Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label. More...
Inherits Ref.
Inherited by AtlasNode, AttachNode, BaseLight, Camera, ClippingNode, ClippingRectangleNode, DrawNode, TableViewCell, FastTMXLayer, FastTMXTiledMap, Label, Layer, MenuItem, MotionStreak, MotionStreak3D, NodeGrid, ParallaxNode, ParticleBatchNode, ParticleSystem, ProgressTimer, ProtectedNode, RenderTexture, Scene, Skybox, Sprite, Sprite3D, SpriteBatchNode, Terrain, and TMXTiledMap.
Public Member Functions | |
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. | |
virtual void | draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) |
Override this method to draw your own node. More... | |
virtual void | visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) |
Visits this node's children and draw them recursively. More... | |
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 void | setEventDispatcher (EventDispatcher *dispatcher) |
Set event dispatcher for scene. More... | |
virtual EventDispatcher * | getEventDispatcher () const |
Get the event dispatcher of scene. More... | |
virtual uint8_t | getOpacity () const |
Return the node's opacity. More... | |
virtual uint8_t | getDisplayedOpacity () const |
Return the node's display opacity. More... | |
virtual void | setOpacity (uint8_t opacity) |
Change node opacity. More... | |
virtual void | updateDisplayedOpacity (uint8_t 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... | |
Setters & Getters for Graphic Properties | |
virtual void | setLocalZOrder (std::int32_t localZOrder) |
LocalZOrder is the 'key' used to sort the node relative to its siblings. More... | |
virtual void | _setLocalZOrder (std::int32_t z) |
void | updateOrderOfArrival () |
!!! ONLY FOR INTERNAL USE Sets the arrival order when this node has a same ZOrder with other children. More... | |
virtual std::int32_t | getLocalZOrder () const |
Gets the local Z order of this node. More... | |
virtual void | setGlobalZOrder (float globalZOrder) |
Defines the order 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 void | setPositionNormalized (const Vec2 &position) |
Sets the position (x,y) using values between 0 and 1. More... | |
virtual void | setNormalizedPosition (const Vec2 &position) |
virtual const Vec2 & | getPosition () const |
Gets the position (x,y) of the node in its parent's coordinate system. More... | |
virtual const Vec2 & | getPositionNormalized () const |
Returns the normalized position. More... | |
virtual const Vec2 & | getNormalizedPosition () const |
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 () 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 () 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 float | getPositionZ () const |
Gets position Z coordinate of this node. More... | |
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, it equals to RotationY * RotationX otherwise. More... | |
virtual void | setRotationSkewX (float rotationX) |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More... | |
virtual float | getRotationSkewX () const |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More... | |
virtual void | setRotationSkewY (float rotationY) |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual float | getRotationSkewY () const |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More... | |
virtual void | setIgnoreAnchorPointForPosition (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... | |
Tag & User data | |
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 |
@lua NA | |
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 |
@lua NA | |
virtual void | setUserObject (Ref *userObject) |
Returns a user assigned Object. More... | |
Event Callbacks | |
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... | |
Actions | |
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 | getNumberOfRunningActionsByTag (int tag) const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. More... | |
Scheduler and Timer | |
virtual void | setScheduler (Scheduler *scheduler) |
Sets a Scheduler object that is used to schedule all "updates" and timers. More... | |
virtual Scheduler * | getScheduler () |
Gets a Scheduler object. More... | |
virtual const Scheduler * | getScheduler () const |
bool | isScheduled (SEL_SCHEDULE selector) const |
Checks whether a selector is scheduled. More... | |
bool | isScheduled (const std::string &key) const |
Checks whether a lambda function is scheduled. More... | |
void | scheduleUpdate () |
Schedules the "update" method. More... | |
void | scheduleUpdateWithPriority (int priority) |
Schedules the "update" method with a custom priority. More... | |
void | unscheduleUpdate () |
