Scene is a subclass of Node that is used only as an abstract concept. More...
#include <CCScene.h>
Public Member Functions | |
virtual Scene * | getScene () override |
Returns the Scene that contains the Node. More... | |
virtual std::string | getDescription () const override |
Gets the description string. More... | |
virtual | ~Scene () |
virtual bool | init () override |
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virtual bool | isRunning () const |
Returns whether or not the node is "running". More... | |
void | scheduleUpdateWithPriorityLua (int handler, int priority) |
Schedules for lua script. More... | |
virtual void | cleanup () |
Stops all running actions and schedulers. More... | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, bool transformUpdated) |
Override this method to draw your own node. More... | |
virtual void | draw () final |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) |
Visits this node's children and draw them recursively. More... | |
virtual void | visit () final |
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 EventDispatcher * | getEventDispatcher () const |
virtual GLubyte | getOpacity () const |
virtual GLubyte | getDisplayedOpacity () const |
virtual void | setOpacity (GLubyte opacity) |
virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
virtual bool | isCascadeOpacityEnabled () const |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
virtual const Color3B & | getColor (void) const |
virtual const Color3B & | getDisplayedColor () const |
virtual void | setColor (const Color3B &color) |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
virtual bool | isCascadeColorEnabled () const |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
virtual void | setOpacityModifyRGB (bool bValue) |
virtual bool | isOpacityModifyRGB () const |
virtual | ~Node () |
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 Vec2 &position) |
Sets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getPosition () 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 Vec2 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 Vec3 &position) |
Sets the position (X, Y, and Z) in its parent's coordinate system. More... | |
virtual Vec3 | getPosition3D () const |
returns the position (X,Y,Z) in its parent's coordinate system More... | |
virtual void | setPositionZ (float positionZ) |
Sets the 'z' coordinate in the position. More... | |
virtual 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 Vec2 &anchorPoint) |
Sets the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPoint () const |
Returns the anchor point in percent. More... | |
virtual const Vec2 & | getAnchorPointInPoints () const |
Returns the anchorPoint in absolute pixels. More... | |
virtual void | setContentSize (const Size &contentSize) |
Sets the untransformed size of the node. More... | |
virtual const Size & | getContentSize () const |
Returns the untransformed size of the node. More... | |
virtual void | setVisible (bool visible) |
Sets whether the node is visible. More... | |
virtual bool | isVisible () const |
Determines if the node is visible. More... | |
virtual void | setRotation (float rotation) |
Sets the rotation (angle) of the node in degrees. More... | |
virtual float | getRotation () const |
Returns the rotation of the node in degrees. More... | |
virtual void | setRotation3D (const Vec3 &rotation) |
Sets the rotation (X,Y,Z) in degrees. More... | |
virtual Vec3 | getRotation3D () const |
returns the rotation (X,Y,Z) in degrees. More... | |
virtual void | 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 Node * | getChildByTag (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 Node * | getParent () |
Returns a pointer to the parent node. More... | |
virtual const Node * | getParent () 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 Ref * | getUserObject () |
Returns a user assigned Object. More... | |
virtual const Ref * | getUserObject () const |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
GLProgram * | getGLProgram () |
Return the GLProgram (shader) currently used for this node. More... | |
CC_DEPRECATED_ATTRIBUTE GLProgram * | getShaderProgram () |
GLProgramState * | getGLProgramState () |
void | setGLProgramState (GLProgramState *glProgramState) |
void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
CC_DEPRECATED_ATTRIBUTE void | setShaderProgram (GLProgram *glprogram) |
virtual void | onEnter () |
Event callback that is invoked every time when Node enters the 'stage'. More... | |
virtual void | onEnterTransitionDidFinish () |
Event callback that is invoked when the Node enters in the 'stage'. More... | |
virtual void | onExit () |
Event callback that is invoked every time the Node leaves the 'stage'. More... | |
virtual void | onExitTransitionDidStart () |
Event callback that is called every time the Node leaves the 'stage'. More... | |
virtual void | setActionManager (ActionManager *actionManager) |
Sets the ActionManager object that is used by all actions. More... | |
virtual ActionManager * | getActionManager () |
Gets the ActionManager object that is used by all actions. More... | |
virtual const ActionManager * | getActionManager () const |
Action * | runAction (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... | |
Action * | getActionByTag (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 Scheduler * | getScheduler () |
Gets a Sheduler object. More... | |
virtual const Scheduler * | getScheduler () 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 Mat4 & | 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 Mat4 &transform) |
Sets the Transformation matrix manually. More... | |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | nodeToParentTransform () const |
virtual const Mat4 & | 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 Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | nodeToWorldTransform () const |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
virtual CC_DEPRECATED_ATTRIBUTE AffineTransform | worldToNodeTransform () const |
