void clearStencil (int stencilValue)
 clears the texture with a specified stencil value More...
 
CCImagenewCCImage (bool flipImage=true)
bool saveToFile (const char *szFilePath)
 saves the texture into a file using JPEG format. More...
 
bool saveToFile (const char *name, tCCImageFormat format)
 saves the texture into a file. More...
 
void listenToBackground (CCObject *obj)
 Listen "come to background" message, and save render texture. More...
 
void listenToForeground (CCObject *obj)
 Listen "come to foreground" message and restore the frame buffer object It only has effect on Android. More...
 
unsigned int getClearFlags () const
 Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More...
 
void setClearFlags (unsigned int uClearFlags)
local setClearFlags ( local uClearFlags)
const ccColor4FgetClearColor () const
 Clear color value. More...
 
var getClearColor ()
 Clear color value. More...
 
void setClearColor (const ccColor4F &clearColor)
float getClearDepth () const
 Value for clearDepth. More...
 
void setClearDepth (float fClearDepth)
int getClearStencil () const
 Value for clear Stencil. More...
 
void setClearStencil (float fClearStencil)
bool isAutoDraw () const
 When enabled, it will render its children into the texture automatically. More...
 
void setAutoDraw (bool bAutoDraw)
local setAutoDraw ( local bAutoDraw)
- Public Member Functions inherited from CCNode
virtual CCCameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
local getCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
local isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
virtual void cleanup (void)
 Stops all running actions and schedulers. More...
 
CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
local boundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
local _setZOrder ( local z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
local getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
local getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float fScaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local fScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
local getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale ()
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float fScaleX, float fScaleY)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local fScaleX, local fScaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const CCPointgetPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
local setPosition ( local x, local y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
local setPositionX ( local x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void)
local getPositionX ()
virtual void setPositionY (float y)
virtual float getPositionY (void)
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (unsigned int uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual unsigned int getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
virtual void setGLServerState (ccGLServerState glServerState)
 Sets the state of OpenGL server side. More...
 
local setGLServerState ( local glServerState)
 Sets the state of OpenGL server side. More...
 
virtual ccGLServerState getGLServerState ()
 Returns the state of OpenGL server side. More...
 
local getGLServerState ()
 Returns the state of OpenGL server side. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (CCNode *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (CCNode *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 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 CCNodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArraygetChildren ()
 Return an array of children. More...
 
local getChildren ()
 Return an array of children. More...
 
virtual unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual CCNodegetParent ()
 Returns a pointer to the parent node. More...
 
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 removeFromParentAndCleanup ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (CCNode *child)
 Removes a child from the container with a cleanup. More...
 
virtual void removeChild (CCNode *child, bool cleanup)
 Removes a child from the container. More...
 
local removeChild ( local child, local cleanup)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag)
 Removes a child from the container by tag value with a cleanup. More...
 
local removeChildByTag ( local tag)
 Removes a child from the container by tag value with a cleanup. More...
 
virtual void removeChildByTag (int tag, bool cleanup)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local cleanup)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (CCNode *child, int zOrder)
 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 CCGridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual void setGrid (CCGridBase *pGrid)
 Changes a grid object that is used when applying effects. More...
 
local setGrid ( local pGrid)
 Changes a grid object that is used when applying effects. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int nTag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local nTag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
local setUserData ( local pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
 Returns a user assigned CCObject. More...
 
local getUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
local setUserObject ( local pUserObject)
 Returns a user assigned CCObject. More...
 
virtual CCGLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local pShaderProgram)
 Sets the shader program for this node. More...
 
virtual void registerScriptHandler (int handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
local registerScriptHandler ( local handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
virtual void unregisterScriptHandler (void)
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
local unregisterScriptHandler ()
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
int getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
void scheduleUpdateWithPriorityLua (int nHandler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local nHandler, local priority)
 Schedules for lua script. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the CCNode leaves the 'stage'. More...
 
virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManagergetActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCActionrunAction (CCAction *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 (void)
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (CCAction *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...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
CCActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
local getActionByTag ( local tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int numberOfRunningActions (void)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local numberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
local setScheduler ( local scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCSchedulergetScheduler ()
 Gets a CCSheduler object. More...
 
local getScheduler ()
 Gets a CCSheduler object. More...
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
local unscheduleAllSelectors ()
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
void transform (void)
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors (void)
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
local transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform (void)
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual CCAffineTransform nodeToParentTransform (void)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local nodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual CCAffineTransform parentToNodeTransform (void)
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local parentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual CCAffineTransform nodeToWorldTransform (void)
 Returns the world affine transform matrix. More...
 
local nodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
CCPoint convertToNodeSpace (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpace (const CCPoint &nodePoint)
 Converts a Point to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 Converts a Point to world space coordinates. More...
 
CCPoint convertToNodeSpaceAR (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpaceAR ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpaceAR (const CCPoint &nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
local convertToWorldSpaceAR ( local nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
CCPoint convertTouchToNodeSpace (CCTouch *touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets the additional transform. More...
 
CCComponentgetComponent (const char *pName) const
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual bool removeComponent (CCComponent *pComponent)
 removes a component by its pointer More...
 
virtual void removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
 CCNode (void)
 Default constructor. More...
 
 CCNode ()
 Default constructor. More...
 
virtual ~CCNode (void)
 Default destructor. More...
 
virtual bool init ()
 Initializes the instance of CCNode. More...
 
local init ()
 Initializes the instance of CCNode. More...
 
const char * description (void)
 Gets the description string. More...
 
local description ()
 Gets the description string. More...
 
- Public Member Functions inherited from CCObject
 CCObject (void)
virtual ~CCObject (void)
void release (void)
void retain (void)
CCObjectautorelease (void)
CCObjectcopy (void)
bool isSingleReference (void) const
unsigned int retainCount (void) const
virtual bool isEqual (const CCObject *pObject)
virtual void acceptVisitor (CCDataVisitor &visitor)
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)

Static Public Member Functions

static CCRenderTexturecreate (int w, int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat)
 initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format More...
 
static CCRenderTexturecreate (int w, int h, CCTexture2DPixelFormat eFormat)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
var create ( var w, var h, var eFormat)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
local create ( local w, local h, local eFormat)
 creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid More...
 
static CCRenderTexturecreate (int w, int h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
local create ( local w, local h)
 creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 More...
 
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
 Allocates and initializes a node. More...
 

Protected Attributes

CCSpritem_pSprite
 The CCSprite being used. More...
 
var m_pSprite
 The CCSprite being used. More...
 
local m_pSprite
 The CCSprite being used. More...
 
GLuint m_uFBO
GLuint m_uDepthRenderBufffer
var m_uDepthRenderBufffer
local m_uDepthRenderBufffer
GLint m_nOldFBO
CCTexture2Dm_pTexture
var m_pTexture
local m_pTexture
CCTexture2Dm_pTextureCopy
var m_pTextureCopy
local m_pTextureCopy
CCImagem_pUITextureImage
var m_pUITextureImage
local m_pUITextureImage
GLenum m_ePixelFormat
GLbitfield m_uClearFlags
var m_uClearFlags
local m_uClearFlags
ccColor4F m_sClearColor
var m_sClearColor
local m_sClearColor
GLclampf m_fClearDepth
var m_fClearDepth
local m_fClearDepth
GLint m_nClearStencil
var m_nClearStencil
local m_nClearStencil
bool m_bAutoDraw
var m_bAutoDraw
local m_bAutoDraw
- Protected Attributes inherited from CCNode
float m_fRotationX
 rotation angle on x-axis More...
 
float m_fRotationY
 rotation angle on y-axis More...
 
local m_fRotationY
 rotation angle on y-axis More...
 
float m_fScaleX
 scaling factor on x-axis More...
 
local m_fScaleX
 scaling factor on x-axis More...
 
float m_fScaleY
 scaling factor on y-axis More...
 
local m_fScaleY
 scaling factor on y-axis More...
 
float m_fVertexZ
 OpenGL real Z vertex. More...
 
local m_fVertexZ
 OpenGL real Z vertex. More...
 
