axmol/cocos2dx/include/CCNode.h

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/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Valentin Milea
Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#ifndef __PLATFOMR_CCNODE_H__
#define __PLATFOMR_CCNODE_H__
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#include "ccMacros.h"
#include "CCAffineTransform.h"
#include "CCArray.h"
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#include "CCGL.h"
#include "ccGLStateCache.h"
#include "CCGLProgram.h"
#include "kazmath/kazmath.h"
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NS_CC_BEGIN
class CCCamera;
class CCGridBase;
class CCPoint;
class CCTouch;
class CCAction;
class CCRGBAProtocol;
class CCLabelProtocol;
class CCScheduler;
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class CCActionManager;
enum {
kCCNodeTagInvalid = -1,
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};
enum {
kCCNodeOnEnter,
kCCNodeOnExit
};
#define arrayMakeObjectsPerformSelector(pArray, func, elementType) \
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do { \
if(pArray && pArray->count() > 0) \
{ \
CCObject* child; \
CCARRAY_FOREACH(pArray, child) \
{ \
elementType pNode = (elementType) child; \
if(pNode) \
{ \
pNode->func(); \
} \
} \
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} \
} \
while(false)
#define arrayMakeObjectsPerformSelectorWithObject(pArray, func, pObject, elementType) \
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do { \
if(pArray && pArray->count() > 0) \
{ \
CCObject* child = NULL; \
CCARRAY_FOREACH(pArray, child) \
{ \
elementType pNode = (elementType) child; \
if(pNode) \
{ \
pNode->func(pObject); \
} \
} \
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} \
} \
while(false)
/** @brief CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode.
The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
The main features of a CCNode are:
- They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc)
- They can schedule periodic callback (schedule, unschedule, etc)
- They can execute actions (runAction, stopAction, etc)
Some CCNode nodes provide extra functionality for them or their children.
Subclassing a CCNode 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
Features of CCNode:
- position
- scale (x, y)
- rotation (in degrees, clockwise)
- CCCamera (an interface to gluLookAt )
- CCGridBase (to do mesh transformations)
- anchor point
- size
- visible
- z-order
- openGL z position
Default values:
- rotation: 0
- position: (x=0,y=0)
- scale: (x=1,y=1)
- contentSize: (x=0,y=0)
- anchorPoint: (x=0,y=0)
Limitations:
- A CCNode is a "void" object. It doesn't have a texture
Order in transformations with grid disabled
-# The node will be translated (position)
-# The node will be rotated (rotation)
-# The node will be scaled (scale)
-# The node will be moved according to the camera values (camera)
Order in transformations with grid enabled
-# The node will be translated (position)
-# The node will be rotated (rotation)
-# The node will be scaled (scale)
-# The grid will capture the screen
-# The node will be moved according to the camera values (camera)
-# The grid will render the captured screen
Camera:
- Each node has a camera. By default it points to the center of the CCNode.
*/
class CC_DLL CCNode : public CCObject
{
// variable property
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/** The z order of the node relative to it's "brothers": children of the same parent */
CC_PROPERTY_READONLY(int, m_nZOrder, ZOrder)
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/** The real openGL Z vertex.
Differences between openGL Z vertex and cocos2d Z order:
- OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
- OpenGL Z might require to set 2D projection
- cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
@warning: Use it at your own risk since it might break the cocos2d parent-children z order
@since v0.8
*/
CC_PROPERTY(float, m_fVertexZ, VertexZ)
/** The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW. */
CC_PROPERTY(float, m_fRotation, Rotation)
/** Get the scale factor of the node.
@warning: Assert when m_fScaleX != m_fScaleY.
