Cocos2d-x  v4
Node Class Reference

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 ScenegetScene () 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 EventDispatchergetEventDispatcher () 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 Color3BgetColor () const
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () 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 Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getPositionNormalized () const
 Returns the normalized position. More...
 
virtual const Vec2getNormalizedPosition () 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 Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () 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 RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () 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 ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
 
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
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...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
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 SchedulergetScheduler ()
 Gets a Scheduler object. More...
 
virtual const SchedulergetScheduler () 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 Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
 
virtual 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 Mat4getParentToNodeTransform () 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...
 
Refautorelease ()
 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 Nodecreate ()
 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 NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename 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 NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void 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.
 

Detailed Description

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:

  • They can contain other Node objects (addChild, getChildByTag, removeChild, etc)
  • They can schedule periodic callback (schedule, unschedule, etc)
  • They can execute actions (runAction, stopAction, etc)

Subclassing a Node usually means (one/all) of:

  • overriding init to initialize resources and schedule callbacks
  • create callbacks to handle the advancement of time
  • overriding draw to render the node

Properties of Node:

  • position (default: x=0, y=0)
  • scale (default: x=1, y=1)
  • rotation (in degrees, clockwise) (default: 0)
  • anchor point (default: x=0, y=0)
  • contentSize (default: width=0, height=0)
  • visible (default: true)

Limitations:

  • A Node is a "void" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override draw.

Member Function Documentation

◆ create()

static Node* create ( )
static

Allocates and initializes a node.

Returns
A initialized node which is marked as "autorelease".

◆ getDescription()

virtual std::string getDescription ( ) const
virtual

◆ setLocalZOrder()

virtual void setLocalZOrder ( std::int32_t  localZOrder)
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.

See also
setGlobalZOrder
setVertexZ
Parameters
localZOrderThe local Z order value.

◆ updateOrderOfArrival()

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.

Warning
This method is used internally for localZOrder sorting, don't change this manually
Parameters
orderOfArrivalThe arrival order.

◆ getLocalZOrder()

virtual std::int32_t getLocalZOrder ( ) const
inlinevirtual

Gets the local Z order of this node.

See also
setLocalZOrder(int)
Returns
The local (relative to its siblings) Z order.

◆ setGlobalZOrder()

virtual void setGlobalZOrder ( float  globalZOrder)
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.

See also
setLocalZOrder()
setVertexZ()
Since
v3.0
Parameters
globalZOrderThe global Z order value.

Reimplemented in Label, Layout, and ProtectedNode.

◆ getGlobalZOrder()

virtual float getGlobalZOrder ( ) const
inlinevirtual

Returns the Node's Global Z Order.

See also
setGlobalZOrder(int)
Returns
The node's global Z order

◆ setScaleX()

virtual void setScaleX ( float  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.
Warning
The physics body doesn't support this.

Reimplemented in Sprite, Widget, and ParticleSystem.

◆ getScaleX()

virtual float getScaleX ( ) const
virtual

Returns the scale factor on X axis of this node.

See also
setScaleX(float)
Returns
The scale factor on X axis.

Reimplemented in Widget.

◆ setScaleY()

virtual void setScaleY ( float  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.
Warning
The physics body doesn't support this.

Reimplemented in Sprite, Widget, and ParticleSystem.

◆ getScaleY()

virtual float getScaleY ( ) const
virtual

Returns the scale factor on Y axis of this node.

See also
setScaleY(float)
Returns
The scale factor on Y axis.

Reimplemented in Widget.

◆ setScaleZ()

virtual void setScaleZ ( float  scaleZ)
virtual

Changes the scale factor on Z axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
scaleZThe scale factor on Z axis.
Warning
The physics body doesn't support this.

◆ getScaleZ()

virtual float getScaleZ ( ) const
virtual

Returns the scale factor on Z axis of this node.

See also
setScaleZ(float)
Returns
The scale factor on Z axis.

◆ setScale() [1/2]

virtual void setScale ( float  scale)
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.

Parameters
scaleThe scale factor for both X and Y axis.
Warning
The physics body doesn't support this.

Reimplemented in Sprite, Widget, and ParticleSystem.

◆ getScale()

virtual float getScale ( ) const
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when _scaleX != _scaleY
See also
setScale(float)
Returns
The scale factor of the node.

Reimplemented in Widget.

◆ setScale() [2/2]

virtual void setScale ( float  scaleX,
float  scaleY 
)
virtual

Sets the scale (x,y) of the node.

It is a scaling factor that multiplies the width and height of the node and its children.

Parameters
scaleXThe scale factor on X axis.
scaleYThe scale factor on Y axis.
Warning
The physics body doesn't support this.

Reimplemented in Sprite, and Widget.

