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ProtectedNode Class Reference

#include <CCProtectedNode.h>

Inheritance diagram for ProtectedNode:
Node Ref Widget Button CheckBox ImageView Layout LoadingBar RichText Slider Text TextAtlas TextBMFont TextField

Public Member Functions

virtual void visit (Renderer *renderer, const kmMat4 &parentTransform, bool transformUpdated) override
 Visits this node's children and draw them recursively. More...
 
virtual void cleanup () override
 Stops all running actions and schedulers. More...
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish () override
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves 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
virtual void updateDisplayedColor (const Color3B &parentColor) override
virtual void disableCascadeColor () override
virtual ~ProtectedNode ()
Children and Parent
virtual void addProtectedChild (Node *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...
 
virtual void addProtectedChild (Node *child, int localZOrder, int 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...
 
virtual void removeProtectedChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void 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...
 
virtual void reorderProtectedChild (Node *child, int 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 kmMat4 &transform, bool transformUpdated)
 Override this method to draw your own node. More...
 
virtual void draw () final
virtual void visit () final
virtual ScenegetScene ()
 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
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
virtual void setEventDispatcher (EventDispatcher *dispatcher)
virtual EventDispatchergetEventDispatcher () const
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBody * getPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
virtual void setOpacity (GLubyte opacity)
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
virtual const Color3BgetDisplayedColor () const
virtual void setColor (const Color3B &color)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
virtual bool isOpacityModifyRGB () const
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual CC_DEPRECATED_ATTRIBUTE int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Point &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
virtual void setPositionY (float y)
virtual float getPositionY (void) const
virtual void setPosition3D (const Vertex3F &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vertex3F getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vertex3F &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vertex3F getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationX (float rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationY (float rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE 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...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual 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...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
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...
 
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions () const
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
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...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void update (float delta)
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const kmMat4 & getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
virtual void setNodeToParentTransform (const kmMat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
virtual const kmMat4 & getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
virtual kmMat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
virtual kmMat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (kmMat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Release the ownership immediately. More...
 
Refautorelease ()
 Release the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static ProtectedNodecreate (void)
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: ProtectedNode()

Protected Member Functions

void insertProtectedChild (Node *child, int z)
 helper that reorder a child More...
 
- Protected Member Functions inherited from Node
 Node ()
virtual ~Node ()
virtual bool init ()
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Point convertToWindowSpace (const Point &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
kmMat4 transform (const kmMat4 &parentTransform)
virtual void updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
virtual void updateCascadeColor ()
virtual void updateColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

Vector< Node * > _protectedChildren
 array of children nodes More...
 
bool _reorderProtectedChildDirty
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Point _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
kmMat4 _modelViewTransform
 ModelView transform of the Node. More...
 
kmMat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
kmMat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
kmMat4 _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point 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...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
PhysicsBody * _physicsBody
 the physicsBody the node have More...
 
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
- Protected Attributes inherited from Ref
unsigned int _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...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival

Constructor & Destructor Documentation

virtual ~ProtectedNode ( )
virtual

Member Function Documentation

virtual void addProtectedChild ( Node child)
virtual

Adds a child to the container with z-order as 0.

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

Parameters
childA child node
virtual void addProtectedChild ( Node child,
int  localZOrder 
)
virtual

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)
virtual void addProtectedChild ( Node child,
int  localZOrder,
int  tag 
)
virtual

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)
virtual void cleanup ( )
overridevirtual

Stops all running actions and schedulers.

Reimplemented from Node.

static ProtectedNode* create ( void  )
static
virtual void disableCascadeColor ( )
overridevirtual

Reimplemented from Node.

virtual Node*
getProtectedChildByTag
( int  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter
void insertProtectedChild ( Node child,
int  z 
)
protected

helper that reorder a child

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 Node.

Reimplemented in Widget, ScrollView, Layout, PageView, and TextField.

virtual void
onEnterTransitionDidFinish
( )
overridevirtual

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

If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()

Reimplemented from Node.

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 Node.

Reimplemented in Widget, and Layout.

virtual void
onExitTransitionDidStart
( )
overridevirtual

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

If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.

Reimplemented from Node.

virtual void
removeAllProtectedChildren
( )
virtual

Removes all children from the container with a cleanup.

See Also
removeAllChildrenWithCleanup(bool)
virtual void
removeAllProtectedChildrenWithCleanup
( bool  cleanup)
virtual

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.
virtual void removeProtectedChild ( Node child,
bool  cleanup = true 
)
virtual

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.
virtual void
removeProtectedChildByTag
( int  tag,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.
virtual void reorderProtectedChild ( Node child,
int  localZOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int)
virtual void
sortAllProtectedChildren
( )
virtual

Sorts the children array once before drawing, instead of every time when a child is added or reordered.

This appraoch can improves the performance massively.

Note
Don't call this manually unless a child added needs to be removed in the same frame
virtual void updateDisplayedColor ( const Color3B parentColor)
overridevirtual

Reimplemented from Node.

virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

virtual void visit ( Renderer renderer,
const kmMat4 &  parentTransform,
bool  parentTransformUpdated 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Reimplemented in Layout, Widget, and RichText.

Member Data Documentation

Vector<Node*> _protectedChildren
protected

array of children nodes

bool _reorderProtectedChildDirty
protected

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