mirror of https://github.com/axmolengine/axmol.git
616 lines
21 KiB
C++
616 lines
21 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Valentin Milea
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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
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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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
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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
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __PLATFOMR_CCNODE_H__
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#define __PLATFOMR_CCNODE_H__
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#include "ccMacros.h"
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#include "CCAffineTransform.h"
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#include "CCArray.h"
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#include "CCGL.h"
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#include "ccGLStateCache.h"
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#include "CCGLProgram.h"
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#include "kazmath/kazmath.h"
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NS_CC_BEGIN
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class CCCamera;
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class CCGridBase;
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class CCPoint;
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class CCTouch;
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class CCAction;
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class CCRGBAProtocol;
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class CCLabelProtocol;
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class CCScheduler;
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class CCActionManager;
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enum {
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kCCNodeTagInvalid = -1,
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};
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enum {
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kCCNodeOnEnter,
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kCCNodeOnExit
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};
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/** @brief CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode.
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The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
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The main features of a CCNode are:
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- They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc)
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- They can schedule periodic callback (schedule, unschedule, etc)
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- They can execute actions (runAction, stopAction, etc)
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Some CCNode nodes provide extra functionality for them or their children.
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Subclassing a CCNode usually means (one/all) of:
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- overriding init to initialize resources and schedule callbacks
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- create callbacks to handle the advancement of time
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- overriding draw to render the node
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Features of CCNode:
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- position
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- scale (x, y)
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- rotation (in degrees, clockwise)
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- CCCamera (an interface to gluLookAt )
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- CCGridBase (to do mesh transformations)
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- anchor point
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- size
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- visible
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- z-order
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- openGL z position
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Default values:
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- rotation: 0
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- position: (x=0,y=0)
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- scale: (x=1,y=1)
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- contentSize: (x=0,y=0)
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- anchorPoint: (x=0,y=0)
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Limitations:
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- A CCNode is a "void" object. It doesn't have a texture
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Order in transformations with grid disabled
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-# The node will be translated (position)
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-# The node will be rotated (rotation)
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-# The node will be scaled (scale)
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-# The node will be moved according to the camera values (camera)
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Order in transformations with grid enabled
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-# The node will be translated (position)
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-# The node will be rotated (rotation)
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-# The node will be scaled (scale)
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-# The grid will capture the screen
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-# The node will be moved according to the camera values (camera)
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-# The grid will render the captured screen
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Camera:
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- Each node has a camera. By default it points to the center of the CCNode.
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*/
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class CC_DLL CCNode : public CCObject
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{
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// variable property
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/** The z order of the node relative to it's "brothers": children of the same parent */
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CC_PROPERTY_READONLY(int, m_nZOrder, ZOrder)
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/** The real openGL Z vertex.
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Differences between openGL Z vertex and cocos2d Z order:
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- OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
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- OpenGL Z might require to set 2D projection
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- cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
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@warning: Use it at your own risk since it might break the cocos2d parent-children z order
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@since v0.8
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*/
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CC_PROPERTY(float, m_fVertexZ, VertexZ)
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/** The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW. */
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CC_PROPERTY(float, m_fRotation, Rotation)
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/** Get the scale factor of the node.
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@warning: Assert when m_fScaleX != m_fScaleY.
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*/
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float getScale();
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/** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */
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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. */
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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. */
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CC_PROPERTY(float, m_fScaleY, ScaleY)
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/** Position (x,y) of the node in OpenGL coordinates. (0,0) is the left-bottom corner. */
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CC_PROPERTY_PASS_BY_REF(CCPoint, m_tPosition, Position)
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/** get/set Position for Lua (pass number faster than CCPoint object)
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lua code:
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local pos = node:getPositionLua() -- return CCPoint object from C++
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local x, y = node:getPosition() -- return x, y values from C++
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local x = node:getPositionX()
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local y = node:getPositionY()
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node:setPosition(x, y) -- pass x, y values to C++
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node:setPositionX(x)
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node:setPositionY(y)
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node:setPositionInPixels(x, y) -- pass x, y values to C++
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*/
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const CCPoint& getPositionLua(void);
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void getPosition(float* x, float* y);
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float getPositionX(void);
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float getPositionY(void);
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void setPositionX(float x);
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void setPositionY(float y);
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void setPosition(float x, float y);
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void _setZOrder(int z);
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/** The X skew angle of the node in degrees.
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This angle describes the shear distortion in the X direction.
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Thus, it is the angle between the Y axis and the left edge of the shape
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The default skewX angle is 0. Positive values distort the node in a CW direction.
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*/
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CC_PROPERTY(float, m_fSkewX, SkewX)
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/** The Y skew angle of the node in degrees.
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This angle describes the shear distortion in the Y direction.
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Thus, it is the angle between the X axis and the bottom edge of the shape
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The default skewY angle is 0. Positive values distort the node in a CCW direction.
