mirror of https://github.com/axmolengine/axmol.git
Merge pull request #15113 from zilongshanren/improve-node-api-docs
improve the api doc for node.
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commit
c3eeb7c6b9
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@ -1629,7 +1629,7 @@ public:
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*/
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*/
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Vec2 convertTouchToNodeSpaceAR(Touch * touch) const;
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Vec2 convertTouchToNodeSpaceAR(Touch * touch) const;
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/**
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/**
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* Sets an additional transform matrix to the node.
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* Sets an additional transform matrix to the node.
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*
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*
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* In order to remove it, call it again with the argument `nullptr`.
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* In order to remove it, call it again with the argument `nullptr`.
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@ -1684,34 +1684,133 @@ public:
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/// @} end of component functions
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/// @} end of component functions
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// overrides
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// overrides
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/**
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* Return the node's opacity.
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* @return A GLubyte value.
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*/
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virtual GLubyte getOpacity() const;
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virtual GLubyte getOpacity() const;
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/**
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* Return the node's display opacity.
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* The difference between opacity and displayedOpacity is:
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* The displayedOpacity is what's the final rendering opacity of node.
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* @return A GLubyte value.
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*/
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virtual GLubyte getDisplayedOpacity() const;
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virtual GLubyte getDisplayedOpacity() const;
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/**
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* Change node opacity.
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* @param opacity A GLubyte opacity value.
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*/
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virtual void setOpacity(GLubyte opacity);
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virtual void setOpacity(GLubyte opacity);
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/**
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* Update the displayed opacity of node with it's parent opacity;
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* @param parentOpacity The opacity of parent node.
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*/
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virtual void updateDisplayedOpacity(GLubyte parentOpacity);
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virtual void updateDisplayedOpacity(GLubyte parentOpacity);
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/**
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* Whether cascadeOpacity is enabled or not.
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* @return A boolean value.
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*/
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virtual bool isCascadeOpacityEnabled() const;
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virtual bool isCascadeOpacityEnabled() const;
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/**
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* Change node's cascadeOpacity property.
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* @param cascadeOpacityEnabled True to enable cascadeOpacity, false otherwise.
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*/
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virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled);
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virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled);
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/**
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* Query node's color value.
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* @return A Color3B color value.
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*/
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virtual const Color3B& getColor() const;
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virtual const Color3B& getColor() const;
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/**
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* Query node's displayed color.
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* @return A Color3B color value.
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*/
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virtual const Color3B& getDisplayedColor() const;
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virtual const Color3B& getDisplayedColor() const;
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/**
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* Change the color of node.
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* @param color A Color3B color value.
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*/
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virtual void setColor(const Color3B& color);
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virtual void setColor(const Color3B& color);
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/**
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* Update node's displayed color with its parent color.
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* @param parentColor A Color3B color value.
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*/
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virtual void updateDisplayedColor(const Color3B& parentColor);
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virtual void updateDisplayedColor(const Color3B& parentColor);
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/**
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* Query whether cascadeColor is enabled or not.
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* @return Whether cascadeColor is enabled or not.
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*/
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virtual bool isCascadeColorEnabled() const;
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virtual bool isCascadeColorEnabled() const;
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/**
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* If you want node's color affect the children node's color, then set it to true.
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* Otherwise, set it to false.
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* @param cascadeColorEnabled A boolean value.
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*/
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virtual void setCascadeColorEnabled(bool cascadeColorEnabled);
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virtual void setCascadeColorEnabled(bool cascadeColorEnabled);
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/**
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* If you want the opacity affect the color property, then set to true.
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* @param value A boolean value.
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*/
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virtual void setOpacityModifyRGB(bool value) {CC_UNUSED_PARAM(value);}
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virtual void setOpacityModifyRGB(bool value) {CC_UNUSED_PARAM(value);}
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/**
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* If node opacity will modify the RGB color value, then you should override this method and return true.
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* @return A boolean value, true indicates that opacity will modify color; false otherwise.
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*/
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virtual bool isOpacityModifyRGB() const { return false; };
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virtual bool isOpacityModifyRGB() const { return false; };
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/**
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* Set the callback of event onEnter.