*/
float getScale();
/** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */
void setScale(float scale);
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/** The scale factor of the node. 1.0 is the default scale factor. It only modifies the X scale factor. */
CC_PROPERTY(float, m_fScaleX, ScaleX)
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/** The scale factor of the node. 1.0 is the default scale factor. It only modifies the Y scale factor. */
CC_PROPERTY(float, m_fScaleY, ScaleY)
/** Position (x,y) of the node in OpenGL coordinates. (0,0) is the left-bottom corner. */
CC_PROPERTY_PASS_BY_REF(CCPoint, m_tPosition, Position)
/** get/set Position for Lua (pass number faster than CCPoint object)
lua code:
local pos = node:getPositionLua() -- return CCPoint object from C++
local x, y = node:getPosition() -- return x, y values from C++
local x = node:getPositionX()
local y = node:getPositionY()
node:setPosition(x, y) -- pass x, y values to C++
node:setPositionX(x)
node:setPositionY(y)
node:setPositionInPixels(x, y) -- pass x, y values to C++
*/
const CCPoint& getPositionLua(void);
void getPosition(float* x, float* y);
float getPositionX(void);
float getPositionY(void);
void setPositionX(float x);
void setPositionY(float y);
void setPosition(float x, float y);
void _setZOrder(int z);
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/** The X skew angle of the node in degrees.
This angle describes the shear distortion in the X direction.
Thus, it is the angle between the Y axis and the left edge of the shape
The default skewX angle is 0. Positive values distort the node in a CW direction.
*/
CC_PROPERTY(float, m_fSkewX, SkewX)
/** The Y skew angle of the node in degrees.
This angle describes the shear distortion in the Y direction.
Thus, it is the angle between the X axis and the bottom edge of the shape
The default skewY angle is 0. Positive values distort the node in a CCW direction.
*/
CC_PROPERTY(float, m_fSkewY, SkewY)
CC_PROPERTY_READONLY(CCArray*, m_pChildren, Children)
/** Get children count */
unsigned int getChildrenCount(void);
/** A CCCamera object that lets you move the node using a gluLookAt
*/
CC_PROPERTY_READONLY(CCCamera *, m_pCamera, Camera)
/** A CCGrid object that is used when applying effects */
CC_PROPERTY(CCGridBase *, m_pGrid, Grid)
/** Whether of not the node is visible. Default is true */
CC_PROPERTY(bool, m_bIsVisible, IsVisible)
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/** 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 (0.5,0.5), so it starts in the center of the node.
@since v0.8
*/
CC_PROPERTY_PASS_BY_REF(CCPoint, m_tAnchorPoint, AnchorPoint)
/** The anchorPoint in absolute pixels.
Since v0.8 you can only read it. If you wish to modify it, use anchorPoint instead
*/
CC_PROPERTY_READONLY_PASS_BY_REF(CCPoint, m_tAnchorPointInPoints, AnchorPointInPoints)
/** 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.
@since v0.8
*/
CC_PROPERTY_PASS_BY_REF(CCSize, m_tContentSize, ContentSize)
/** whether or not the node is running */
CC_PROPERTY_READONLY(bool, m_bIsRunning, IsRunning)
/** A weak reference to the parent */
CC_PROPERTY(CCNode *, m_pParent, Parent)
/** If true the transformtions will be relative to it's anchor point.
* Sprites, Labels and any other sizeble object use it have it enabled by default.
* Scenes, Layers and other "whole screen" object don't use it, have it disabled by default.
*/
CC_PROPERTY(bool, m_bIsRelativeAnchorPoint, IsRelativeAnchorPoint)
/** A tag used to identify the node easily */
CC_PROPERTY(int, m_nTag, Tag)
/** A custom user data pointer */
CC_PROPERTY(void *, m_pUserData, UserData)
/** Similar to userData, but instead of holding a void* it holds an id */
CC_SYNTHESIZE_RETAIN(CCObject*, m_pUserObject, UserObject);
/** Shader Program
@since v2.0
*/
CC_SYNTHESIZE_RETAIN(CCGLProgram*, m_pShaderProgram, ShaderProgram);
/** used internally for zOrder sorting, don't change this manually */
CC_SYNTHESIZE(int, m_nOrderOfArrival, OrderOfArrival);
/** GL server side state
@since v2.0
*/
CC_SYNTHESIZE(ccGLServerState, m_glServerState, GLServerState);
/** CCActionManager used by all the actions.
IMPORTANT: If you set a new CCActionManager, then previously created actions are going to be removed.
@since v2.0
*/
CC_PROPERTY(CCActionManager*, m_pActionManager, ActionManager);
/** CCScheduler used to schedule all "updates" and timers.
IMPORTANT: If you set a new CCScheduler, then previously created timers/update are going to be removed.
