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Scale9Sprite Class Reference

A 9-slice sprite for cocos2d. More...

#include <CCScale9Sprite.h>

Inheritance diagram for Scale9Sprite:
Node Ref

Public Member Functions

 Scale9Sprite ()
virtual ~Scale9Sprite ()
virtual bool initWithFile (const std::string &file, const Rect &rect, const Rect &capInsets)
 Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets. More...
 
virtual bool initWithFile (const std::string &file, const Rect &rect)
 Initializes a 9-slice sprite with a texture file and a delimitation zone. More...
 
virtual bool initWithFile (const Rect &capInsets, const std::string &file)
 Initializes a 9-slice sprite with a texture file and with the specified cap insets. More...
 
virtual bool initWithFile (const std::string &file)
 Initializes a 9-slice sprite with a texture file. More...
 
virtual bool initWithSpriteFrame (SpriteFrame *spriteFrame, const Rect &capInsets)
 Initializes a 9-slice sprite with an sprite frame and with the specified cap insets. More...
 
virtual bool initWithSpriteFrame (SpriteFrame *spriteFrame)
 Initializes a 9-slice sprite with an sprite frame. More...
 
virtual bool initWithSpriteFrameName (const std::string &spriteFrameName, const Rect &capInsets)
 Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets. More...
 
virtual bool initWithSpriteFrameName (const std::string &spriteFrameName)
 Initializes a 9-slice sprite with an sprite frame name. More...
 
virtual bool init ()
virtual bool initWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, bool rotated, const Rect &capInsets)
virtual bool initWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, const Rect &capInsets)
Scale9SpriteresizableSpriteWithCapInsets (const Rect &capInsets)
 Creates and returns a new sprite object with the specified cap insets. More...
 
virtual bool updateWithBatchNode (SpriteBatchNode *batchnode, const Rect &rect, bool rotated, const Rect &capInsets)
virtual void setSpriteFrame (SpriteFrame *spriteFrame)
virtual void setContentSize (const Size &size) override
 Sets the untransformed size of the node. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated) override
 Visits this node's children and draw them recursively. More...
 
virtual void setOpacityModifyRGB (bool bValue) override
virtual bool isOpacityModifyRGB (void) const override
virtual void setOpacity (GLubyte opacity) override
virtual void setColor (const Color3B &color) override
virtual void updateDisplayedOpacity (GLubyte parentOpacity) override
virtual void updateDisplayedColor (const Color3B &parentColor) override
virtual Size getOriginalSize (void)
 getOriginalSize More...
 
virtual Size getPreferredSize (void)
 getPreferredSize More...
 
virtual void setPreferredSize (Size var)
 setPreferredSize More...
 
virtual Rect getCapInsets (void)
 getCapInsets More...
 
virtual void setCapInsets (Rect var)
 setCapInsets More...
 
virtual float getInsetLeft (void)
 getInsetLeft More...
 
virtual void setInsetLeft (float var)
 setInsetLeft More...
 
virtual float getInsetTop (void)
 getInsetTop More...
 
virtual void setInsetTop (float var)
 setInsetTop More...
 
virtual float getInsetRight (void)
 getInsetRight More...
 
virtual void setInsetRight (float var)
 setInsetRight More...
 
virtual float getInsetBottom (void)
 getInsetBottom More...
 
virtual void setInsetBottom (float var)
 setInsetBottom 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 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 () 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
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
virtual const Color3BgetDisplayedColor () const
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
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 Vec2getPosition () 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 Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
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 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...
 
GLProgramgetGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
CC_DEPRECATED_ATTRIBUTE GLProgramgetShaderProgram ()
GLProgramStategetGLProgramState ()
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 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 Mat4getNodeToParentTransform () 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 Mat4getParentToNodeTransform () 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)
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 ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static Scale9Spritecreate ()
static Scale9Spritecreate (const std::string &file, const Rect &rect, const Rect &capInsets)
 Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets. More...
 
static Scale9Spritecreate (const Rect &capInsets, const std::string &file)
 Creates a 9-slice sprite with a texture file. More...
 
static Scale9Spritecreate (const std::string &file, const Rect &rect)
 Creates a 9-slice sprite with a texture file and a delimitation zone. More...
 
static Scale9Spritecreate (const std::string &file)
 Creates a 9-slice sprite with a texture file. More...
 
static Scale9SpritecreateWithSpriteFrame (SpriteFrame *spriteFrame)
 Creates a 9-slice sprite with an sprite frame. More...
 