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*/
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CC_PROPERTY(float, m_fSkewY, SkewY)
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CC_PROPERTY_READONLY(CCArray*, m_pChildren, Children)
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/** Get children count */
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unsigned int getChildrenCount(void);
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/** A CCCamera object that lets you move the node using a gluLookAt
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*/
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CC_PROPERTY_READONLY(CCCamera *, m_pCamera, Camera)
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/** A CCGrid object that is used when applying effects */
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CC_PROPERTY(CCGridBase *, m_pGrid, Grid)
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/** Whether of not the node is visible. Default is true */
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protected:
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bool m_bIsVisible;
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public:
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virtual bool isVisible();
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virtual void setVisible(bool visible);
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/** anchorPoint is the point around which all transformations and positioning manipulations take place.
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It's like a pin in the node where it is "attached" to its parent.
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The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner.
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But you can use values higher than (1,1) and lower than (0,0) too.
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The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
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@since v0.8
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*/
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CC_PROPERTY_PASS_BY_REF(CCPoint, m_tAnchorPoint, AnchorPoint)
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/** The anchorPoint in absolute pixels.
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Since v0.8 you can only read it. If you wish to modify it, use anchorPoint instead
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*/
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CC_PROPERTY_READONLY_PASS_BY_REF(CCPoint, m_tAnchorPointInPoints, AnchorPointInPoints)
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/** The untransformed size of the node.
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The contentSize remains the same no matter the node is scaled or rotated.
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All nodes has a size. Layer and Scene has the same size of the screen.
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@since v0.8
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*/
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CC_PROPERTY_PASS_BY_REF(CCSize, m_tContentSize, ContentSize)
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/** whether or not the node is running */
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bool m_bIsRunning;
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bool isRunning();
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/** A weak reference to the parent */
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CC_PROPERTY(CCNode *, m_pParent, Parent)
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// If ture, the Anchor Point will be (0,0) when you position the CCNode.
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// Used by CCLayer and CCScene
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bool m_bIgnoreAnchorPointForPosition;
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bool isIgnoreAnchorPointForPosition();
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void ignoreAnchorPointForPosition(bool isIgnoreAnchorPointForPosition);
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/** A tag used to identify the node easily */
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CC_PROPERTY(int, m_nTag, Tag)
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/** A custom user data pointer */
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CC_PROPERTY(void *, m_pUserData, UserData)
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/** Similar to userData, but instead of holding a void* it holds an id */
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CC_SYNTHESIZE_RETAIN(CCObject*, m_pUserObject, UserObject);
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/** Shader Program
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@since v2.0
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*/
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CC_SYNTHESIZE_RETAIN(CCGLProgram*, m_pShaderProgram, ShaderProgram);
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/** used internally for zOrder sorting, don't change this manually */
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CC_SYNTHESIZE(int, m_nOrderOfArrival, OrderOfArrival);
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/** GL server side state
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@since v2.0
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*/
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CC_SYNTHESIZE(ccGLServerState, m_glServerState, GLServerState);
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/** CCActionManager used by all the actions.
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IMPORTANT: If you set a new CCActionManager, then previously created actions are going to be removed.
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@since v2.0
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*/
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CC_PROPERTY(CCActionManager*, m_pActionManager, ActionManager);
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/** CCScheduler used to schedule all "updates" and timers.
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IMPORTANT: If you set a new CCScheduler, then previously created timers/update are going to be removed.
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@since v2.0
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*/
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CC_PROPERTY(CCScheduler*, m_pScheduler, Scheduler);
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protected:
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// transform
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CCAffineTransform m_tTransform, m_tInverse;
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// To reduce memory, place bools that are not properties here:
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bool m_bIsTransformDirty;
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bool m_bIsInverseDirty;
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bool m_bReorderChildDirty;
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int m_nScriptHandler;
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private:
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//! lazy allocs
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void childrenAlloc(void);
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//! helper that reorder a child
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void insertChild(CCNode* child, int z);
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//! used internally to alter the zOrder variable. DON'T call this method manually
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void setZOrder(int z);
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void detachChild(CCNode *child, bool doCleanup);
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CCPoint convertToWindowSpace(const CCPoint& nodePoint);
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public:
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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".
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@warning: This interface will be deprecated in future.
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*/
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static CCNode * node(void);
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/** allocates and initializes a node.
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The node will be created as "autorelease".
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*/
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static CCNode * create(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.
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During onEnter you can't a "sister/brother" node.
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*/
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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.
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@since v0.8
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*/
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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.
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During onExit you can't access a sibling node.
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*/
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virtual void onExit();
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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 starts.
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*/
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virtual void onExitTransitionDidStart();
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/** Register onEnter/onExit handler script function
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Script handler auto unregister after onEnter().
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*/
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virtual void registerScriptHandler(int nHandler);
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virtual void unregisterScriptHandler(void);
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// 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.
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@since v0.7.1
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*/
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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.