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 | 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. 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. More... | |
virtual void | resume () |
Resumes all scheduled selectors, actions and event listeners. More... | |
virtual void | pause () |
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". More... | |
Transformations | |
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 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 Mat4 | getNodeToWorldTransform () const |
Returns the world affine transform matrix. More... | |
virtual AffineTransform | getNodeToWorldAffineTransform () const |
virtual Mat4 | getWorldToNodeTransform () const |
Returns the inverse world affine transform matrix. More... | |
virtual AffineTransform | getWorldToNodeAffineTransform () const |
Coordinate Converters | |
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 (const Mat4 *additionalTransform) |
Sets an additional transform matrix to the node. More... | |
void | setAdditionalTransform (const Mat4 &additionalTransform) |
void | setAdditionalTransform (const AffineTransform &additionalTransform) |
component functions | |
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. | |
Public Member Functions inherited from Ref | |
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. More... | |
Static Public Attributes | |
static const int | INVALID_TAG = -1 |
Default tag used for all the nodes. | |
Constructor, Destructor and Initializers | |
static Node * | create () |
Allocates and initializes a node. More... | |
static int | getAttachedNodeCount () |
Gets count of nodes those are attached to scene graph. | |
virtual std::string | getDescription () const |
Gets the description string. More... | |
Children and Parent | |
template<typename _T > | |
static void | sortNodes (cocos2d::Vector< _T * > &nodes) |
Sorts helper function. 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... | |
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. 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... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
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. | |
Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
The main features of a Node are:
addChild
, getChildByTag
, removeChild
, etc)schedule
, unschedule
, etc)runAction
, stopAction
, etc)Subclassing a Node usually means (one/all) of:
draw
to render the nodeProperties of Node:
Limitations:
|
static |
Allocates and initializes a node.
|
virtual |
Gets the description string.
It makes debugging easier.
Reimplemented in EditBox, Label, LayerMultiplex, ScrollView, TextField, Widget, RichText, LayerGradient, ListView, Sprite, Layout, TMXLayer, FastTMXLayer, TMXTiledMap, Slider, RadioButtonGroup, SpriteBatchNode, FastTMXTiledMap, LoadingBar, Text, Button, PageView, Layer, Menu, ParticleSystemQuad, TextAtlas, ImageView, RadioButton, CheckBox, LabelAtlas, MenuItem, Scene, and TextBMFont.
|
virtual |
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based on the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOrder values < 0 are the "left" subtree While Nodes with LocalZOrder >=0 are the "right" subtree.
setGlobalZOrder
setVertexZ
localZOrder | The local Z order value. |
void updateOrderOfArrival | ( | ) |
!!! ONLY FOR INTERNAL USE Sets the arrival order when this node has a same ZOrder with other children.
A node which called addChild subsequently will take a larger arrival order, If two children have the same Z order, the child with larger arrival order will be drawn later.
orderOfArrival | The arrival order. |
|
inlinevirtual |
Gets the local Z order of this node.
setLocalZOrder(int)
|
virtual |
Defines the order in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the order is not guaranteed. The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors. And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
setLocalZOrder()
setVertexZ()
globalZOrder | The global Z order value. |
Reimplemented in Label, Layout, and ProtectedNode.
|
inlinevirtual |
|
virtual |
Sets the scale (x) of the node.
It is a scaling factor that multiplies the width of the node and its children.
scaleX | The scale factor on X axis. |
Reimplemented in Sprite, Widget, and ParticleSystem.
|
virtual |
Returns the scale factor on X axis of this node.
Reimplemented in Widget.
|
virtual |
Sets the scale (y) of the node.
It is a scaling factor that multiplies the height of the node and its children.
scaleY | The scale factor on Y axis. |
Reimplemented in Sprite, Widget, and ParticleSystem.
|
virtual |
Returns the scale factor on Y axis of this node.
setScaleY(float)
Reimplemented in Widget.
|
virtual |
Changes the scale factor on Z axis of this node.