◆ setPosition() [1/2]

virtual void setPosition ( const Vec2 position)
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.

node->setPosition(size.width/2, size.height/2);
Parameters
positionThe position (x,y) of the node in OpenGL coordinates.

Reimplemented in MotionStreak3D, MotionStreak, EditBox, Sprite, and Widget.

◆ setPositionNormalized()

virtual void setPositionNormalized ( const Vec2 position)
virtual

Sets the position (x,y) using values between 0 and 1.

The positions in pixels is calculated like the following:

// pseudo code
void setNormalizedPosition(Vec2 pos) {
Size s = getParent()->getContentSize();
_position = pos * s;
}
Parameters
positionThe normalized position (x,y) of the node, using value between 0 and 1.

◆ getPosition() [1/2]

virtual const Vec2& getPosition ( ) const
virtual

Gets the position (x,y) of the node in its parent's coordinate system.

See also
setPosition(const Vec2&)
Returns
The position (x,y) of the node in OpenGL coordinates.
In js and lua return value is table which contains x,y.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ getPositionNormalized()

virtual const Vec2& getPositionNormalized ( ) const
virtual

Returns the normalized position.

Returns
The normalized position.

◆ setPosition() [2/2]

virtual void setPosition ( float  x,
float  y 
)
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++.

// sample code in Lua
local pos = node::getPosition() -- returns Vec2 object from C++.
node:setPosition(x, y) -- pass x, y coordinate to C++.
Parameters
xX coordinate for position.
yY coordinate for position.

Reimplemented in Sprite, MotionStreak3D, and MotionStreak.

◆ getPosition() [2/2]

virtual void getPosition ( float *  x,
float *  y 
) const
virtual

Gets position in a more efficient way, returns two number instead of a Vec2 object.

See also
setPosition(float, float) In js,out value not return.
Parameters
xTo receive x coordinate for position.
yTo receive y coordinate for position.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ setPositionX()

virtual void setPositionX ( float  x)
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.

Parameters
xThe x coordinate of the node.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ getPositionX()

virtual float getPositionX ( ) const
virtual

Gets the x coordinate of the node in its parent's coordinate system.

Returns
The x coordinate of the node.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ setPositionY()

virtual void setPositionY ( float  y)
virtual

Sets the y coordinate of the node in its parent's coordinate system.

Parameters
yThe y coordinate of the node.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ getPositionY()

virtual float getPositionY ( ) const
virtual

Gets the y coordinate of the node in its parent's coordinate system.

Returns
The y coordinate of the node.

Reimplemented in MotionStreak3D, and MotionStreak.

◆ setPosition3D()

virtual void setPosition3D ( const Vec3 position)
virtual

Sets the position (X, Y, and Z) in its parent's coordinate system.

Parameters
positionThe position (X, Y, and Z) in its parent's coordinate system. @js NA

Reimplemented in MotionStreak3D.

◆ getPosition3D()

virtual Vec3 getPosition3D ( ) const
virtual

Returns the position (X,Y,Z) in its parent's coordinate system.

Returns
The position (X, Y, and Z) in its parent's coordinate system. @js NA

Reimplemented in MotionStreak3D, and MotionStreak.

◆ setPositionZ()

virtual void setPositionZ ( float  positionZ)
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.

See also
setGlobalZValue()
Parameters
positionZOpenGL Z vertex of this node. @js setVertexZ

Reimplemented in Sprite.

◆ getPositionZ()

virtual float getPositionZ ( ) const
virtual

Gets position Z coordinate of this node.

See also
setPositionZ(float)
Returns
The position Z coordinate of this node. @js getVertexZ

◆ setSkewX()

virtual void setSkewX ( float  skewX)
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.

Parameters
skewXThe X skew angle of the node in degrees.
Warning
The physics body doesn't support this.

Reimplemented in Sprite.

◆ getSkewX()

virtual float getSkewX ( ) const
virtual

Returns the X skew angle of the node in degrees.

See also
setSkewX(float)
Returns
The X skew angle of the node in degrees.

◆ setSkewY()

virtual void setSkewY ( float  skewY)
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.

Parameters
skewYThe Y skew angle of the node in degrees.
Warning
The physics body doesn't support this.

Reimplemented in Sprite.

◆ getSkewY()

virtual float getSkewY ( ) const
virtual

Returns the Y skew angle of the node in degrees.

See also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.

◆ setAnchorPoint()

virtual void setAnchorPoint ( const Vec2 anchorPoint)
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.

Note
If node has a physics body, the anchor must be in the middle, you can't change this to other value.
Parameters
anchorPointThe anchor point of node.

Reimplemented in EditBox, ProgressTimer, and Sprite.