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* @param callback A std::function<void()> callback.
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*/
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void setOnEnterCallback(const std::function<void()>& callback) { _onEnterCallback = callback; }
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void setOnEnterCallback(const std::function<void()>& callback) { _onEnterCallback = callback; }
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/**
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* Get the callback of event onEnter.
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* @return A std:function<void()> callback.
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*/
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const std::function<void()>& getOnEnterCallback() const { return _onEnterCallback; }
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const std::function<void()>& getOnEnterCallback() const { return _onEnterCallback; }
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/**
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* Set the callback of event onExit.
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* @param callback A std::function<void()> callback.
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*/
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void setOnExitCallback(const std::function<void()>& callback) { _onExitCallback = callback; }
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void setOnExitCallback(const std::function<void()>& callback) { _onExitCallback = callback; }
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/**
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* Get the callback of event onExit.
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* @return A std::function<void()>.
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*/
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const std::function<void()>& getOnExitCallback() const { return _onExitCallback; }
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const std::function<void()>& getOnExitCallback() const { return _onExitCallback; }
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/**
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* Set the callback of event EnterTransitionDidFinish.
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* @param callback A std::function<void()> callback.
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*/
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void setonEnterTransitionDidFinishCallback(const std::function<void()>& callback) { _onEnterTransitionDidFinishCallback = callback; }
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void setonEnterTransitionDidFinishCallback(const std::function<void()>& callback) { _onEnterTransitionDidFinishCallback = callback; }
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/**
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* Get the callback of event EnterTransitionDidFinish.
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* @return std::function<void()>
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*/
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const std::function<void()>& getonEnterTransitionDidFinishCallback() const { return _onEnterTransitionDidFinishCallback; }
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const std::function<void()>& getonEnterTransitionDidFinishCallback() const { return _onEnterTransitionDidFinishCallback; }
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/**
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* Set the callback of event ExitTransitionDidStart.
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* @param callback A std::function<void()> callback.
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*/
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void setonExitTransitionDidStartCallback(const std::function<void()>& callback) { _onExitTransitionDidStartCallback = callback; }
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void setonExitTransitionDidStartCallback(const std::function<void()>& callback) { _onExitTransitionDidStartCallback = callback; }
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/**
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* Get the callback of event ExitTransitionDidStart.
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* @return std::function<void()>
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*/
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const std::function<void()>& getonExitTransitionDidStartCallback() const { return _onExitTransitionDidStartCallback; }
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const std::function<void()>& getonExitTransitionDidStartCallback() const { return _onExitTransitionDidStartCallback; }
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/** get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true */
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/**
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* get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
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*/
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unsigned short getCameraMask() const { return _cameraMask; }
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unsigned short getCameraMask() const { return _cameraMask; }
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/**
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* Modify the camera mask for current node.
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* If applyChildren is true, then it will modify the camera mask of its children recursively.
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* @param mask A unsigned short bit for mask.
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* @param applyChildren A boolean value to determine whether the mask bit should apply to its children or not.
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*/
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virtual void setCameraMask(unsigned short mask, bool applyChildren = true);
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virtual void setCameraMask(unsigned short mask, bool applyChildren = true);
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CC_CONSTRUCTOR_ACCESS:
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CC_CONSTRUCTOR_ACCESS:
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@ -1841,11 +1940,11 @@ protected:
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ComponentContainer *_componentContainer; ///< Dictionary of components
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ComponentContainer *_componentContainer; ///< Dictionary of components
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// opacity controls
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// opacity controls
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GLubyte _displayedOpacity;
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GLubyte _displayedOpacity;
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GLubyte _realOpacity;
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GLubyte _realOpacity;
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Color3B _displayedColor;
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Color3B _displayedColor;
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Color3B _realColor;
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Color3B _realColor;
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bool _cascadeColorEnabled;
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bool _cascadeColorEnabled;
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bool _cascadeOpacityEnabled;
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bool _cascadeOpacityEnabled;
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static int s_globalOrderOfArrival;
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static int s_globalOrderOfArrival;
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