static Scale9SpritecreateWithSpriteFrame (SpriteFrame *spriteFrame, const Rect &capInsets)
 Creates a 9-slice sprite with an sprite frame and the centre of its zone. More...
 
static Scale9SpritecreateWithSpriteFrameName (const std::string &spriteFrameName)
 Creates a 9-slice sprite with an sprite frame name. More...
 
static Scale9SpritecreateWithSpriteFrameName (const std::string &spriteFrameName, const Rect &capInsets)
 Creates a 9-slice sprite with an sprite frame name and the centre of its zone. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Member Functions

void updateCapInset ()
void updatePositions ()
- Protected Member Functions inherited from Node
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 ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _spritesGenerated
Rect _spriteRect
bool _spriteFrameRotated
Rect _capInsetsInternal
bool _positionsAreDirty
SpriteBatchNode_scale9Image
Sprite_topLeft
Sprite_top
Sprite_topRight
Sprite_left
Sprite_centre
Sprite_right
Sprite_bottomLeft
Sprite_bottom
Sprite_bottomRight
bool _opacityModifyRGB
Size _originalSize
 Original sprite's size. More...
 
Size _preferredSize
 Prefered sprite's size. More...
 
Rect _capInsets
 The end-cap insets. More...
 
float _insetLeft
 Sets the left side inset. More...
 
float _insetTop
 Sets the top side inset. More...
 
float _insetRight
 Sets the right side inset. More...
 
float _insetBottom
 Sets the bottom side inset. More...
 
- 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...
 
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
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
- 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

Detailed Description

A 9-slice sprite for cocos2d.

9-slice scaling allows you to specify how scaling is applied to specific areas of a sprite. With 9-slice scaling (3x3 grid), you can ensure that the sprite does not become distorted when scaled.

See also
http://yannickloriot.com/library/ios/cccontrolextension/Classes/CCScale9Sprite.html

Constructor & Destructor Documentation

virtual ~Scale9Sprite ( )
virtual

Member Function Documentation

static Scale9Sprite* create ( )
static
static Scale9Sprite* create ( const std::string &  file,
const Rect rect,
const Rect capInsets 
)
static

Creates a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

See also
initWithFile(const char *file, const Rect& rect, const Rect& capInsets)
static Scale9Sprite* create ( const Rect capInsets,
const std::string &  file 
)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const Rect& capInsets, const char *file)
static Scale9Sprite* create ( const std::string &  file,
const Rect rect 
)
static

Creates a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file, const Rect& rect)
static Scale9Sprite* create ( const std::string &  file)
static

Creates a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks.

See also
initWithFile(const char *file)
static Scale9Sprite*
createWithSpriteFrame
( SpriteFrame spriteFrame)
static

Creates a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame)
static Scale9Sprite*
createWithSpriteFrame
( SpriteFrame spriteFrame,
const Rect capInsets 
)
static

Creates a 9-slice sprite with an sprite frame and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrame(SpriteFrame *spriteFrame, const Rect& capInsets)
static Scale9Sprite*
createWithSpriteFrameName
( const std::string &  spriteFrameName)
static

Creates a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName)
static Scale9Sprite*
createWithSpriteFrameName
( const std::string &  spriteFrameName,
const Rect capInsets 
)
static

Creates a 9-slice sprite with an sprite frame name and the centre of its zone.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

See also
initWithSpriteFrameName(const char *spriteFrameName, const Rect& capInsets)
virtual Rect getCapInsets ( void  )
virtual

getCapInsets

virtual float getInsetBottom ( void  )
virtual

getInsetBottom

virtual float getInsetLeft ( void  )
virtual

getInsetLeft

virtual float getInsetRight ( void  )
virtual

getInsetRight

virtual float getInsetTop ( void  )
virtual

getInsetTop

virtual Size getOriginalSize ( void  )
virtual

getOriginalSize

virtual Size getPreferredSize ( void  )
virtual

getPreferredSize

virtual bool init ( )
virtual

Reimplemented from Node.

virtual bool initWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
bool  rotated,
const Rect capInsets 
)
virtual
virtual bool initWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
const Rect capInsets 
)
virtual
virtual bool initWithFile ( const std::string &  file,
const Rect rect,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with a texture file, a delimitation zone and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
capInsetsThe values to use for the cap insets.
virtual bool initWithFile ( const std::string &  file,
const Rect rect 
)
virtual

Initializes a 9-slice sprite with a texture file and a delimitation zone.

The texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
rectThe rectangle that describes the sub-part of the texture that is the whole image. If the shape is the whole texture, set this to the texture's full rect.
virtual bool initWithFile ( const Rect capInsets,
const std::string &  file 
)
virtual

Initializes a 9-slice sprite with a texture file and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
capInsetsThe values to use for the cap insets.
virtual bool initWithFile ( const std::string &  file)
virtual

Initializes a 9-slice sprite with a texture file.

The whole texture will be broken down into a 3×3 grid of equal blocks. Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
fileThe name of the texture file.
virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
capInsetsThe values to use for the cap insets.
virtual bool initWithSpriteFrame ( SpriteFrame spriteFrame)
virtual

Initializes a 9-slice sprite with an sprite frame.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameThe sprite frame object.
virtual bool
initWithSpriteFrameName
( const std::string &  spriteFrameName,
const Rect capInsets 
)
virtual

Initializes a 9-slice sprite with an sprite frame name and with the specified cap insets.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
capInsetsThe values to use for the cap insets.
virtual bool
initWithSpriteFrameName
( const std::string &  spriteFrameName)
virtual

Initializes a 9-slice sprite with an sprite frame name.

Once the sprite is created, you can then call its "setContentSize:" method to resize the sprite will all it's 9-slice goodness intract. It respects the anchorPoint too.

Parameters
spriteFrameNameThe sprite frame name.
virtual bool isOpacityModifyRGB ( void  ) const
overridevirtual

Reimplemented from Node.

Scale9Sprite*
resizableSpriteWithCapInsets
( const Rect capInsets)

Creates and returns a new sprite object with the specified cap insets.

You use this method to add cap insets to a sprite or to change the existing cap insets of a sprite. In both cases, you get back a new image and the original sprite remains untouched.

Parameters
capInsetsThe values to use for the cap insets.
virtual void setCapInsets ( Rect  var)
virtual

setCapInsets

virtual void setColor ( const Color3B color)
overridevirtual

Reimplemented from Node.

virtual void setContentSize ( const Size contentSize)
overridevirtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented from Node.

virtual void setInsetBottom ( float  var)
virtual

setInsetBottom

virtual void setInsetLeft ( float  var)
virtual

setInsetLeft

virtual void setInsetRight ( float  var)
virtual

setInsetRight

virtual void setInsetTop ( float  var)
virtual

setInsetTop

virtual void setOpacity ( GLubyte  opacity)
overridevirtual

Reimplemented from Node.

virtual void setOpacityModifyRGB ( bool  bValue)
overridevirtual

Reimplemented from Node.

virtual void setPreferredSize ( Size  var)
virtual

setPreferredSize

virtual void setSpriteFrame ( SpriteFrame spriteFrame)
virtual
void updateCapInset ( )
protected
virtual void updateDisplayedColor ( const Color3B parentColor)
overridevirtual

Reimplemented from Node.

virtual void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

void updatePositions ( )
protected
virtual bool updateWithBatchNode ( SpriteBatchNode batchnode,
const Rect rect,
bool  rotated,
const Rect capInsets 
)
virtual
virtual void visit ( Renderer renderer,
const Mat4 parentTransform,
bool  parentTransformUpdated 
)
overridevirtual

Visits this node's children and draw them recursively.

Reimplemented from Node.

Member Data Documentation

Sprite* _bottom
protected
Sprite* _bottomLeft
protected
Sprite* _bottomRight
protected
Rect _capInsets
protected

The end-cap insets.

On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite does not use end caps and the entire sprite is subject to stretching.

Rect _capInsetsInternal
protected
Sprite* _centre
protected
float _insetBottom
protected

Sets the bottom side inset.

float _insetLeft
protected

Sets the left side inset.

float _insetRight
protected

Sets the right side inset.

float _insetTop
protected

Sets the top side inset.

Sprite* _left
protected
bool _opacityModifyRGB
protected
Size _originalSize
protected

Original sprite's size.

bool _positionsAreDirty
protected
Size _preferredSize
protected

Prefered sprite's size.

By default the prefered size is the original size.

Sprite* _right
protected
SpriteBatchNode* _scale9Image
protected
bool _spriteFrameRotated
protected
Rect _spriteRect
protected
bool _spritesGenerated
protected
Sprite* _top
protected
Sprite* _topLeft
protected
Sprite* _topRight
protected

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