RenderTexture is a generic rendering target. More...
Inherits Node.
Public Member Functions | |
virtual void | begin () |
Starts grabbing. | |
virtual void | beginWithClear (float r, float g, float b, float a) |
Starts rendering to the texture while clearing the texture first. More... | |
virtual void | beginWithClear (float r, float g, float b, float a, float depthValue) |
Starts rendering to the texture while clearing the texture first. More... | |
virtual 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... | |
virtual void | end () |
Ends grabbing. | |
void | clear (float r, float g, float b, float a) |
Clears the texture with a color. More... | |
virtual void | clearDepth (float depthValue) |
Clears the texture with a specified depth value. More... | |
virtual void | clearStencil (int stencilValue) |
Clears the texture with a specified stencil value. More... | |
bool | saveToFile (const std::string &filename, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr) |
Saves the texture into a file using JPEG format. More... | |
bool | saveToFile (const std::string &filename, Image::Format format, bool isRGBA=true, std::function< void(RenderTexture *, const std::string &)> callback=nullptr) |
saves the texture into a file. More... | |
void | listenToBackground (EventCustom *event) |
Listen "come to background" message, and save render texture. More... | |
void | listenToForeground (EventCustom *event) |
Listen "come to foreground" message and restore the frame buffer object. More... | |
unsigned int | getClearFlags () const |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. More... | |
void | setClearFlags (unsigned int clearFlags) |
Set flags. More... | |
const Color4F & | getClearColor () const |
Clear color value. More... | |
void | setClearColor (const Color4F &clearColor) |
Set color value. More... | |
float | getClearDepth () const |
Value for clearDepth. More... | |
void | setClearDepth (float clearDepth) |
Set Value for clearDepth. More... | |
int | getClearStencil () const |
Value for clear Stencil. More... | |
void | setClearStencil (int clearStencil) |
Set Value for clear Stencil. More... | |
bool | isAutoDraw () const |
When enabled, it will render its children into the texture automatically. More... | |
void | setAutoDraw (bool isAutoDraw) |
Set a valve to control whether or not render its children into the texture automatically. More... | |
Sprite * | getSprite () const |
Gets the Sprite being used. More... | |
void | setSprite (Sprite *sprite) |
Sets the Sprite being used. More... | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override |
Visits this node's children and send their render command recursively. More... | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override |
Override this method to draw your own node. More... | |
void | setKeepMatrix (bool keepMatrix) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. More... | |
void | setVirtualViewport (const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport) |
Used for grab part of screen to a texture. More... | |
RenderTexture () | |
FIXME: should be procted. More... | |
bool | initWithWidthAndHeight (int w, int h, Texture2D::PixelFormat format) |
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, Texture2D::PixelFormat format, GLuint depthStencilFormat) |
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... | |
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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 and removes all running actions and schedulers. | |
virtual Scene * | getScene () const |
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 Rect | boundingBox () const |
virtual void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for node. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher. More... | |
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... | |
void | removeFromPhysicsWorld () |
Remove this node from physics world. More... | |
void | updateTransformFromPhysics (const Mat4 &parentTransform, uint32_t parentFlags) |
Update the transform matrix from physics. | |
virtual void | updatePhysicsBodyTransform (const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) |
Update physics body transform matrix. | |
virtual GLubyte | getOpacity () const |
Return the node's opacity. More... | |
virtual GLubyte | getDisplayedOpacity () const |
Return the node's display opacity. More... | |
virtual void | setOpacity (GLubyte opacity) |
Change node opacity. More... | |
virtual void | updateDisplayedOpacity (GLubyte parentOpacity) |
Update the displayed opacity of node with it's parent opacity;. More... | |
virtual bool | isCascadeOpacityEnabled () const |
Whether cascadeOpacity is enabled or not. More... | |
virtual void | setCascadeOpacityEnabled (bool cascadeOpacityEnabled) |
Change node's cascadeOpacity property. More... | |
virtual const Color3B & | getColor () const |
Query node's color value. More... | |
virtual const Color3B & | getDisplayedColor () const |
Query node's displayed color. More... | |
virtual void | setColor (const Color3B &color) |
Change the color of node. More... | |
virtual void | updateDisplayedColor (const Color3B &parentColor) |
Update node's displayed color with its parent color. More... | |
virtual bool | isCascadeColorEnabled () const |
Query whether cascadeColor is enabled or not. More... | |