CCPoint m_obPosition
 position of the node More...
 
local m_obPosition
 position of the node More...
 
float m_fSkewX
 skew angle on x-axis More...
 
local m_fSkewX
 skew angle on x-axis More...
 
float m_fSkewY
 skew angle on y-axis More...
 
local m_fSkewY
 skew angle on y-axis More...
 
CCPoint m_obAnchorPointInPoints
 anchor point in points More...
 
local m_obAnchorPointInPoints
 anchor point in points More...
 
CCPoint m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
local m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
CCSize m_obContentSize
 untransformed size of the node More...
 
local m_obContentSize
 untransformed size of the node More...
 
CCAffineTransform m_sAdditionalTransform
 transform More...
 
CCAffineTransform m_sTransform
 transform More...
 
local m_sTransform
 transform More...
 
CCAffineTransform m_sInverse
 transform More...
 
local m_sInverse
 transform More...
 
CCCameram_pCamera
 a camera More...
 
local m_pCamera
 a camera More...
 
CCGridBasem_pGrid
 a grid More...
 
local m_pGrid
 a grid More...
 
int m_nZOrder
 z-order value that affects the draw order More...
 
local m_nZOrder
 z-order value that affects the draw order More...
 
CCArraym_pChildren
 array of children nodes More...
 
local m_pChildren
 array of children nodes More...
 
CCNodem_pParent
 weak reference to parent node More...
 
local m_pParent
 weak reference to parent node More...
 
int m_nTag
 a tag. Can be any number you assigned just to identify this node More...
 
local m_nTag
 a tag. Can be any number you assigned just to identify this node More...
 
void * m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
CCObjectm_pUserObject
 A user assigned CCObject. More...
 
local m_pUserObject
 A user assigned CCObject. More...
 
CCGLProgramm_pShaderProgram
 OpenGL shader. More...
 
local m_pShaderProgram
 OpenGL shader. More...
 
ccGLServerState m_eGLServerState
 OpenGL servier side state. More...
 
local m_eGLServerState
 OpenGL servier side state. More...
 
unsigned int m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
local m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
CCSchedulerm_pScheduler
 scheduler used to schedule timers and updates More...
 
local m_pScheduler
 scheduler used to schedule timers and updates More...
 
CCActionManagerm_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool m_bRunning
 is running More...
 
local m_bRunning
 is running More...
 
bool m_bTransformDirty
 transform dirty flag More...
 
local m_bTransformDirty
 transform dirty flag More...
 
bool m_bInverseDirty
 transform dirty flag More...
 
local m_bInverseDirty
 transform dirty flag More...
 
bool m_bAdditionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
local m_bAdditionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool m_bVisible
 is this node visible More...
 
local m_bVisible
 is this node visible More...
 
bool m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
local m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
bool m_bReorderChildDirty
 children order dirty flag More...
 
int m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
local m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
local m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType m_eScriptType
 type of script binding, lua or javascript More...
 
local m_eScriptType
 type of script binding, lua or javascript More...
 
CCComponentContainerm_pComponentContainer
 Dictionary of components. More...
 
- Protected Attributes inherited from CCObject
unsigned int m_uReference
unsigned int m_uAutoReleaseCount

Additional Inherited Members

- Public Attributes inherited from CCObject
unsigned int m_uID
int m_nLuaID

Detailed Description

CCRenderTexture is a generic rendering target.

To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other CocosNode. There are also functions for saving the render texture to disk in PNG or JPG format.

Since
v0.8.1

Constructor & Destructor Documentation

var ctor ( )
local CCRenderTexture ( )
virtual ~CCRenderTexture ( )
virtual

Member Function Documentation

void begin ( )

starts grabbing

var begin ( )

starts grabbing

local begin ( )

starts grabbing

void beginWithClear ( float  r,
float  g,
float  b,
float  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void beginWithClear ( float  r,
float  g,
float  b,
float  a,
float  depthValue,
int  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

var beginWithClear ( var  r,
var  g,
var  b,
var  a,
var  depthValue,
var  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

local beginWithClear ( local  r,
local  g,
local  b,
local  a,
local  depthValue,
local  stencilValue 
)

starts rendering to the texture while clearing the texture first.