@since v2.0
*/
CC_PROPERTY(CCScheduler*, m_pScheduler, Scheduler);
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protected:
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// transform
CCAffineTransform m_tTransform, m_tInverse;
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// To reduce memory, place bools that are not properties here:
bool m_bIsTransformDirty;
bool m_bIsInverseDirty;
bool m_bReorderChildDirty;
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int m_nScriptHandler;
private:
//! lazy allocs
void childrenAlloc(void);
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//! helper that reorder a child
void insertChild(CCNode* child, int z);
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//! used internally to alter the zOrder variable. DON'T call this method manually
void setZOrder(int z);
void detachChild(CCNode *child, bool doCleanup);
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CCPoint convertToWindowSpace(const CCPoint& nodePoint);
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public:
CCNode(void);
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virtual ~CCNode(void);
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const char* description(void);
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/** allocates and initializes a node.
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The node will be created as "autorelease".
*/
static CCNode * node(void);
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//scene managment
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/** callback that is called every time the CCNode enters the 'stage'.
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If the CCNode enters the 'stage' with a transition, this callback is called when the transition starts.
During onEnter you can't a "sister/brother" node.
*/
virtual void onEnter();
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/** callback that is called when the CCNode enters in the 'stage'.
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If the CCNode enters the 'stage' with a transition, this callback is called when the transition finishes.
@since v0.8
*/
virtual void onEnterTransitionDidFinish();
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/** callback that is called every time the CCNode leaves the 'stage'.
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If the CCNode leaves the 'stage' with a transition, this callback is called when the transition finishes.
During onExit you can't access a sibling node.
*/
virtual void onExit();
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/** callback that is called every time the CCNode leaves the 'stage'.
If the CCNode leaves the 'stage' with a transition, this callback is called when the transition starts.
*/
virtual void onExitTransitionDidStart();
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/** Register onEnter/onExit handler script function
Script handler auto unregister after onEnter().
*/
virtual void registerScriptHandler(int nHandler);
virtual void unregisterScriptHandler(void);
// composition: ADD
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/** Adds a child to the container with z-order as 0.
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If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
@since v0.7.1
*/
virtual void addChild(CCNode * child);
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/** Adds a child to the container with a z-order
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If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
@since v0.7.1
*/
virtual void addChild(CCNode * child, int zOrder);
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/** Adds a child to the container with z order and tag
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If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
@since v0.7.1
*/
virtual void addChild(CCNode * child, int zOrder, int tag);
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// composition: REMOVE
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/** Remove itself from its parent node. If cleanup is true, then also remove all actions and callbacks.
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If the node orphan, then nothing happens.
@since v0.99.3
*/
void removeFromParentAndCleanup(bool cleanup);
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/** Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
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@since v0.7.1
*/
virtual void removeChild(CCNode* child, bool cleanup);
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/** Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
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@since v0.7.1
*/
void removeChildByTag(int tag, bool cleanup);
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/** Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
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@since v0.7.1
*/
virtual void removeAllChildrenWithCleanup(bool cleanup);
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// composition: GET
/** Gets a child from the container given its tag
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@return returns a CCNode object
@since v0.7.1
*/
CCNode * getChildByTag(int tag);
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/** Reorders a child according to a new z value.
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* The child MUST be already added.
*/
virtual void reorderChild(CCNode * child, int zOrder);
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/** performance improvement, Sort the children array once before drawing, instead of every time when a child is added or reordered
don't call this manually unless a child added needs to be removed in the same frame */
virtual void sortAllChildren();
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/** Stops all running actions and schedulers
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@since v0.8
*/
virtual void cleanup(void);
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// draw
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/** Override this method to draw your own node.
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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.
*/
virtual void draw(void);
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/** recursive method that visit its children and draw them */
virtual void visit(void);
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// transformations
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/** performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. */
void transform(void);
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/** performs OpenGL view-matrix transformation of it's ancestors.
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Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO)
it's necessary to transform the ancestors again.
@since v0.7.2
*/
void transformAncestors(void);
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/** returns a "local" axis aligned bounding box of the node.
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The returned box is relative only to its parent.
@since v0.8.2
*/
CCRect boundingBox(void);
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// actions
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/** Executes an action, and returns the action that is executed.
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The node becomes the action's target.
@warning Starting from v0.8 actions don't retain their target anymore.