The Default value is 1.0 if you haven't changed it before.
scaleZ | The scale factor on Z axis. |
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virtual |
Returns the scale factor on Z axis of this node.
setScaleZ(float)
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virtual |
Sets the scale (x,y,z) of the node.
It is a scaling factor that multiplies the width, height and depth of the node and its children.
scale | The scale factor for both X and Y axis. |
Reimplemented in Sprite, Widget, and ParticleSystem.
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virtual |
Gets the scale factor of the node, when X and Y have the same scale factor.
_scaleX != _scaleY
Reimplemented in Widget.
|
virtual |
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Usually we use Vec2(x,y)
to compose Vec2 object. This code snippet sets the node in the center of screen.
position | The position (x,y) of the node in OpenGL coordinates. |
Reimplemented in MotionStreak3D, MotionStreak, EditBox, Sprite, and Widget.
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virtual |
Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
position | The normalized position (x,y) of the node, using value between 0 and 1. |
|
virtual |
Gets the position (x,y) of the node in its parent's coordinate system.
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Returns the normalized position.
|
virtual |
Sets the position (x,y) of the node in its parent's coordinate system.
Passing two numbers (x,y) is much efficient than passing Vec2 object. This method is bound to Lua and JavaScript. Passing a number is 10 times faster than passing a object from Lua to c++.
x | X coordinate for position. |
y | Y coordinate for position. |
Reimplemented in Sprite, MotionStreak3D, and MotionStreak.
|
virtual |
Gets position in a more efficient way, returns two number instead of a Vec2 object.
setPosition(float, float)
In js,out value not return.x | To receive x coordinate for position. |
y | To receive y coordinate for position. |
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Gets/Sets x or y coordinate individually for position.
These methods are used in Lua and Javascript Bindings Sets the x coordinate of the node in its parent's coordinate system.
x | The x coordinate of the node. |
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Gets the x coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Sets the y coordinate of the node in its parent's coordinate system.
y | The y coordinate of the node. |
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Gets the y coordinate of the node in its parent's coordinate system.
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Sets the position (X, Y, and Z) in its parent's coordinate system.
position | The position (X, Y, and Z) in its parent's coordinate system. @js NA |
Reimplemented in MotionStreak3D.
|
virtual |
Returns the position (X,Y,Z) in its parent's coordinate system.
Reimplemented in MotionStreak3D, and MotionStreak.
|
virtual |
Sets the 'z' coordinate in the position.
It is the OpenGL Z vertex value.
The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on. In order to use this property correctly.
setPositionZ()
also sets the setGlobalZValue()
with the positionZ as value.
setGlobalZValue()
positionZ | OpenGL Z vertex of this node. @js setVertexZ |
Reimplemented in Sprite.
|
virtual |
Gets position Z coordinate of this node.
|
virtual |
Changes the X skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y coordinate and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.
skewX | The X skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Returns the X skew angle of the node in degrees.
setSkewX(float)
|
virtual |
Changes the Y skew angle of the node in degrees.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality while the second one uses the real skew function.
This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X coordinate and the bottom edge of the shape. The default skewY angle is 0. Positive values distort the node in a CCW direction.
skewY | The Y skew angle of the node in degrees. |
Reimplemented in Sprite.
|
virtual |
Returns the Y skew angle of the node in degrees.
setSkewY(float)
|
virtual |
Sets the anchor point in percent.
anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0,0), so it starts in the lower left corner of the node.
anchorPoint | The anchor point of node. |
Reimplemented in EditBox, ProgressTimer, and Sprite.
|
virtual |
Returns the anchor point in percent.
setAnchorPoint(const Vec2&)
|
virtual |
Returns the anchorPoint in absolute pixels.
getAnchorPoint()
|
virtual |
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.
contentSize | The untransformed size of the node. |
Reimplemented in LayerColor, EditBox, LayerRadialGradient, Sprite, ScrollView, and Widget.
|
virtual |
Returns the untransformed size of the node.
setContentSize(const Size&)
Reimplemented in Label, and ScrollView.
|
virtual |
Sets whether the node is visible.
