enum { kCCNodeTagInvalid = -1, }; enum { kCCNodeOnEnter, kCCNodeOnExit }; typedef enum { CC_GL_ALL = 0, } ccGLServerState; class CCNode : public CCObject { int getZOrder() const; float getVertexZ() const; void setVertexZ(float var); float getRotation() const; float getRotationX() const; float getRotationY() const; void setRotation(float newRotation); float getScale() const; void setScale(float scale); float getScaleX() const; void setScaleX(float newScaleX); float getScaleY() const; void setScaleY(float newScaleY); void getPosition(float* x = 0, float* y = 0) const; float getPositionX() const; float getPositionY() const; void setPosition(float x, float y); void setPosition(CCPoint pos); void setPositionX(float x); void setPositionY(float y); float getSkewX() const; void setSkewX(float skewX); float getSkewY() const; void setSkewY(float skewY); bool isVisible() const; void setVisible(bool var); CCPoint getAnchorPoint() const; void setAnchorPoint(CCPoint point); CCSize getContentSize(); void setContentSize(const CCSize & size); int getTag(); void setTag(int var); CCArray* getChildren(); unsigned int getChildrenCount(void); CCCamera* getCamera(); CCGridBase* getGrid(); void setGrid(CCGridBase* pGrid); CCPoint getAnchorPointInPoints(); bool isRunning() const; CCNode* getParent(); void setParent(CCNode * var); bool isIgnoreAnchorPointForPosition(); void ignoreAnchorPointForPosition(bool newValue); void* getUserData(); void setUserData(void *var); CCObject* getUserObject(); void setUserObject(CCObject* pObject); CCGLProgram* getShaderProgram(); void setShaderProgram(CCGLProgram* pShaderProgram); int getOrderOfArrival() const; void setOrderOfArrival(int order); ccGLServerState getGLServerState() const; void setGLServerState(ccGLServerState state); CCActionManager* getActionManager(); void setActionManager(CCActionManager* pActionMgr); ccGLServerState getGLServerState(void); void setGLServerState(ccGLServerState state); CCScheduler* getScheduler(); void setScheduler(CCScheduler* pScheduler); void addChild(CCNode * child); void addChild(CCNode * child, int zOrder); void addChild(CCNode * child, int zOrder, int tag); void removeChild(CCNode* child, bool cleanup); void removeAllChildrenWithCleanup(bool cleanup); void reorderChild(CCNode * child, int zOrder); void cleanup(void); void draw(void); void visit(void); void transform(void); void transformAncestors(void); CCRect boundingBox(void); CCAction* runAction(CCAction* action); void stopAllActions(void); void stopAction(CCAction* action); void stopActionByTag(int tag); CCAction* getActionByTag(int tag); const char * description(void) const; CCNode* getChildByTag(int tag); unsigned int numberOfRunningActions(void); CCAffineTransform nodeToParentTransform(void); CCAffineTransform parentToNodeTransform(void); CCAffineTransform nodeToWorldTransform(void); CCAffineTransform worldToNodeTransform(void); CCPoint convertToNodeSpace(CCPoint worldPoint); CCPoint convertToWorldSpace(CCPoint nodePoint); CCPoint convertToNodeSpaceAR(CCPoint worldPoint); CCPoint convertToWorldSpaceAR(CCPoint nodePoint); CCPoint convertTouchToNodeSpace(CCTouch * touch); CCPoint convertTouchToNodeSpaceAR(CCTouch * touch); void removeFromParentAndCleanup(bool cleanup); void removeChildByTag(int tag, bool cleanup); void scheduleUpdateWithPriorityLua(LUA_FUNCTION nHandler, int priority); void unscheduleUpdate(void); static CCNode * create(void); }; class CCNodeRGBA : public CCNode, public CCRGBAProtocol { CCNodeRGBA(); virtual ~CCNodeRGBA(); virtual bool init(); virtual GLubyte getOpacity() const; virtual GLubyte getDisplayedOpacity() const; virtual void setOpacity(GLubyte opacity); virtual void updateDisplayedOpacity(GLubyte parentOpacity); virtual bool isCascadeOpacityEnabled() const; virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled); virtual const Color3B& getColor(void) const; virtual const Color3B& getDisplayedColor() const; virtual void setColor(const Color3B& color); virtual void updateDisplayedColor(const Color3B& parentColor); virtual bool isCascadeColorEnabled() const; virtual void setCascadeColorEnabled(bool cascadeColorEnabled); virtual void setOpacityModifyRGB(bool bValue); virtual bool isOpacityModifyRGB() const; };