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@since v0.7.1
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*/
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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.
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@since v0.7.1
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*/
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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.
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@since v0.99.3
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*/
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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
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*/
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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
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*/
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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
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*/
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virtual void removeAllChildrenWithCleanup(bool cleanup);
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// composition: GET
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/** Gets a child from the container given its tag
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@return returns a CCNode object
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@since v0.7.1
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*/
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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.
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*/
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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
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don't call this manually unless a child added needs to be removed in the same frame */
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virtual void sortAllChildren();
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/** Stops all running actions and schedulers
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@since v0.8
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*/
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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:
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- glEnableClientState(GL_VERTEX_ARRAY);
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- glEnableClientState(GL_COLOR_ARRAY);
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- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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- glEnable(GL_TEXTURE_2D);
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AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE
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But if you enable any other GL state, you should disable it after drawing your node.
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*/
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virtual void draw(void);
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/** recursive method that visit its children and draw them */
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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. */
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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)
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it's necessary to transform the ancestors again.
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@since v0.7.2
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*/
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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.
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@since v0.8.2
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*/
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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.
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@warning Starting from v0.8 actions don't retain their target anymore.
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@since v0.7.1
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@return An Action pointer
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*/
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CCAction* runAction(CCAction* action);
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/** Removes all actions from the running action list */
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void stopAllActions(void);
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/** Removes an action from the running action list */
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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
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*/
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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
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@return the Action the with the given tag
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*/
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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:
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* If you are running 1 Sequence of 7 actions, it will return 1.
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* If you are running 7 Sequences of 2 actions, it will return 7.
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*/
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unsigned int numberOfRunningActions(void);
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// timers
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/** check whether a selector is scheduled. */
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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.
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Only one "update" method could be scheduled per node.
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@since v0.99.3
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*/
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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.
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Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
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@since v0.99.3
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*/
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void scheduleUpdateWithPriority(int priority);
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/* unschedules the "update" method.
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@since v0.99.3
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*/
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void unscheduleUpdate(void);
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/** schedules a selector.
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The scheduled selector will be ticked every frame
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*/
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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.
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If time is 0, it is recommended to use 'scheduleUpdate' instead.
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If the selector is already scheduled, then the interval parameter
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|
will be updated without scheduling it again.
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|
*/
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void schedule(SEL_SCHEDULE selector, float interval);
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/**
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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
|
|
*/
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void schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay);
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/**
|
|
Schedules a selector that runs only once, with a delay of 0 or larger
|
|
*/
|
|
void scheduleOnce(SEL_SCHEDULE selector, float delay);
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/** unschedules a custom selector.*/
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|
void unschedule(SEL_SCHEDULE selector);
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/** unschedule all scheduled selectors: custom selectors, and the 'update' selector.
|
|
Actions are not affected by this method.
|
|
@since v0.99.3
|
|
*/
|
|
void unscheduleAllSelectors(void);
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|
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/** resumes all scheduled selectors and actions.
|
|
Called internally by onEnter
|
|
*/
|
|
void resumeSchedulerAndActions(void);
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|
/** pauses all scheduled selectors and actions.
|
|
Called internally by onExit
|
|
*/
|
|
void pauseSchedulerAndActions(void);
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|
|
|
// transformation methods
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|
|
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/** Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
|
|
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.
|
|
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.
|
|
@since v0.7.1
|
|
*/
|
|
virtual CCAffineTransform nodeToWorldTransform(void);
|
|
|
|
/** Returns the inverse world affine transform matrix. The matrix is in Pixels.
|
|
@since v0.7.1
|
|
*/
|
|
virtual CCAffineTransform worldToNodeTransform(void);
|
|
|
|
/** Converts a Point to node (local) space coordinates. The result is in Points.
|
|
@since v0.7.1
|
|
*/
|
|
CCPoint convertToNodeSpace(const CCPoint& worldPoint);
|
|
/** Converts a Point to world space coordinates. The result is in Points.
|
|
@since v0.7.1
|
|
*/
|
|
CCPoint convertToWorldSpace(const CCPoint& nodePoint);
|
|
/** Converts a Point to node (local) space coordinates. The result is in Points.
|
|
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.
|
|
treating the returned/received node point as anchor relative.
|
|
@since v0.7.1
|
|
*/
|
|
CCPoint convertToWorldSpaceAR(const CCPoint& nodePoint);
|
|
|
|
/** convenience methods which take a CCTouch instead of CCPoint
|
|
@since v0.7.1
|
|
*/
|
|
CCPoint convertTouchToNodeSpace(CCTouch * touch);
|
|
|
|
/** converts a CCTouch (world coordinates) into a local coordiante. This method is AR (Anchor Relative).
|
|
@since v0.7.1
|
|
*/
|
|
CCPoint convertTouchToNodeSpaceAR(CCTouch * touch);
|
|
};
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __PLATFOMR_CCNODE_H__
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|
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