mirror of https://github.com/axmolengine/axmol.git
1699 lines
60 KiB
C++
1699 lines
60 KiB
C++
/****************************************************************************
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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) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies 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 __CCNODE_H__
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#define __CCNODE_H__
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#include "base/ccMacros.h"
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#include "base/CCVector.h"
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#include "base/CCProtocols.h"
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#include "base/CCScriptSupport.h"
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#include "math/CCAffineTransform.h"
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#include "math/CCMath.h"
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NS_CC_BEGIN
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class GridBase;
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class Touch;
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class Action;
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class LabelProtocol;
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class Scheduler;
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class ActionManager;
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class Component;
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class ComponentContainer;
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class EventDispatcher;
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class Scene;
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class Renderer;
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class GLProgram;
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class GLProgramState;
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#if CC_USE_PHYSICS
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class PhysicsBody;
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#endif
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/**
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* @addtogroup base_nodes
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* @{
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*/
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enum {
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kNodeOnEnter,
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kNodeOnExit,
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kNodeOnEnterTransitionDidFinish,
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kNodeOnExitTransitionDidStart,
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kNodeOnCleanup
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};
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bool CC_DLL nodeComparisonLess(Node* n1, Node* n2);
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class EventListener;
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/** @brief Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it.
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The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
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The main features of a Node are:
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- They can contain other Node objects (`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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Subclassing a Node 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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Properties of Node:
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- position (default: x=0, y=0)
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- scale (default: x=1, y=1)
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- rotation (in degrees, clockwise) (default: 0)
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- anchor point (default: x=0, y=0)
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- contentSize (default: width=0, height=0)
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- visible (default: true)
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Limitations:
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- 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`.
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*/
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class CC_DLL Node : public Ref
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{
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public:
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/// Default tag used for all the nodes
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static const int INVALID_TAG = -1;
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enum {
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FLAGS_TRANSFORM_DIRTY = (1 << 0),
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FLAGS_CONTENT_SIZE_DIRTY = (1 << 1),
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FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY),
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};
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/// @{
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/// @name Constructor, Destructor and Initializers
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/**
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* Allocates and initializes a node.
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* @return A initialized node which is marked as "autorelease".
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*/
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static Node * create();
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/**
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* Gets the description string. It makes debugging easier.
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* @return A string
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* @js NA
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* @lua NA
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*/
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virtual std::string getDescription() const;
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/// @} end of initializers
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/// @{
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/// @name Setters & Getters for Graphic Peroperties
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/**
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LocalZOrder is the 'key' used to sort the node relative to its siblings.
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The Node's parent will sort all its children based ont the LocalZOrder value.
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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.
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Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order )
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And Nodes that have LocalZOder values < 0 are the "left" subtree
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While Nodes with LocalZOder >=0 are the "right" subtree.
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@see `setGlobalZOrder`
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@see `setVertexZ`
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*/
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virtual void setLocalZOrder(int localZOrder);
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CC_DEPRECATED_ATTRIBUTE virtual void setZOrder(int localZOrder) { setLocalZOrder(localZOrder); }
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/* Helper function used by `setLocalZOrder`. Don't use it unless you know what you are doing.
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*/
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virtual void _setLocalZOrder(int z);
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/**
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* Gets the local Z order of this node.
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*
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* @see `setLocalZOrder(int)`
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*
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* @return The local (relative to its siblings) Z order.
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*/
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virtual int getLocalZOrder() const { return _localZOrder; }
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CC_DEPRECATED_ATTRIBUTE virtual int getZOrder() const { return getLocalZOrder(); }
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/**
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Defines the oder in which the nodes are renderer.
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Nodes that have a Global Z Order lower, are renderer first.
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In case two or more nodes have the same Global Z Order, the oder is not guaranteed.
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The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
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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.
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Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
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Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors.