◆ getAnchorPoint()

virtual const Vec2& getAnchorPoint ( ) const
virtual

Returns the anchor point in percent.

See also
setAnchorPoint(const Vec2&)
Returns
The anchor point of node.

◆ getAnchorPointInPoints()

virtual const Vec2& getAnchorPointInPoints ( ) const
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See also
getAnchorPoint()
Returns
The anchor point in absolute pixels.

◆ setContentSize()

virtual void setContentSize ( const Size &  contentSize)
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.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in LayerColor, EditBox, LayerRadialGradient, Sprite, ScrollView, and Widget.

◆ getContentSize()

virtual const Size& getContentSize ( ) const
virtual

Returns the untransformed size of the node.

See also
setContentSize(const Size&)
Returns
The untransformed size of the node.

Reimplemented in Label, and ScrollView.

◆ setVisible()

virtual void setVisible ( bool  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible.

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in EditBox, VideoPlayer, WebView, and Sprite.

◆ isVisible()

virtual bool isVisible ( ) const
virtual

Determines if the node is visible.

See also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.

◆ setRotation()

virtual void setRotation ( float  rotation)
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.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented in Sprite, and ParticleSystem.

◆ getRotation()

virtual float getRotation ( ) const
virtual

Returns the rotation of the node in degrees.

See also
setRotation(float)
Returns
The rotation of the node in degrees.

◆ setRotation3D()

virtual void setRotation3D ( const Vec3 rotation)
virtual

Sets the rotation (X,Y,Z) in degrees.

Useful for 3d rotations.

Warning
The physics body doesn't support this.
Parameters
rotationThe rotation of the node in 3d. @js NA

Reimplemented in MotionStreak3D.

◆ getRotation3D()

virtual Vec3 getRotation3D ( ) const
virtual

Returns the rotation (X,Y,Z) in degrees.

Returns
The rotation of the node in 3d. @js NA

◆ setRotationQuat()

virtual void setRotationQuat ( const Quaternion quat)
virtual

Set rotation by quaternion.

You should make sure the quaternion is normalized.

Parameters
quatThe rotation in quaternion, note that the quat must be normalized. @js NA

Reimplemented in MotionStreak3D.

◆ getRotationQuat()

virtual Quaternion getRotationQuat ( ) const
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.

Returns
The rotation in quaternion. @js NA

◆ setRotationSkewX()

virtual void setRotationSkewX ( float  rotationX)
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.

Parameters
rotationXThe X rotation in degrees which performs a horizontal rotational skew.
Warning
The physics body doesn't support this. @js setRotationX

Reimplemented in Sprite.

◆ getRotationSkewX()

virtual float getRotationSkewX ( ) const
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See also
setRotationSkewX(float)
Returns
The X rotation in degrees. @js getRotationX

◆ setRotationSkewY()

virtual void setRotationSkewY ( float  rotationY)
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.

Parameters
rotationYThe Y rotation in degrees.
Warning
The physics body doesn't support this. @js setRotationY

Reimplemented in Sprite.

◆ getRotationSkewY()

virtual float getRotationSkewY ( ) const
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See also
setRotationSkewY(float)
Returns
The Y rotation in degrees. @js getRotationY

◆ setIgnoreAnchorPointForPosition()

virtual void setIgnoreAnchorPointForPosition ( bool  ignore)
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.

Parameters
ignoretrue if anchor point will be (0,0) when you position this node.

Reimplemented in Sprite.

◆ isIgnoreAnchorPointForPosition()

virtual bool isIgnoreAnchorPointForPosition ( ) const
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See also
setIgnoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.

◆ addChild() [1/4]

virtual void addChild ( Node child)
virtual

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

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

Parameters
childA child node.

Reimplemented in ScrollView, Layout, ListView, and Menu.

◆ addChild() [2/4]

virtual void addChild ( Node child,
int  localZOrder 
)
virtual

Adds a child to the container with a local z-order.

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

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented in Menu, ScrollView, Layout, and ListView.

◆ addChild() [3/4]

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

Adds a child to the container with z order and tag.

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

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn 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.

◆ addChild() [4/4]

virtual void addChild ( Node child,
int  localZOrder,
const std::string &  name 
)
virtual

Adds a child to the container with z order and tag.

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

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented in Sprite, ListView, ScrollView, SpriteBatchNode, Menu, ParticleBatchNode, ParallaxNode, Layout, and ScrollView.

◆ getChildByTag() [1/2]

virtual Node* getChildByTag ( int  tag) const
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a Node object whose tag equals to the input parameter.

Please use getChildByName() instead.

Reimplemented in ScrollView.

◆ getChildByTag() [2/2]

T getChildByTag ( int  tag) const
inline

Gets a child from the container with its tag that can be cast to Type T.