Vec2 | convertToNodeSpace (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpace (const Vec2 &nodePoint) const |
Converts a Vec2 to world space coordinates. More... | |
Vec2 | convertToNodeSpaceAR (const Vec2 &worldPoint) const |
Converts a Vec2 to node (local) space coordinates. More... | |
Vec2 | convertToWorldSpaceAR (const Vec2 &nodePoint) const |
Converts a local Vec2 to world space coordinates.The result is in Points. More... | |
Vec2 | convertTouchToNodeSpace (Touch *touch) const |
convenience methods which take a Touch instead of Vec2 More... | |
Vec2 | convertTouchToNodeSpaceAR (Touch *touch) const |
converts a Touch (world coordinates) into a local coordinate. More... | |
void | setAdditionalTransform (Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
Component * | getComponent (const std::string &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... | |
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void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases 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 Scene * | create () |
creates a new Scene object More... | |
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static Node * | create (void) |
Allocates and initializes a node. More... | |
Public Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: Scene() |
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CC_CONSTRUCTOR_ACCESS | __pad0__: Node() |
Friends | |
class | Node |
class | ProtectedNode |
class | SpriteBatchNode |
Additional Inherited Members | |
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static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. More... | |
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void | childrenAlloc (void) |
lazy allocs More... | |
void | insertChild (Node *child, int z) |
helper that reorder a child More... | |
void | detachChild (Node *child, ssize_t index, bool doCleanup) |
Removes a child, call child->onExit(), do cleanup, remove it from children array. More... | |
Vec2 | convertToWindowSpace (const Vec2 &nodePoint) const |
Convert cocos2d coordinates to UI windows coordinate. More... | |
Mat4 | transform (const Mat4 &parentTransform) |
virtual void | updateCascadeOpacity () |
virtual void | disableCascadeOpacity () |
virtual void | updateCascadeColor () |
virtual void | disableCascadeColor () |
virtual void | updateColor () |
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Ref () | |
Constructor. More... | |
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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... | |
Vec2 | _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... | |
Vec2 | _anchorPointInPoints |
anchor point in points More... | |
Vec2 | _anchorPoint |
anchor point normalized (NOT in points) More... | |
Size | _contentSize |
untransformed size of the node More... | |
Mat4 | _modelViewTransform |
ModelView transform of the Node. More... | |
Mat4 | _transform |
transform More... | |
bool | _transformDirty |
transform dirty flag More... | |
Mat4 | _inverse |
inverse transform More... | |
bool | _inverseDirty |
inverse transform dirty flag More... | |
Mat4 | _additionalTransform |
transform More... | |
bool | _useAdditionalTransform |
The flag to check whether the additional transform is dirty. More... | |
bool | _transformUpdated |
Whether or not the Transform object was updated since the last frame. More... | |
int | _localZOrder |
Local order (relative to its siblings) used to sort the node. More... | |
float | _globalZOrder |
Global order used to sort the node. More... | |
Vector< Node * > | _children |
array of children nodes More... | |
Node * | _parent |
weak reference to parent node More... | |
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... | |
GLProgramState * | _glProgramState |
OpenGL Program State. More... | |
int | _orderOfArrival |
used to preserve sequence while sorting children with the same localZOrder More... | |
Scheduler * | _scheduler |
scheduler used to schedule timers and updates More... | |
ActionManager * | _actionManager |
a pointer to ActionManager singleton, which is used to handle all the actions More... | |
EventDispatcher * | _eventDispatcher |
event dispatcher used to dispatch all kinds of events More... | |
bool | _running |
is running More... | |
bool | _visible |
is this node visible More... | |
bool | _ignoreAnchorPointForPosition |
true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More... | |
bool | _reorderChildDirty |
children order dirty flag More... | |
bool | _isTransitionFinished |
flag to indicate whether the transition was finished More... | |
ComponentContainer * | _componentContainer |
Dictionary of components. More... | |
GLubyte | _displayedOpacity |
GLubyte | _realOpacity |
Color3B | _displayedColor |
Color3B | _realColor |
bool | _cascadeColorEnabled |
bool | _cascadeOpacityEnabled |
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unsigned int | _referenceCount |
count of references More... | |
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static int | s_globalOrderOfArrival |
Scene is a subclass of Node that is used only as an abstract concept.
Scene and Node are almost identical with the difference that Scene has its anchor point (by default) at the center of the screen.
For the moment Scene has no other logic than that, but in future releases it might have additional logic.
It is a good practice to use a Scene as the parent of all your nodes.
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virtual |
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overridevirtual |
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overridevirtual |
Returns the Scene that contains the Node.
It returns nullptr
if the node doesn't belong to any Scene. This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
Reimplemented from Node.
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overridevirtual |
Reimplemented from Node.
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friend |
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friend |
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friend |
CC_CONSTRUCTOR_ACCESS __pad0__ |