The default value is true, a node is default to visible.
visible | true if the node is visible, false if the node is hidden. |
Reimplemented in EditBox, VideoPlayer, WebView, and Sprite.
|
virtual |
Determines if the node is visible.
setVisible(bool)
|
virtual |
Sets the rotation (angle) of the node in degrees.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotation | The rotation of the node in degrees. |
Reimplemented in Sprite, and ParticleSystem.
|
virtual |
Returns the rotation of the node in degrees.
setRotation(float)
|
virtual |
Sets the rotation (X,Y,Z) in degrees.
Useful for 3d rotations.
rotation | The rotation of the node in 3d. @js NA |
Reimplemented in MotionStreak3D.
|
virtual |
Returns the rotation (X,Y,Z) in degrees.
|
virtual |
Set rotation by quaternion.
You should make sure the quaternion is normalized.
quat | The rotation in quaternion, note that the quat must be normalized. @js NA |
Reimplemented in MotionStreak3D.
|
virtual |
Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise.
|
virtual |
Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationX | The X rotation in degrees which performs a horizontal rotational skew. |
Reimplemented in Sprite.
|
virtual |
Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
setRotationSkewX(float)
|
virtual |
Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
The difference between setRotationalSkew()
and setSkew()
is that the first one simulate Flash's skew functionality, while the second one uses the real skew function.
0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.
rotationY | The Y rotation in degrees. |
Reimplemented in Sprite.
|
virtual |
Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
setRotationSkewY(float)
|
virtual |
Sets whether the anchor point will be (0,0) when you position this node.
This is an internal method, only used by Layer and Scene. Don't call it outside framework. The default value is false, while in Layer and Scene are true.
ignore | true if anchor point will be (0,0) when you position this node. |
Reimplemented in Sprite.
|
virtual |
Gets whether the anchor point will be (0,0) when you position this node.
|
virtual |
Adds a child to the container with z-order as 0.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
Reimplemented in ScrollView, Layout, ListView, and Menu.
|
virtual |
Adds a child to the container with a local z-order.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
Reimplemented in Menu, ScrollView, Layout, and ListView.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
tag | An integer to identify the node easily. Please refer to setTag(int) . |
Please use addChild(Node* child, int localZOrder, const std::string &name)
instead.
Reimplemented in Sprite, ListView, TMXLayer, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, Layout, and ScrollView.
|
virtual |
Adds a child to the container with z order and tag.
If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
child | A child node. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int) . |
name | A string to identify the node easily. Please refer to setName(int) . |
Reimplemented in Sprite, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, Layout, and ScrollView.
|
virtual |
Gets a child from the container with its tag.
tag | An identifier to find the child node. |
Please use getChildByName()
instead.
Reimplemented in ScrollView.
|
inline |
Gets a child from the container with its tag that can be cast to Type T.
tag | An identifier to find the child node. |
|
virtual |
Gets a child from the container with its name.
name | An identifier to find the child node. |
Reimplemented in ScrollView.
|
inline |
Gets a child from the container with its name that can be cast to Type T.
name | An identifier to find the child node. |
|
virtual |
Search the children of the receiving node to perform processing for nodes which share a name.
name | The name to search for, supports c++11 regular expression. Search syntax options: // : Can only be placed at the begin of the search string. This indicates that it will search recursively. /.. : The search should move up to the node's parent. Can only be placed at the end of string. / : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children. |
callback | A callback function to execute on nodes that match the name parameter. The function takes the following arguments: node A node that matches the name And returns a boolean result. Your callback can return true to terminate the enumeration. |
|
inlinevirtual |
Returns the array of the node's children.
Reimplemented in ScrollView.
|
virtual |
|
virtual |
Sets the parent node.
parent | A pointer to the parent node. |
|
inlinevirtual |
|
virtual |
Removes this node itself from its parent node with a cleanup.