Parameters
tagAn identifier to find the child node.
Returns
a Node with the given tag that can be cast to Type T.

◆ getChildByName() [1/2]

virtual Node* getChildByName ( const std::string &  name) const
virtual

Gets a child from the container with its name.

Parameters
nameAn identifier to find the child node.
Returns
a Node object whose name equals to the input parameter.
Since
v3.2

Reimplemented in ScrollView.

◆ getChildByName() [2/2]

T getChildByName ( const std::string &  name) const
inline

Gets a child from the container with its name that can be cast to Type T.

Parameters
nameAn identifier to find the child node.
Returns
a Node with the given name that can be cast to Type T.

◆ enumerateChildren()

virtual void enumerateChildren ( const std::string &  name,
std::function< bool(Node *node)>  callback 
) const
virtual

Search the children of the receiving node to perform processing for nodes which share a name.

Parameters
nameThe 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.
enumerateChildren("//MyName", ...): This searches the children recursively and matches any node with the name `MyName`.
enumerateChildren("[[:alnum:]]+", ...): This search string matches every node of its children.
enumerateChildren("A[[:digit:]]", ...): This searches the node's children and returns any child named `A0`, `A1`, ..., `A9`.
enumerateChildren("Abby/Normal", ...): This searches the node's grandchildren and returns any node whose name is `Normal`
and whose parent is named `Abby`.
enumerateChildren("//Abby/Normal", ...): This searches recursively and returns any node whose name is `Normal` and whose
parent is named `Abby`.
Warning
Only support alpha or number for name, and not support unicode.
Parameters
callbackA 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.
Since
v3.2

◆ getChildren()

virtual Vector<Node*>& getChildren ( )
inlinevirtual

Returns the array of the node's children.

Returns
the array the node's children.

Reimplemented in ScrollView.

◆ getChildrenCount()

virtual ssize_t getChildrenCount ( ) const
virtual

Returns the amount of children.

Returns
The amount of children.

Reimplemented in ScrollView.

◆ setParent()

virtual void setParent ( Node parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parent node.

◆ getParent()

virtual Node* getParent ( )
inlinevirtual

Returns a pointer to the parent node.

See also
setParent(Node*)
Returns
A pointer to the parent node.

◆ removeFromParent()

virtual void removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See also
removeFromParentAndCleanup(bool)

◆ removeFromParentAndCleanup()

virtual void removeFromParentAndCleanup ( bool  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise. @js removeFromParent @lua removeFromParent

◆ removeChild()

virtual void removeChild ( Node child,
bool  cleanup = true 
)
virtual

Removes a child from the container.

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

Parameters
childThe child node which will be removed.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented in Label, Layout, ScrollView, ListView, FastTMXLayer, ScrollView, Sprite, TMXLayer, SpriteBatchNode, Menu, ParticleBatchNode, and ParallaxNode.

◆ removeChildByTag()

virtual void removeChildByTag ( int  tag,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
tagAn integer number that identifies a child node.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Please use removeChildByName instead.

◆ removeChildByName()

virtual void removeChildByName ( const std::string &  name,
bool  cleanup = true 
)
virtual

Removes a child from the container by tag value.

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

Parameters
nameA string that identifies a child node.
cleanupTrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

◆ removeAllChildren()

virtual void removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

Reimplemented in Layout, ScrollView, ListView, ScrollView, and Scene.

◆ removeAllChildrenWithCleanup()

virtual void removeAllChildrenWithCleanup ( bool  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanupTrue if all running actions on all children nodes should be cleanup, false otherwise. @js removeAllChildren @lua removeAllChildren

Reimplemented in ParticleBatchNode, Label, Sprite, Layout, ScrollView, ListView, ScrollView, SpriteBatchNode, and ParallaxNode.

◆ reorderChild()

virtual void reorderChild ( Node child,
int  localZOrder 
)
virtual

Reorders a child according to a new z value.

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

Reimplemented in Sprite, SpriteBatchNode, and ParticleBatchNode.

◆ sortAllChildren()

virtual void sortAllChildren ( )
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.

Note
Don't call this manually unless a child added needs to be removed in the same frame.

Reimplemented in Sprite, and SpriteBatchNode.

◆ sortNodes()

static void sortNodes ( cocos2d::Vector< _T * > &  nodes)
inlinestatic

Sorts helper function.

◆ getTag()

virtual int getTag ( ) const
virtual

Returns a tag that is used to identify the node easily.

Returns
An integer that identifies the node.

Please use getTag() instead.

◆ setTag()

virtual void setTag ( int  tag)
virtual

Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
tagA integer that identifies the node.

Please use setName() instead.

◆ getName()

virtual const std::string& getName ( ) const
virtual

Returns a string that is used to identify the node.