This is more efficient then calling -clear first and then -begin

void clear ( float  r,
float  g,
float  b,
float  a 
)

clears the texture with a color

var clear ( var  r,
var  g,
var  b,
var  a 
)

clears the texture with a color

local clear ( local  r,
local  g,
local  b,
local  a 
)

clears the texture with a color

void clearDepth ( float  depthValue)

clears the texture with a specified depth value

var clearDepth ( var  depthValue)

clears the texture with a specified depth value

local clearDepth ( local  depthValue)

clears the texture with a specified depth value

void clearStencil ( int  stencilValue)

clears the texture with a specified stencil value

var clearStencil ( var  stencilValue)

clears the texture with a specified stencil value

local clearStencil ( local  stencilValue)

clears the texture with a specified stencil value

static CCRenderTexture* create ( int  w,
int  h,
CCTexture2DPixelFormat  eFormat,
GLuint  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var create ( var  w,
var  h,
var  eFormat,
var  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local create ( local  w,
local  h,
local  eFormat,
local  uDepthStencilFormat 
)
static

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

static CCRenderTexture* create ( int  w,
int  h,
CCTexture2DPixelFormat  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var create ( var  w,
var  h,
var  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local create ( local  w,
local  h,
local  eFormat 
)
static

creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

static CCRenderTexture* create ( int  w,
int  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

var create ( var  w,
var  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

local create ( local  w,
local  h 
)
static

creates a RenderTexture object with width and height in Points, pixel format is RGBA8888

virtual void draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

var draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

local draw ( )
virtual

Override this method to draw your own node.

The following GL states will be enabled by default:

  • glEnableClientState(GL_VERTEX_ARRAY);
  • glEnableClientState(GL_COLOR_ARRAY);
  • glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  • glEnable(GL_TEXTURE_2D); AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.

Reimplemented from CCNode.

void end ( )

ends grabbing

var end ( )

ends grabbing

local end ( )

ends grabbing

void endToLua ( )
inline

end is key word of lua, use other name to export to lua.

var endToLua ( )
inline

end is key word of lua, use other name to export to lua.

local endToLua ( )
inline

end is key word of lua, use other name to export to lua.

const ccColor4F& getClearColor ( ) const

Clear color value.

Valid only when "autoDraw" is true.

var getClearColor ( )

Clear color value.

Valid only when "autoDraw" is true.

local getClearColor ( )

Clear color value.

Valid only when "autoDraw" is true.

float getClearDepth ( ) const

Value for clearDepth.

Valid only when autoDraw is true.

var getClearDepth ( )

Value for clearDepth.

Valid only when autoDraw is true.

local getClearDepth ( )

Value for clearDepth.

Valid only when autoDraw is true.

unsigned int getClearFlags ( ) const

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw is YES.

var getClearFlags ( )

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw is YES.

local getClearFlags ( )

Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.

They can be OR'ed. Valid when "autoDraw is YES.

int getClearStencil ( ) const

Value for clear Stencil.

Valid only when autoDraw is true

var getClearStencil ( )

Value for clear Stencil.

Valid only when autoDraw is true

local getClearStencil ( )

Value for clear Stencil.

Valid only when autoDraw is true

virtual CCSprite* getSprite ( void  )
virtual

getSprite

var getSprite (   )
virtual

getSprite

local getSprite (   )
virtual

getSprite

bool initWithWidthAndHeight ( int  w,
int  h,
CCTexture2DPixelFormat  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

var initWithWidthAndHeight ( var  w,
var  h,
var  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

local initWithWidthAndHeight ( local  w,
local  h,
local  eFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid

bool initWithWidthAndHeight ( int  w,
int  h,
CCTexture2DPixelFormat  eFormat,
GLuint  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

var initWithWidthAndHeight ( var  w,
var  h,
var  eFormat,
var  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

local initWithWidthAndHeight ( local  w,
local  h,
local  eFormat,
local  uDepthStencilFormat 
)

initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format

bool isAutoDraw ( ) const

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

var isAutoDraw ( )

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

local isAutoDraw ( )

When enabled, it will render its children into the texture automatically.