@since v0.7.1
@return An Action pointer
*/
CCAction* runAction(CCAction* action);
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/** Removes all actions from the running action list */
void stopAllActions(void);
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/** Removes an action from the running action list */
void stopAction(CCAction* action);
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/** Removes an action from the running action list given its tag
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@since v0.7.1
*/
void stopActionByTag(int tag);
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/** Gets an action from the running action list given its tag
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@since v0.7.1
@return the Action the with the given tag
*/
CCAction* getActionByTag(int tag);
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/** Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
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* 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.
*/
unsigned int numberOfRunningActions(void);
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// timers
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/** check whether a selector is scheduled. */
bool isScheduled(SEL_SCHEDULE selector);
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/** schedules the "update" method. It will use the order number 0. This method will be called every frame.
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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.
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@since v0.99.3
*/
void scheduleUpdate(void);
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/** schedules the "update" selector with a custom priority. This selector will be called every frame.
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Scheduled selectors 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).
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@since v0.99.3
*/
void scheduleUpdateWithPriority(int priority);
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/* unschedules the "update" method.
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@since v0.99.3
*/
void unscheduleUpdate(void);
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/** schedules a selector.
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The scheduled selector will be ticked every frame
*/
void schedule(SEL_SCHEDULE selector);
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/** schedules a custom selector with an interval time in seconds.
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If time is 0 it will be ticked every frame.
If time is 0, it is recommended to use 'scheduleUpdate' instead.
If the selector is already scheduled, then the interval parameter
will be updated without scheduling it again.
*/
void schedule(SEL_SCHEDULE selector, ccTime interval);
/**
repeat will execute the action repeat + 1 times, for a continues action use kCCRepeatForever
delay is the amount of time the action will wait before execution
*/
void schedule(SEL_SCHEDULE selector, ccTime interval, unsigned int repeat, ccTime delay);
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/**
Schedules a selector that runs only once, with a delay of 0 or larger
*/
void scheduleOnce(SEL_SCHEDULE selector, ccTime delay);
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/** unschedules a custom selector.*/
void unschedule(SEL_SCHEDULE selector);
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/** unschedule all scheduled selectors: custom selectors, and the 'update' selector.
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Actions are not affected by this method.
@since v0.99.3
*/
void unscheduleAllSelectors(void);
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/** resumes all scheduled selectors and actions.
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Called internally by onEnter
*/
void resumeSchedulerAndActions(void);
/** pauses all scheduled selectors and actions.
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Called internally by onExit
*/
void pauseSchedulerAndActions(void);
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// transformation methods
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/** Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
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The matrix is in Pixels.
@since v0.7.1
*/
virtual CCAffineTransform nodeToParentTransform(void);
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/** Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
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The matrix is in Pixels.
@since v0.7.1
*/
virtual CCAffineTransform parentToNodeTransform(void);
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/** Retrusn the world affine transform matrix. The matrix is in Pixels.
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@since v0.7.1
*/
virtual CCAffineTransform nodeToWorldTransform(void);
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/** Returns the inverse world affine transform matrix. The matrix is in Pixels.
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@since v0.7.1
*/
virtual CCAffineTransform worldToNodeTransform(void);
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/** Converts a Point to node (local) space coordinates. The result is in Points.
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@since v0.7.1
*/
CCPoint convertToNodeSpace(const CCPoint& worldPoint);
/** Converts a Point to world space coordinates. The result is in Points.
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@since v0.7.1
*/
CCPoint convertToWorldSpace(const CCPoint& nodePoint);
/** Converts a Point to node (local) space coordinates. The result is in Points.
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treating the returned/received node point as anchor relative.
@since v0.7.1
*/
CCPoint convertToNodeSpaceAR(const CCPoint& worldPoint);
/** Converts a local Point to world space coordinates.The result is in Points.
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treating the returned/received node point as anchor relative.
@since v0.7.1
*/
CCPoint convertToWorldSpaceAR(const CCPoint& nodePoint);
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/** convenience methods which take a CCTouch instead of CCPoint
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@since v0.7.1
*/
CCPoint convertTouchToNodeSpace(CCTouch * touch);
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/** converts a CCTouch (world coordinates) into a local coordiante. This method is AR (Anchor Relative).
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@since v0.7.1
*/
CCPoint convertTouchToNodeSpaceAR(CCTouch * touch);
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};
NS_CC_END
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#endif // __PLATFOMR_CCNODE_H__
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