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And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
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@see `setLocalZOrder()`
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@see `setVertexZ()`
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@since v3.0
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*/
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virtual void setGlobalZOrder(float globalZOrder);
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/**
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* Returns the Node's Global Z Order.
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*
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* @see `setGlobalZOrder(int)`
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*
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* @return The node's global Z order
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*/
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virtual float getGlobalZOrder() const { return _globalZOrder; }
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/**
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* Sets the scale (x) of the node.
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*
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* It is a scaling factor that multiplies the width of the node and its children.
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*
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* @param scaleX The scale factor on X axis.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setScaleX(float scaleX);
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/**
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* Returns the scale factor on X axis of this node
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*
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* @see setScaleX(float)
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*
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* @return The scale factor on X axis.
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*/
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virtual float getScaleX() const;
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/**
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* Sets the scale (y) of the node.
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*
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* It is a scaling factor that multiplies the height of the node and its children.
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*
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* @param scaleY The scale factor on Y axis.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setScaleY(float scaleY);
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/**
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* Returns the scale factor on Y axis of this node
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*
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* @see `setScaleY(float)`
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*
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* @return The scale factor on Y axis.
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*/
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virtual float getScaleY() const;
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/**
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* Changes the scale factor on Z axis of this node
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*
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* The Default value is 1.0 if you haven't changed it before.
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*
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* @param scaleY The scale factor on Y axis.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setScaleZ(float scaleZ);
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/**
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* Returns the scale factor on Z axis of this node
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*
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* @see `setScaleZ(float)`
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*
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* @return The scale factor on Z axis.
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*/
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virtual float getScaleZ() const;
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/**
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* Sets the scale (x,y,z) of the node.
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*
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* It is a scaling factor that multiplies the width, height and depth of the node and its children.
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*
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* @param scale The scale factor for both X and Y axis.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setScale(float scale);
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/**
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* Gets the scale factor of the node, when X and Y have the same scale factor.
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*
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* @warning Assert when `_scaleX != _scaleY`
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* @see setScale(float)
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*
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* @return The scale factor of the node.
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*/
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virtual float getScale() const;
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/**
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* Sets the scale (x,y) of the node.
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*
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* It is a scaling factor that multiplies the width and height of the node and its children.
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*
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* @param scaleX The scale factor on X axis.
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* @param scaleY The scale factor on Y axis.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setScale(float scaleX, float scaleY);
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/**
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* Sets the position (x,y) of the node in its parent's coordinate system.
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*
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* Usually we use `Vec2(x,y)` to compose Vec2 object.
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* This code snippet sets the node in the center of screen.
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@code
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Size size = Director::getInstance()->getWinSize();
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node->setPosition(size.width/2, size.height/2)
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@endcode
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*
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* @param position The position (x,y) of the node in OpenGL coordinates
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*/
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virtual void setPosition(const Vec2 &position);
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/** Sets the position (x,y) using values between 0 and 1.
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The positions in pixels is calculated like the following:
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@code
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// pseudo code
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void setNormalizedPosition(Vec2 pos) {
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Size s = getParent()->getContentSize();
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_position = pos * s;
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}
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@endcode
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*/
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virtual void setNormalizedPosition(const Vec2 &position);
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/**
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* Gets the position (x,y) of the node in its parent's coordinate system.
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*
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* @see setPosition(const Vec2&)
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*
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* @return The position (x,y) of the node in OpenGL coordinates
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* @code
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* In js and lua return value is table which contains x,y
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* @endcode
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*/
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virtual const Vec2& getPosition() const;
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/** returns the normalized position */
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virtual const Vec2& getNormalizedPosition() const;
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/**
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* Sets the position (x,y) of the node in its parent's coordinate system.
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*
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* Passing two numbers (x,y) is much efficient than passing Vec2 object.
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* This method is bound to Lua and JavaScript.