If the node orphan, then nothing happens.
removeFromParentAndCleanup(bool)
|
virtual |
Removes this node itself from its parent node.
If the node orphan, then nothing happens.
cleanup | true if all actions and callbacks on this node should be removed, false otherwise. @js removeFromParent @lua removeFromParent |
|
virtual |
Removes a child from the container.
It will also cleanup all running actions depending on the cleanup parameter.
child | The child node which will be removed. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Reimplemented in Label, Layout, ScrollView, ListView, FastTMXLayer, ScrollView, Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
tag | An integer number that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
Please use removeChildByName
instead.
|
virtual |
Removes a child from the container by tag value.
It will also cleanup all running actions depending on the cleanup parameter.
name | A string that identifies a child node. |
cleanup | True if all running actions and callbacks on the child node will be cleanup, false otherwise. |
|
virtual |
Removes all children from the container with a cleanup.
Reimplemented in Layout, ScrollView, ListView, ScrollView, and Scene.
|
virtual |
Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
cleanup | True if all running actions on all children nodes should be cleanup, false otherwise. @js removeAllChildren @lua removeAllChildren |
Reimplemented in ParticleBatchNode, Label, Sprite, Layout, ScrollView, ListView, ScrollView, SpriteBatchNode, and ParallaxNode.
|
virtual |
Reorders a child according to a new z value.
child | An already added child node. It MUST be already added. |
localZOrder | Z order for drawing priority. Please refer to setLocalZOrder(int). |
Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.
|
virtual |
Sorts the children array once before drawing, instead of every time when a child is added or reordered.
This approach can improve the performance massively.
Reimplemented in Sprite, and SpriteBatchNode.
|
inlinestatic |
Sorts helper function.
|
virtual |
Returns a tag that is used to identify the node easily.
Please use getTag()
instead.
|
virtual |
Changes the tag that is used to identify the node easily.
Please refer to getTag for the sample code.
tag | A integer that identifies the node. |
Please use setName()
instead.
|
virtual |
Returns a string that is used to identify the node.
|
virtual |
Changes the name that is used to identify the node easily.
name | A string that identifies the node. |
|
inlinevirtual |
Returns a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object.
|
virtual |
Sets a custom user data pointer.
You can set everything in UserData pointer, a data block, a structure or an object, etc.
userData | A custom user data pointer. @lua NA |
|
inlinevirtual |
Returns a user assigned Object.
Similar to userData, but instead of holding a void* it holds an object.
|
virtual |
Returns a user assigned Object.
Similar to UserData, but instead of holding a void* it holds an object. The UserObject will be retained once in this method, and the previous UserObject (if existed) will be released. The UserObject will be released in Node's destructor.
userObject | A user assigned Object. |
|
virtual |
void scheduleUpdateWithPriorityLua | ( | int | handler, |
int | priority | ||
) |
Schedules for lua script.
@js NA
handler | The key to search lua function. |
priority | A given priority value. |
|
virtual |
Event callback that is invoked every time when Node enters the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter(). @lua NA
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, ParticleSystem, TransitionZoomFlipAngular, TransitionZoomFlipY, TransitionZoomFlipX, EditBox, TransitionFlipAngular, TransitionFlipY, TextField, ScrollView, TransitionFlipX, Widget, TransitionShrinkGrow, Layout, TransitionSlideInL, TransitionMoveInL, Camera, TransitionJumpZoom, WebView, VideoPlayer, TransitionRotoZoom, Menu, ProtectedNode, ScrollViewBar, TransitionScene, ClippingNode, TransitionPageTurn, BaseLight, UICCTextField, and TransitionProgress.
|
virtual |
Event callback that is invoked when the Node enters in the 'stage'.