Returns
A string that identifies the node.
Since
v3.2

◆ setName()

virtual void setName ( const std::string &  name)
virtual

Changes the name that is used to identify the node easily.

Parameters
nameA string that identifies the node.
Since
v3.2

◆ getUserData()

virtual void* getUserData ( )
inlinevirtual

Returns a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object.

Returns
A custom user data pointer. @lua NA

◆ setUserData()

virtual void setUserData ( void *  userData)
virtual

Sets a custom user data pointer.

You can set everything in UserData pointer, a data block, a structure or an object, etc.

Warning
Don't forget to release the memory manually, especially before you change this data pointer, and before this node is autoreleased.
Parameters
userDataA custom user data pointer. @lua NA

◆ getUserObject()

virtual Ref* getUserObject ( )
inlinevirtual

Returns a user assigned Object.

Similar to userData, but instead of holding a void* it holds an object.

Returns
A user assigned Object. @lua NA

◆ setUserObject()

virtual void setUserObject ( Ref userObject)
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.

Parameters
userObjectA user assigned Object.

◆ isRunning()

virtual bool isRunning ( ) const
virtual

Returns whether or not the node is "running".

If the node is running it will accept event callbacks like onEnter(), onExit(), update().

Returns
Whether or not the node is running.

◆ scheduleUpdateWithPriorityLua()

void scheduleUpdateWithPriorityLua ( int  handler,
int  priority 
)

Schedules for lua script.

@js NA

Parameters
handlerThe key to search lua function.
priorityA given priority value.

◆ onEnter()

virtual void onEnter ( )
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.

◆ onEnterTransitionDidFinish()

virtual void onEnterTransitionDidFinish ( )
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.

◆ onExit()

virtual void onExit ( )
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.

◆ onExitTransitionDidStart()

virtual void onExitTransitionDidStart ( )
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.

◆ draw()

virtual void draw ( Renderer *  renderer,
const Mat4 transform,
uint32_t  flags 
)
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.
Parameters
rendererA given renderer.
transformA transform matrix.
flagsRenderer 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.

◆ visit()

virtual void visit ( Renderer *  renderer,
const Mat4 parentTransform,
uint32_t  parentFlags 
)
virtual

Visits this node's children and draw them recursively.

Parameters
rendererA given renderer.
parentTransformA transform matrix.
parentFlagsRenderer flag.

Reimplemented in Label, Layout, DrawNode, Camera, ScrollView, Sprite3D, SpriteBatchNode, TextFieldTTF, ProtectedNode, ClippingNode, ParticleBatchNode, BillBoard, ParallaxNode, RenderTexture, NodeGrid, ClippingRectangleNode, AttachNode, and Widget.

◆ getScene()

virtual Scene* getScene ( ) const
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.

Returns
The Scene that contains the node.

◆ getBoundingBox()

virtual Rect getBoundingBox ( ) const
virtual

Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.

Returns
An AABB (axis-aligned bounding-box) in its parent's coordinate system

Reimplemented in Label, and Sprite3D.

◆ setEventDispatcher()

virtual void setEventDispatcher ( EventDispatcher dispatcher)
virtual

Set event dispatcher for scene.

Parameters
dispatcherThe event dispatcher of scene.

◆ getEventDispatcher()

virtual EventDispatcher* getEventDispatcher ( ) const
inlinevirtual

Get the event dispatcher of scene.

Returns
The event dispatcher of scene.

◆ setActionManager()

virtual void setActionManager ( ActionManager actionManager)
virtual

Sets the ActionManager object that is used by all actions.

Warning
If you set a new ActionManager, then previously created actions will be removed.
Parameters
actionManagerA ActionManager object that is used by all actions.

◆ getActionManager()

virtual ActionManager* getActionManager ( )
inlinevirtual

Gets the ActionManager object that is used by all actions.

See also
setActionManager(ActionManager*)
Returns
A ActionManager object.

◆ runAction()

virtual Action* runAction ( Action action)
virtual

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to Action::getTarget().

Warning
Actions don't retain their target.
Parameters
actionAn Action pointer.

Reimplemented in Sprite3D.

◆ stopAction()

void stopAction ( Action action)

Stops and removes an action from the running action list.

Parameters
actionThe action object to be removed.

◆ stopActionByTag()

void stopActionByTag ( int  tag)

Removes an action from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.

◆ stopAllActionsByTag()

void stopAllActionsByTag ( int  tag)

Removes all actions from the running action list by its tag.

Parameters
tagA tag that indicates the action to be removed.

◆ stopActionsByFlags()

void stopActionsByFlags ( unsigned int  flags)

Removes all actions from the running action list by its flags.

Parameters
flagsA flag field that removes actions based on bitwise AND.