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* Passing a number is 10 times faster than passing a object from Lua to c++
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*
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@code
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// sample code in Lua
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local pos = node::getPosition() -- returns Vec2 object from C++
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node:setPosition(x, y) -- pass x, y coordinate to C++
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@endcode
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*
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* @param x X coordinate for position
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* @param y Y coordinate for position
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*/
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virtual void setPosition(float x, float y);
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/**
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* Gets position in a more efficient way, returns two number instead of a Vec2 object
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*
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* @see `setPosition(float, float)`
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* In js,out value not return
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*/
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virtual void getPosition(float* x, float* y) const;
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/**
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* Gets/Sets x or y coordinate individually for position.
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* These methods are used in Lua and Javascript Bindings
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*/
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virtual void setPositionX(float x);
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virtual float getPositionX(void) const;
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virtual void setPositionY(float y);
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virtual float getPositionY(void) const;
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/**
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* Sets the position (X, Y, and Z) in its parent's coordinate system
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*/
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virtual void setPosition3D(const Vec3& position);
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/**
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* returns the position (X,Y,Z) in its parent's coordinate system
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*/
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virtual Vec3 getPosition3D() const;
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/**
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* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
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*
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* The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on
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* in order to use this property correctly.
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*
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* `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.
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*
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* @see `setGlobalZValue()`
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*
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* @param vertexZ OpenGL Z vertex of this node.
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*/
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virtual void setPositionZ(float positionZ);
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CC_DEPRECATED_ATTRIBUTE virtual void setVertexZ(float vertexZ) { setPositionZ(vertexZ); }
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/**
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* Gets position Z coordinate of this node.
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*
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* @see setPositionZ(float)
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*
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* @return the position Z coordinate of this node.
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*/
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virtual float getPositionZ() const;
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CC_DEPRECATED_ATTRIBUTE virtual float getVertexZ() const { return getPositionZ(); }
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/**
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* Changes the X skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew function.
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*
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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 coordinate 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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* @param skewX The X skew angle of the node in degrees.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setSkewX(float skewX);
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/**
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* Returns the X skew angle of the node in degrees.
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*
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* @see `setSkewX(float)`
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*
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* @return The X skew angle of the node in degrees.
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*/
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virtual float getSkewX() const;
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/**
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* Changes the Y skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew function.
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*
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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 coordinate 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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* @param skewY The Y skew angle of the node in degrees.
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*
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* @warning The physics body doesn't support this.
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*/
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virtual void setSkewY(float skewY);
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/**
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* Returns the Y skew angle of the node in degrees.
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*
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* @see `setSkewY(float)`
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*
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* @return The Y skew angle of the node in degrees.
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*/
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virtual float getSkewY() const;
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/**
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* Sets the anchor point in percent.
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*
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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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* @note If node has a physics body, the anchor must be in the middle, you cann't change this to other value.
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*
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* @param anchorPoint The anchor point of node.
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*/
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virtual void setAnchorPoint(const Vec2& anchorPoint);
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/**
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* Returns the anchor point in percent.
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*
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* @see `setAnchorPoint(const Vec2&)`
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*
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* @return The anchor point of node.
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*/
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virtual const Vec2& getAnchorPoint() const;
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/**
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* Returns the anchorPoint in absolute pixels.
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*
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* @warning You can only read it. If you wish to modify it, use anchorPoint instead.
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* @see `getAnchorPoint()`
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*
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* @return The anchor point in absolute pixels.
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*/
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virtual const Vec2& getAnchorPointInPoints() const;
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/**
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* Sets the untransformed size of the node.
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*
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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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*
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* @param contentSize The untransformed size of the node.
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*/
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virtual void setContentSize(const Size& contentSize);
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/**
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* Returns the untransformed size of the node.
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*
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* @see `setContentSize(const Size&)`
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*
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* @return The untransformed size of the node.
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*/
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virtual const Size& getContentSize() const;
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/**
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* Sets whether the node is visible
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*
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* The default value is true, a node is default to visible
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*
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* @param visible true if the node is visible, false if the node is hidden.