Disabled by default for compatiblity reasons. Will be enabled in the future.

void listenToBackground ( CCObject obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

var listenToBackground ( var  obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

local listenToBackground ( local  obj)

Listen "come to background" message, and save render texture.

It only has effect on Android.

void listenToForeground ( CCObject obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

var listenToForeground ( var  obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

local listenToForeground ( local  obj)

Listen "come to foreground" message and restore the frame buffer object It only has effect on Android.

CCImage* newCCImage ( bool  flipImage = true)
var newCCImage ( var  flipImage = true)
local newCCImage ( local  flipImage = true)
bool saveToFile ( const char *  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns YES if the operation is successful.

var saveToFile ( var  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns YES if the operation is successful.

local saveToFile ( local  szFilePath)

saves the texture into a file using JPEG format.

The file will be saved in the Documents folder. Returns YES if the operation is successful.

bool saveToFile ( const char *  name,
tCCImageFormat  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns YES if the operation is successful.

var saveToFile ( var  name,
var  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns YES if the operation is successful.

local saveToFile ( local  name,
local  format 
)

saves the texture into a file.

The format could be JPG or PNG. The file will be saved in the Documents folder. Returns YES if the operation is successful.

void setAutoDraw ( bool  bAutoDraw)
var setAutoDraw ( var  bAutoDraw)
local setAutoDraw ( local  bAutoDraw)
void setClearColor ( const ccColor4F clearColor)
var setClearColor ( var  clearColor)
local setClearColor ( local  clearColor)
void setClearDepth ( float  fClearDepth)
var setClearDepth ( var  fClearDepth)
local setClearDepth ( local  fClearDepth)
void setClearFlags ( unsigned int  uClearFlags)
var setClearFlags ( var  uClearFlags)
local setClearFlags ( local  uClearFlags)
void setClearStencil ( float  fClearStencil)
var setClearStencil ( var  fClearStencil)
local setClearStencil ( local  fClearStencil)
virtual void setSprite ( CCSprite var)
virtual

setSprite

var setSprite ( var  var)
virtual

setSprite

local setSprite ( local  var)
virtual

setSprite

virtual void visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

var visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

local visit ( )
virtual

Visits this node's children and draw them recursively.

Reimplemented from CCNode.

Member Data Documentation

bool m_bAutoDraw
protected
var m_bAutoDraw
protected
local m_bAutoDraw
protected
GLenum m_ePixelFormat
protected
var m_ePixelFormat
protected
local m_ePixelFormat
protected
GLclampf m_fClearDepth
protected
var m_fClearDepth
protected
local m_fClearDepth
protected
GLint m_nClearStencil
protected
var m_nClearStencil
protected
local m_nClearStencil
protected
GLint m_nOldFBO
protected
var m_nOldFBO
protected
local m_nOldFBO
protected
CCSprite* m_pSprite
protected

The CCSprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
var m_pSprite
protected

The CCSprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
local m_pSprite
protected

The CCSprite being used.

The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:

  • [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
CCTexture2D* m_pTexture
protected
var m_pTexture
protected
local m_pTexture
protected
CCTexture2D* m_pTextureCopy
protected
var m_pTextureCopy
protected
local m_pTextureCopy
protected
CCImage* m_pUITextureImage
protected
var m_pUITextureImage
protected
local m_pUITextureImage
protected
ccColor4F m_sClearColor
protected
var m_sClearColor
protected
local m_sClearColor
protected
GLbitfield m_uClearFlags
protected
var m_uClearFlags
protected
local m_uClearFlags
protected
GLuint m_uDepthRenderBufffer
protected
var m_uDepthRenderBufffer
protected
local m_uDepthRenderBufffer
protected
GLuint m_uFBO
protected

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