◆ getActionByTag()

Action* getActionByTag ( int  tag)

Gets an action from the running action list by its tag.

See also
setTag(int), getTag().
Returns
The action object with the given tag.

◆ getNumberOfRunningActions()

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.

Returns
The number of actions that are running plus the ones that are schedule to run.

◆ getNumberOfRunningActionsByTag()

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.

Parameters
tagThe tag that will be searched.
Returns
The number of actions that are running plus the ones that are schedule to run with specific tag.

◆ setScheduler()

virtual void setScheduler ( Scheduler scheduler)
virtual

Sets a Scheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new Scheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA Scheduler object that is used to schedule all "update" and timers.

◆ getScheduler()

virtual Scheduler* getScheduler ( )
inlinevirtual

Gets a Scheduler object.

See also
setScheduler(Scheduler*)
Returns
A Scheduler object.

◆ isScheduled() [1/2]

bool isScheduled ( SEL_SCHEDULE  selector) const

Checks whether a selector is scheduled.

Parameters
selectorA function selector
Returns
Whether the function selector is scheduled. @js NA @lua NA

◆ isScheduled() [2/2]

bool isScheduled ( const std::string &  key) const

Checks whether a lambda function is scheduled.

Parameters
keykey of the callback
Returns
Whether the lambda function selector is scheduled. @js NA @lua NA

◆ scheduleUpdate()

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

◆ scheduleUpdateWithPriority()

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

Parameters
priorityA given priority value.

◆ schedule() [1/6]

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.

// firstly, implement a schedule function
void MyNode::TickMe(float dt);
// wrap this function into a selector via schedule_selector macro.
this->schedule(CC_SCHEDULE_SELECTOR(MyNode::TickMe), 0, 0, 0);
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely.
delayThe amount of time that the first tick will wait before execution. @lua NA

◆ schedule() [2/6]

void schedule ( SEL_SCHEDULE  selector,
float  interval 
)

Schedules a custom selector with an interval time in seconds.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
intervalCallback interval time in seconds. 0 means tick every frame, @lua NA

◆ scheduleOnce() [1/2]

void scheduleOnce ( SEL_SCHEDULE  selector,
float  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorThe SEL_SCHEDULE selector to be scheduled.
delayThe amount of time that the first tick will wait before execution. @lua NA

◆ scheduleOnce() [2/2]

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.

Parameters
callbackThe lambda function to be scheduled.
delayThe amount of time that the first tick will wait before execution.
keyThe key of the lambda function. To be used if you want to unschedule it. @lua NA

◆ schedule() [3/6]

void schedule ( SEL_SCHEDULE  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector @lua NA

◆ schedule() [4/6]

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.

Parameters
callbackThe lambda function to be scheduled.
keyThe key of the lambda function. To be used if you want to unschedule it. @lua NA

◆ schedule() [5/6]

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

Parameters
callbackThe lambda function to be scheduled
intervalCallback interval time in seconds. 0 means every frame,
keyThe key of the lambda function. To be used if you want to unschedule it @lua NA

◆ schedule() [6/6]

void schedule ( const std::function< void(float)> &  callback,
float  interval,
unsigned int  repeat,
float  delay,
const std::string &  key 
)

Schedules a lambda function.

Parameters
callbackThe lambda function to be schedule.
intervalTick interval in seconds. 0 means tick every frame.
repeatThe selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely.
delayThe amount of time that the first tick will wait before execution.
keyThe key of the lambda function. To be used if you want to unschedule it. @lua NA

◆ unschedule() [1/2]

void unschedule ( SEL_SCHEDULE  selector)

Unschedules a custom selector.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector. @lua NA

◆ unschedule() [2/2]

void unschedule ( const std::string &  key)

Unschedules a lambda function.

Parameters
keyThe key of the lambda function to be unscheduled. @lua NA

◆ unscheduleAllCallbacks()

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

◆ resume()

virtual void resume ( )
virtual

Resumes all scheduled selectors, actions and event listeners.

This method is called internally by onEnter.

Reimplemented in VideoPlayer.

◆ pause()

virtual void pause ( )
virtual

Pauses all scheduled selectors, actions and event listeners.

This method is called internally by onExit.

Reimplemented in VideoPlayer.

◆ update()

virtual void update ( float  delta)
virtual

Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".

Parameters
deltaIn seconds.

Reimplemented in ParticleSystem, TextField, ScrollView, ScrollViewBar, TextFieldTTF, MotionStreak3D, and MotionStreak.

◆ updateTransform()

virtual void updateTransform ( )
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.

◆ getNodeToParentTransform() [1/2]

virtual const Mat4& getNodeToParentTransform ( ) const
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Returns
The transformation matrix.

Reimplemented in AttachNode.