If the Node enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish() @lua NA
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
Event callback that is invoked every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit(). @lua NA
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, TransitionFade, ParticleSystem, EditBox, ScrollView, Widget, Layout, Camera, WebView, VideoPlayer, ProtectedNode, Menu, TransitionScene, ClippingNode, TransitionPageTurn, BaseLight, and TransitionProgress.
|
virtual |
Event callback that is called every time the Node leaves the 'stage'.
If the Node leaves the 'stage' with a transition, this callback is called when the transition starts. @lua NA
Reimplemented in ProtectedNode, and ClippingNode.
|
virtual |
Override this method to draw your own node.
The following GL states will be enabled by default:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE But if you enable any other GL state, you should disable it after drawing your node.renderer | A given renderer. |
transform | A transform matrix. |
flags | Renderer flag. |
Reimplemented in TransitionFadeTR, TransitionSplitCols, TransitionTurnOffTiles, TransitionCrossFade, Label, LayerRadialGradient, Sprite, FastTMXLayer, DrawNode, LayerColor, SpriteBatchNode, VideoPlayer, Sprite3D, ProgressTimer, ParticleSystemQuad, MotionStreak3D, TransitionScene, ParticleBatchNode, BillBoard, RenderTexture, MotionStreak, TransitionPageTurn, AtlasNode, Skybox, EditBox, Terrain, and WebView.
|
virtual |
Visits this node's children and draw them recursively.
renderer | A given renderer. |
parentTransform | A transform matrix. |
parentFlags | Renderer flag. |
Reimplemented in Label, Layout, DrawNode, Camera, ScrollView, Sprite3D, SpriteBatchNode, TextFieldTTF, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, ParallaxNode, RenderTexture, NodeGrid, ClippingRectangleNode, AttachNode, and Widget.
|
virtual |
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.
|
virtual |
|
virtual |
Set event dispatcher for scene.
dispatcher | The event dispatcher of scene. |
|
inlinevirtual |
Get the event dispatcher of scene.
|
virtual |
Sets the ActionManager object that is used by all actions.
actionManager | A ActionManager object that is used by all actions. |
|
inlinevirtual |
Gets the ActionManager object that is used by all actions.
Executes an action, and returns the action that is executed.
This node becomes the action's target. Refer to Action::getTarget().
action | An Action pointer. |
Reimplemented in Sprite3D.
void stopAction | ( | Action * | action | ) |
Stops and removes an action from the running action list.
action | The action object to be removed. |
void stopActionByTag | ( | int | tag | ) |
Removes an action from the running action list by its tag.
tag | A tag that indicates the action to be removed. |
void stopAllActionsByTag | ( | int | tag | ) |
Removes all actions from the running action list by its tag.
tag | A tag that indicates the action to be removed. |
void stopActionsByFlags | ( | unsigned int | flags | ) |
Removes all actions from the running action list by its flags.
flags | A flag field that removes actions based on bitwise AND. |
Action* getActionByTag | ( | int | tag | ) |
Gets an action from the running action list by its tag.
setTag(int)
, getTag()
.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).
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
ssize_t getNumberOfRunningActionsByTag | ( | int | tag | ) | const |
Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag.
Composable actions are counted as 1 action. Example: If you are running 1 Sequence of 7 actions, it will return 1. If you are running 7 Sequences of 2 actions, it will return 7.
tag | The tag that will be searched. |
|
virtual |
|
inlinevirtual |
bool isScheduled | ( | SEL_SCHEDULE | selector | ) | const |
Checks whether a selector is scheduled.
selector | A function selector |
bool isScheduled | ( | const std::string & | key | ) | const |
Checks whether a lambda function is scheduled.
key | key of the callback |
void scheduleUpdate | ( | ) |
Schedules the "update" method.
It will use the order number 0. This method will be called every frame. Scheduled methods with a lower order value will be called before the ones that have a higher order value. Only one "update" method could be scheduled per node. @lua NA
void scheduleUpdateWithPriority | ( | int | priority | ) |
Schedules the "update" method with a custom priority.