virtual void | setCascadeColorEnabled (bool cascadeColorEnabled) |
If you want node's color affect the children node's color, then set it to true. More... | |
virtual void | setOpacityModifyRGB (bool value) |
If you want the opacity affect the color property, then set to true. More... | |
virtual bool | isOpacityModifyRGB () const |
If node opacity will modify the RGB color value, then you should override this method and return true. More... | |
void | setOnEnterCallback (const std::function< void()> &callback) |
Set the callback of event onEnter. More... | |
const std::function< void()> & | getOnEnterCallback () const |
Get the callback of event onEnter. More... | |
void | setOnExitCallback (const std::function< void()> &callback) |
Set the callback of event onExit. More... | |
const std::function< void()> & | getOnExitCallback () const |
Get the callback of event onExit. More... | |
void | setonEnterTransitionDidFinishCallback (const std::function< void()> &callback) |
Set the callback of event EnterTransitionDidFinish. More... | |
const std::function< void()> & | getonEnterTransitionDidFinishCallback () const |
Get the callback of event EnterTransitionDidFinish. More... | |
void | setonExitTransitionDidStartCallback (const std::function< void()> &callback) |
Set the callback of event ExitTransitionDidStart. More... | |
const std::function< void()> & | getonExitTransitionDidStartCallback () const |
Get the callback of event ExitTransitionDidStart. More... | |
unsigned short | getCameraMask () const |
get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true | |
virtual void | setCameraMask (unsigned short mask, bool applyChildren=true) |
Modify the camera mask for current node. More... | |
virtual void | setLocalZOrder (int localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | setZOrder (int localZOrder) |
virtual void | _setLocalZOrder (int z) |
virtual int | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
virtual 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 The scale factor on X axis. | |
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 The scale factor on Y axis. | |
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 The scale factor on Z axis. | |
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 void | setNormalizedPosition (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
Returns the normalized position. 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) |
Sets the x coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionX (void) const |
Gets the x coordinate of the node in its parent's coordinate system. More... | |
virtual void | setPositionY (float y) |
Sets the y coordinate of the node in its parent's coordinate system. More... | |
virtual float | getPositionY (void) const |
Gets the y coordinate of the node in its parent's coordinate system. More... | |
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 void | setVertexZ (float vertexZ) |
virtual float | getPositionZ () const |
Gets position Z coordinate of this node. More... | |
virtual 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 | setRotationQuat (const Quaternion &quat) |
Set rotation by quaternion. More... | |
virtual Quaternion | getRotationQuat () const |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, The rotation in quaternion. | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual 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 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 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 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... | |
void | setGLServerState (int serverState) |
int | getGLServerState () const |
virtual void | setIgnoreAnchorPointForPosition (bool ignore) |
Sets whether the anchor point will be (0,0) when you position this node. More... | |
virtual void | ignoreAnchorPointForPosition (bool ignore) |
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 void | addChild (Node *child, int localZOrder, const std::string &name) |
Adds a child to the container with z order and tag. More... | |
virtual Node * | getChildByTag (int tag) const |
Gets a child from the container with its tag. More... | |
template<typename T > | |
T | getChildByTag (int tag) const |
Gets a child from the container with its tag that can be cast to Type T. More... | |
var | getChildByTag ( var tag) |
local | getChildByTag ( local tag) |
virtual Node * | getChildByName (const std::string &name) const |
Gets a child from the container with its name. More... | |
template<typename T > | |
T | getChildByName (const std::string &name) const |
Gets a child from the container with its name that can be cast to Type T. More... | |
virtual void | enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const |
Search the children of the receiving node to perform processing for nodes which share a name. 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 | removeChildByName (const std::string &name, 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. | |
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 const std::string & | getName () const |
Returns a string that is used to identify the node. More... | |
virtual void | setName (const std::string &name) |
Changes the name 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 () const |