◆ getNodeToParentTransform() [2/2]

virtual Mat4 getNodeToParentTransform ( Node ancestor) const
virtual

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

See also
getNodeToWorldTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The transformation matrix.

◆ getNodeToParentAffineTransform()

virtual AffineTransform getNodeToParentAffineTransform ( Node ancestor) const
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

See also
getNodeToWorldAffineTransform
Parameters
ancestorThe parent's node pointer.
Since
v3.7
Returns
The affine transformation matrix.

◆ setNodeToParentTransform()

virtual void setNodeToParentTransform ( const Mat4 transform)
virtual

Sets the transformation matrix manually.

Parameters
transformA given transformation matrix.

◆ getParentToNodeTransform()

virtual const Mat4& getParentToNodeTransform ( ) const
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

Returns
The transformation matrix.

◆ getNodeToWorldTransform()

virtual Mat4 getNodeToWorldTransform ( ) const
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Returns
transformation matrix, in pixels.

Reimplemented in AttachNode.

◆ getWorldToNodeTransform()

virtual Mat4 getWorldToNodeTransform ( ) const
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

Returns
The transformation matrix.

Reimplemented in AttachNode.

◆ convertToNodeSpace()

Vec2 convertToNodeSpace ( const Vec2 worldPoint) const

Converts a Vec2 to node (local) space coordinates.

The result is in Points.

Parameters
worldPointA given coordinate.
Returns
A point in node (local) space coordinates.

◆ convertToWorldSpace()

Vec2 convertToWorldSpace ( const Vec2 nodePoint) const

Converts a Vec2 to world space coordinates.

The result is in Points.

Parameters
nodePointA given coordinate.
Returns
A point in world space coordinates.

◆ convertToNodeSpaceAR()

Vec2 convertToNodeSpaceAR ( const Vec2 worldPoint) const

Converts a Vec2 to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

Parameters
worldPointA given coordinate.
Returns
A point in node (local) space coordinates, anchor relative.

◆ convertToWorldSpaceAR()

Vec2 convertToWorldSpaceAR ( const Vec2 nodePoint) const

Converts a local Vec2 to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

Parameters
nodePointA given coordinate.
Returns
A point in world space coordinates, anchor relative.

◆ convertTouchToNodeSpace()

Vec2 convertTouchToNodeSpace ( Touch touch) const

convenience methods which take a Touch instead of Vec2.

Parameters
touchA given touch.
Returns
A point in world space coordinates.

◆ convertTouchToNodeSpaceAR()

Vec2 convertTouchToNodeSpaceAR ( Touch touch) const

converts a Touch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

Parameters
touchA given touch.
Returns
A point in world space coordinates, anchor relative.

◆ setAdditionalTransform()

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.

Note
The additional transform will be concatenated at the end of getNodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
Parameters
additionalTransformAn additional transform matrix.

◆ getComponent()

Component* getComponent ( const std::string &  name)

Gets a component by its name.

Parameters
nameA given name of component.
Returns
The Component by name.

◆ addComponent()

virtual bool addComponent ( Component *  component)
virtual

Adds a component.

Parameters
componentA given component.
Returns
True if added success.

◆ removeComponent() [1/2]

virtual bool removeComponent ( const std::string &  name)
virtual

Removes a component by its name.

Parameters
nameA given name of component.
Returns
True if removed success.

◆ removeComponent() [2/2]

virtual bool removeComponent ( Component *  component)
virtual

Removes a component by its pointer.

Parameters
componentA given component.
Returns
True if removed success.

◆ getOpacity()

virtual uint8_t getOpacity ( ) const
virtual

Return the node's opacity.

Returns
A GLubyte value.

Reimplemented in ProgressTimer, MotionStreak3D, ScrollViewBar, and MotionStreak.

◆ getDisplayedOpacity()

virtual uint8_t getDisplayedOpacity ( ) const
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.

Returns
A GLubyte value.

◆ setOpacity()

virtual void setOpacity ( uint8_t  opacity)
virtual

Change node opacity.

Parameters
opacityA GLubyte opacity value.

Reimplemented in ProgressTimer, MotionStreak3D, ScrollViewBar, MotionStreak, and AtlasNode.

◆ updateDisplayedOpacity()

virtual void updateDisplayedOpacity ( uint8_t  parentOpacity)
virtual

Update the displayed opacity of node with it's parent opacity;.

Parameters
parentOpacityThe opacity of parent node.

Reimplemented in Label, and ProtectedNode.

◆ isCascadeOpacityEnabled()

virtual bool isCascadeOpacityEnabled ( ) const
virtual

Whether cascadeOpacity is enabled or not.

Returns
A boolean value.