This selector will be called every frame. Scheduled methods with a lower priority will be called before the ones that have a higher value. Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors). @lua NA
priority | A given priority value. |
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay | ||
) |
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead. |
repeat | The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. @lua NA |
void schedule | ( | SEL_SCHEDULE | selector, |
float | interval | ||
) |
Schedules a custom selector with an interval time in seconds.
selector | The SEL_SCHEDULE selector to be scheduled. |
interval | Callback interval time in seconds. 0 means tick every frame, @lua NA |
void scheduleOnce | ( | SEL_SCHEDULE | selector, |
float | delay | ||
) |
Schedules a selector that runs only once, with a delay of 0 or larger.
selector | The SEL_SCHEDULE selector to be scheduled. |
delay | The amount of time that the first tick will wait before execution. @lua NA |
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.
callback | The lambda function to be scheduled. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. @lua NA |
void schedule | ( | SEL_SCHEDULE | selector | ) |
Schedules a custom selector, the scheduled selector will be ticked every frame.
selector | A function wrapped as a selector @lua NA |
void schedule | ( | const std::function< void(float)> & | callback, |
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every frame.
callback | The lambda function to be scheduled. |
key | The key of the lambda function. To be used if you want to unschedule it. @lua NA |
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
The scheduled lambda function will be called every "interval" seconds
callback | The lambda function to be scheduled |
interval | Callback interval time in seconds. 0 means every frame, |
key | The key of the lambda function. To be used if you want to unschedule it @lua NA |
void schedule | ( | const std::function< void(float)> & | callback, |
float | interval, | ||
unsigned int | repeat, | ||
float | delay, | ||
const std::string & | key | ||
) |
Schedules a lambda function.
callback | The lambda function to be schedule. |
interval | Tick interval in seconds. 0 means tick every frame. |
repeat | The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely. |
delay | The amount of time that the first tick will wait before execution. |
key | The key of the lambda function. To be used if you want to unschedule it. @lua NA |
void unschedule | ( | SEL_SCHEDULE | selector | ) |
Unschedules a custom selector.
selector | A function wrapped as a selector. @lua NA |
void unschedule | ( | const std::string & | key | ) |
Unschedules a lambda function.
key | The key of the lambda function to be unscheduled. @lua NA |
void unscheduleAllCallbacks | ( | ) |
Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
Actions are not affected by this method. @lua NA
|
virtual |
Resumes all scheduled selectors, actions and event listeners.
This method is called internally by onEnter.
Reimplemented in VideoPlayer.
|
virtual |
Pauses all scheduled selectors, actions and event listeners.
This method is called internally by onExit.
Reimplemented in VideoPlayer.
|
virtual |
Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
delta | In seconds. |
Reimplemented in ParticleSystem, TextField, ScrollView, ScrollViewBar, TextFieldTTF, MotionStreak3D, and MotionStreak.
|
virtual |
Calls children's updateTransform() method recursively.
This method is moved from Sprite, so it's no longer specific to Sprite. As the result, you apply SpriteBatchNode's optimization on your customed Node. e.g., batchNode->addChild(myCustomNode)
, while you can only addChild(sprite) before.
Reimplemented in Sprite.
|
virtual |
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Reimplemented in AttachNode.
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels. Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
The matrix is in Pixels.
Note: If ancestor is not a valid ancestor of the node, the API would return the same value as
ancestor | The parent's node pointer. |
|
virtual |
Sets the transformation matrix manually.
transform | A given transformation matrix. |
|
virtual |
Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
The matrix is in Pixels.
|
virtual |
Returns the world affine transform matrix.
The matrix is in Pixels.
Reimplemented in AttachNode.
|
virtual |
Returns the inverse world affine transform matrix.
The matrix is in Pixels.
Reimplemented in AttachNode.
Converts a Vec2 to node (local) space coordinates.
The result is in Points.
worldPoint | A given coordinate. |
Converts a Vec2 to world space coordinates.