Return the GLProgram (shader) currently used for this node. More... | |
GLProgram * | getShaderProgram () const |
virtual void | setGLProgram (GLProgram *glprogram) |
Sets the shader program for this node. More... | |
void | setShaderProgram (GLProgram *glprogram) |
GLProgramState * | getGLProgramState () const |
Return the GLProgramState currently used for this node. More... | |
virtual void | setGLProgramState (GLProgramState *glProgramState) |
Set the GLProgramState for this node. More... | |
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 |
virtual 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 . | |
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... | |
void | stopAllActionsByTag (int tag) |
Removes all actions from the running action list by its tag. More... | |
void | stopActionsByFlags (unsigned int flags) |
Removes all actions from the running action list by its flags. 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... | |
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... | |
bool | isScheduled (const std::string &key) |
Checks whether a lambda function 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 The SEL_SCHEDULE selector to be scheduled. More... | |
void | scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key) |
Schedules a lambda function that runs only once, with a delay of 0 or larger The lambda function to be scheduled. More... | |
void | schedule (SEL_SCHEDULE selector) |
Schedules a custom selector, the scheduled selector will be ticked every frame. More... | |
void | schedule (const std::function< void(float)> &callback, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, const std::string &key) |
Schedules a lambda function. More... | |
void | schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key) |
Schedules a lambda function. More... | |
void | unschedule (SEL_SCHEDULE selector) |
Unschedules a custom selector. More... | |
void | unschedule (const std::string &key) |
Unschedules a lambda function. More... | |
void | unscheduleAllCallbacks () |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. | |
void | unscheduleAllSelectors () |
virtual void | resume (void) |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause (void) |
Pauses all scheduled selectors, actions and event listeners. More... | |
void | resumeSchedulerAndActions () |
Resumes all scheduled selectors, actions and event listeners. More... | |
void | pauseSchedulerAndActions () |
Pauses all scheduled selectors, actions and event listeners. More... | |
virtual void | update (float delta) |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". | |
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 Mat4 | getNodeToParentTransform (Node *ancestor) const |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual AffineTransform | getNodeToParentAffineTransform (Node *ancestor) const |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More... | |
virtual void | setNodeToParentTransform (const Mat4 &transform) |
Sets the transformation matrix manually. More... | |
virtual 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 AffineTransform | parentToNodeTransform () const |
virtual Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
virtual AffineTransform | nodeToWorldTransform () const |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
virtual 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 Mat4 &additionalTransform) |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
Component * | getComponent (const std::string &name) |
Gets a component by its name. More... | |
virtual bool | addComponent (Component *component) |
Adds a component. More... | |
virtual bool | removeComponent (const std::string &name) |
Removes a component by its name. More... | |
virtual bool | removeComponent (Component *component) |
Removes a component by its pointer. More... | |
virtual void | removeAllComponents () |
Removes all components. | |
virtual std::string | getDescription () const |
Gets the description string. 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 () |
Destructor. | |
Static Public Member Functions | |
static RenderTexture * | create (int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat) |
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 RenderTexture * | create (int w, int h, Texture2D::PixelFormat format) |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid. More... | |
static RenderTexture * | create (int w, int h) |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888. More... | |
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static Node * | create () |
Allocates and initializes a node. More... | |
Additional Inherited Members | |
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unsigned int | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
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static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
RenderTexture 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 Node. There are also functions for saving the render texture to disk in PNG or JPG format.
RenderTexture | ( | ) |
FIXME: should be procted.
but due to a bug in PowerVR + Android, the constructor is public again.
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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.