◆ setCascadeOpacityEnabled()

virtual void setCascadeOpacityEnabled ( bool  cascadeOpacityEnabled)
virtual

Change node's cascadeOpacity property.

Parameters
cascadeOpacityEnabledTrue to enable cascadeOpacity, false otherwise.

◆ getColor()

virtual const Color3B& getColor ( ) const
virtual

Query node's color value.

Returns
A Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

◆ getDisplayedColor()

virtual const Color3B& getDisplayedColor ( ) const
virtual

Query node's displayed color.

Returns
A Color3B color value.

◆ setColor()

virtual void setColor ( const Color3B color)
virtual

Change the color of node.

Parameters
colorA Color3B color value.

Reimplemented in ProgressTimer, and AtlasNode.

◆ updateDisplayedColor()

virtual void updateDisplayedColor ( const Color3B parentColor)
virtual

Update node's displayed color with its parent color.

Parameters
parentColorA Color3B color value.

Reimplemented in Label, and ProtectedNode.

◆ isCascadeColorEnabled()

virtual bool isCascadeColorEnabled ( ) const
virtual

Query whether cascadeColor is enabled or not.

Returns
Whether cascadeColor is enabled or not.

◆ setCascadeColorEnabled()

virtual void setCascadeColorEnabled ( bool  cascadeColorEnabled)
virtual

If you want node's color affect the children node's color, then set it to true.

Otherwise, set it to false.

Parameters
cascadeColorEnabledA boolean value.

◆ setOpacityModifyRGB()

virtual void setOpacityModifyRGB ( bool  value)
virtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented in Menu, MotionStreak3D, MotionStreak, ParticleSystem, Sprite, Label, and AtlasNode.

◆ isOpacityModifyRGB()

virtual bool isOpacityModifyRGB ( ) const
virtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented in ParticleSystem, Label, Sprite, Menu, MotionStreak3D, MotionStreak, and AtlasNode.

◆ setOnEnterCallback()

void setOnEnterCallback ( const std::function< void()> &  callback)
inline

Set the callback of event onEnter.

Parameters
callbackA std::function<void()> callback.

◆ getOnEnterCallback()

const std::function<void()>& getOnEnterCallback ( ) const
inline

Get the callback of event onEnter.

Returns
A std:function<void()> callback.

◆ setOnExitCallback()

void setOnExitCallback ( const std::function< void()> &  callback)
inline

Set the callback of event onExit.

Parameters
callbackA std::function<void()> callback.

◆ getOnExitCallback()

const std::function<void()>& getOnExitCallback ( ) const
inline

Get the callback of event onExit.

Returns
A std::function<void()>.

◆ setOnEnterTransitionDidFinishCallback()

void setOnEnterTransitionDidFinishCallback ( const std::function< void()> &  callback)
inline

Set the callback of event EnterTransitionDidFinish.

Parameters
callbackA std::function<void()> callback.

◆ getOnEnterTransitionDidFinishCallback()

const std::function<void()>& getOnEnterTransitionDidFinishCallback ( ) const
inline

Get the callback of event EnterTransitionDidFinish.

Returns
std::function<void()>

◆ setOnExitTransitionDidStartCallback()

void setOnExitTransitionDidStartCallback ( const std::function< void()> &  callback)
inline

Set the callback of event ExitTransitionDidStart.

Parameters
callbackA std::function<void()> callback.

◆ getOnExitTransitionDidStartCallback()

const std::function<void()>& getOnExitTransitionDidStartCallback ( ) const
inline

Get the callback of event ExitTransitionDidStart.

Returns
std::function<void()>

◆ setCameraMask()

virtual void setCameraMask ( unsigned short  mask,
bool  applyChildren = true 
)
virtual

Modify the camera mask for current node.

If applyChildren is true, then it will modify the camera mask of its children recursively.

Parameters
maskA unsigned short bit for mask.
applyChildrenA boolean value to determine whether the mask bit should apply to its children or not.

Reimplemented in Label, Layout, ProtectedNode, and ClippingNode.


The documentation for this class was generated from the following file:
cocos2d::Node::getParent
virtual Node * getParent()
Returns a pointer to the parent node.
Definition: CCNode.h:873
cocos2d::Node::getContentSize
virtual const Size & getContentSize() const
Returns the untransformed size of the node.
cocos2d::Director::getWinSize
const Size & getWinSize() const
Returns the size of the OpenGL view in points.
cocos2d::Node::enumerateChildren
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.
cocos2d::Director::getInstance
static Director * getInstance()
Returns a shared instance of the director.
cocos2d::Node::schedule
void schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
Schedules a custom selector.
cocos2d::Node::setPosition
virtual void setPosition(const Vec2 &position)
Sets the position (x,y) of the node in its parent's coordinate system.