The result is in Points.
nodePoint | A given coordinate. |
Converts a Vec2 to node (local) space coordinates.
The result is in Points. treating the returned/received node point as anchor relative.
worldPoint | A given coordinate. |
Converts a local Vec2 to world space coordinates.The result is in Points.
treating the returned/received node point as anchor relative.
nodePoint | A given coordinate. |
converts a Touch (world coordinates) into a local coordinate.
This method is AR (Anchor Relative).
touch | A given touch. |
void setAdditionalTransform | ( | const Mat4 * | additionalTransform | ) |
Sets an additional transform matrix to the node.
In order to remove it, call it again with the argument nullptr
.
parent-child
relationship between two nodes (e.g. one is in BatchNode, another isn't).additionalTransform | An additional transform matrix. |
Component* getComponent | ( | const std::string & | name | ) |
Gets a component by its name.
name | A given name of component. |
|
virtual |
Adds a component.
component | A given component. |
|
virtual |
Removes a component by its name.
name | A given name of component. |
|
virtual |
Removes a component by its pointer.
component | A given component. |
|
virtual |
Return the node's opacity.
Reimplemented in ProgressTimer, MotionStreak3D, ScrollViewBar, and MotionStreak.
|
virtual |
Return the node's display opacity.
The difference between opacity and displayedOpacity is: The displayedOpacity is what's the final rendering opacity of node.
|
virtual |
Change node opacity.
opacity | A GLubyte opacity value. |
Reimplemented in ProgressTimer, MotionStreak3D, ScrollViewBar, MotionStreak, and AtlasNode.
|
virtual |
Update the displayed opacity of node with it's parent opacity;.
parentOpacity | The opacity of parent node. |
Reimplemented in Label, and ProtectedNode.
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virtual |
Whether cascadeOpacity is enabled or not.
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virtual |
Change node's cascadeOpacity property.
cascadeOpacityEnabled | True to enable cascadeOpacity, false otherwise. |
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virtual |
Query node's color value.
Reimplemented in ProgressTimer, and AtlasNode.
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virtual |
Query node's displayed color.
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virtual |
Change the color of node.
color | A Color3B color value. |
Reimplemented in ProgressTimer, and AtlasNode.
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virtual |
Update node's displayed color with its parent color.
parentColor | A Color3B color value. |
Reimplemented in Label, and ProtectedNode.
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virtual |
Query whether cascadeColor is enabled or not.
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virtual |
If you want node's color affect the children node's color, then set it to true.
Otherwise, set it to false.
cascadeColorEnabled | A boolean value. |
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virtual |
If you want the opacity affect the color property, then set to true.
value | A boolean value. |
Reimplemented in Menu, MotionStreak3D, MotionStreak, ParticleSystem, Sprite, Label, and AtlasNode.
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virtual |
If node opacity will modify the RGB color value, then you should override this method and return true.
Reimplemented in ParticleSystem, Label, Sprite, Menu, MotionStreak3D, MotionStreak, and AtlasNode.
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inline |
Set the callback of event onEnter.
callback | A std::function<void()> callback. |
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inline |
Get the callback of event onEnter.
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inline |
Set the callback of event onExit.
callback | A std::function<void()> callback. |
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inline |
Get the callback of event onExit.
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inline |
Set the callback of event EnterTransitionDidFinish.
callback | A std::function<void()> callback. |
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inline |
Get the callback of event EnterTransitionDidFinish.
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inline |
Set the callback of event ExitTransitionDidStart.
callback | A std::function<void()> callback. |
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inline |
Get the callback of event ExitTransitionDidStart.
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virtual |
Modify the camera mask for current node.
If applyChildren is true, then it will modify the camera mask of its children recursively.
mask | A unsigned short bit for mask. |
applyChildren | A boolean value to determine whether the mask bit should apply to its children or not. |
Reimplemented in Label, Layout, ProtectedNode, and ClippingNode.