The RenderTexture object width. The RenderTexture object height. In Points and a pixel format( only RGB and RGBA formats are valid ). The depthStencil format.
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static |
Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
The RenderTexture object width. The RenderTexture object height. In Points and a pixel format( only RGB and RGBA formats are valid ).
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static |
Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
The RenderTexture object width. The RenderTexture object height.
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virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient than calling -clear first and then -begin.
Red. Green. Blue. Alpha.
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virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient than calling -clear first and then -begin.
Red. Green. Blue. Alpha. The depth Value.
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virtual |
Starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin.
Red. Green. Blue. Alpha. The depth Value. A specified stencil value.
void clear | ( | float | r, |
float | g, | ||
float | b, | ||
float | a | ||
) |
Clears the texture with a color.
Red. Green. Blue. Alpha.
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virtual |
Clears the texture with a specified depth value.
A specified depth value.
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virtual |
Clears the texture with a specified stencil value.
A specified stencil value.
bool saveToFile | ( | const std::string & | filename, |
bool | isRGBA = true , |
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std::function< void(RenderTexture *, const std::string &)> | callback = nullptr |
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) |
Saves the texture into a file using JPEG format.
The file will be saved in the Documents folder. Returns true if the operation is successful.
The file name. The file is RGBA or not. When the file is save finished,it will callback this function. Returns true if the operation is successful.
bool saveToFile | ( | const std::string & | filename, |
Image::Format | format, | ||
bool | isRGBA = true , |
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std::function< void(RenderTexture *, const std::string &)> | callback = nullptr |
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) |
saves the texture into a file.
The format could be JPG or PNG. The file will be saved in the Documents folder. Returns true if the operation is successful. Notes: since v3.x, saveToFile will generate a custom command, which will be called in the following render->render(). So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash. To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
The file name. The image format. The file is RGBA or not. When the file is save finished,it will callback this function. Returns true if the operation is successful.
void listenToBackground | ( | EventCustom * | event | ) |
Listen "come to background" message, and save render texture.
It only has effect on Android.
Event Custom.
void listenToForeground | ( | EventCustom * | event | ) |
Listen "come to foreground" message and restore the frame buffer object.
It only has effect on Android.
Event Custom.
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inline |
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
They can be OR'ed. Valid when "autoDraw" is true.
Clear flags.
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inline |
Set flags.
Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
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Clear color value.
Valid only when "autoDraw" is true.
Color value.
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Set color value.
Color value.
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Value for clearDepth.
Valid only when "autoDraw" is true.
Value for clearDepth.
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Set Value for clearDepth.
Value for clearDepth.
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Value for clear Stencil.
Valid only when "autoDraw" is true.
Value for clear Stencil.
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Set Value for clear Stencil.
Value for clear Stencil.
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inline |
When enabled, it will render its children into the texture automatically.
Disabled by default for compatiblity reasons. Will be enabled in the future.
Return the autoDraw value.
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inline |
Set a valve to control whether or not render its children into the texture automatically.
Whether or not render its children into the texture automatically.
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overridevirtual |
Visits this node's children and send their render command recursively.
A given renderer. A transform matrix. Renderer flag.
Reimplemented from Node.
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overridevirtual |
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 Node.
void setKeepMatrix | ( | bool | keepMatrix | ) |
Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
Used for grab part of screen to a texture.
The position of renderTexture on the fullRect. The total size of screen. The total viewportSize.
bool initWithWidthAndHeight | ( | int | w, |
int | h, | ||
Texture2D::PixelFormat | format | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
The RenderTexture object width. The RenderTexture object height. In Points and a pixel format( only RGB and RGBA formats are valid ). If successed,it will return true.
bool initWithWidthAndHeight | ( | int | w, |
int | h, | ||
Texture2D::PixelFormat | format, | ||
GLuint | depthStencilFormat | ||
) |
Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
The RenderTexture object width. The RenderTexture object height. In Points and a pixel format( only RGB and RGBA formats are valid ). The depthStencil format. If successed,it will return true.