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*/
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virtual void setVisible(bool visible);
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/**
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* Determines if the node is visible
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*
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* @see `setVisible(bool)`
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*
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* @return true if the node is visible, false if the node is hidden.
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*/
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virtual bool isVisible() const;
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/**
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* Sets the rotation (angle) of the node in degrees.
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*
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* 0 is the default rotation angle.
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* Positive values rotate node clockwise, and negative values for anti-clockwise.
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*
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* @param rotation The rotation of the node in degrees.
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*/
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virtual void setRotation(float rotation);
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/**
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* Returns the rotation of the node in degrees.
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*
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* @see `setRotation(float)`
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*
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* @return The rotation of the node in degrees.
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*/
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virtual float getRotation() const;
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/**
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* Sets the rotation (X,Y,Z) in degrees.
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* Useful for 3d rotations
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*
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* @warning The physics body doesn't support this.
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*/
|
|
virtual void setRotation3D(const Vec3& rotation);
|
|
/**
|
|
* returns the rotation (X,Y,Z) in degrees.
|
|
*/
|
|
virtual Vec3 getRotation3D() const;
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param rotationX The X rotation in degrees which performs a horizontal rotational skew.
|
|
*
|
|
* @warning The physics body doesn't support this.
|
|
*/
|
|
virtual void setRotationSkewX(float rotationX);
|
|
CC_DEPRECATED_ATTRIBUTE virtual void setRotationX(float rotationX) { return setRotationSkewX(rotationX); }
|
|
|
|
/**
|
|
* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
|
|
*
|
|
* @see `setRotationSkewX(float)`
|
|
*
|
|
* @return The X rotation in degrees.
|
|
*/
|
|
virtual float getRotationSkewX() const;
|
|
CC_DEPRECATED_ATTRIBUTE virtual float getRotationX() const { return getRotationSkewX(); }
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param rotationY The Y rotation in degrees.
|
|
*
|
|
* @warning The physics body doesn't support this.
|
|
*/
|
|
virtual void setRotationSkewY(float rotationY);
|
|
CC_DEPRECATED_ATTRIBUTE virtual void setRotationY(float rotationY) { return setRotationSkewY(rotationY); }
|
|
|
|
/**
|
|
* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
|
|
*
|
|
* @see `setRotationSkewY(float)`
|
|
*
|
|
* @return The Y rotation in degrees.
|
|
*/
|
|
virtual float getRotationSkewY() const;
|
|
CC_DEPRECATED_ATTRIBUTE virtual float getRotationY() const { return getRotationSkewY(); }
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @param orderOfArrival The arrival order.
|
|
*/
|
|
void setOrderOfArrival(int orderOfArrival);
|
|
/**
|
|
* Returns the arrival order, indicates which children is added previously.
|
|
*
|
|
* @see `setOrderOfArrival(unsigned int)`
|
|
*
|
|
* @return The arrival order.
|
|
*/
|
|
int getOrderOfArrival() const;
|
|
|
|
|
|
/** @deprecated No longer needed
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
CC_DEPRECATED_ATTRIBUTE void setGLServerState(int serverState) { /* ignore */ };
|
|
/** @deprecated No longer needed
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
CC_DEPRECATED_ATTRIBUTE int getGLServerState() const { return 0; }
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @param ignore true if anchor point will be (0,0) when you position this node
|
|
* @todo This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"
|
|
*/
|
|
virtual void ignoreAnchorPointForPosition(bool ignore);
|
|
/**
|
|
* Gets whether the anchor point will be (0,0) when you position this node.
|
|
*
|
|
* @see `ignoreAnchorPointForPosition(bool)`
|
|
*
|
|
* @return true if the anchor point will be (0,0) when you position this node.
|
|
*/
|
|
virtual bool isIgnoreAnchorPointForPosition() const;
|
|
|
|
/// @} end of Setters & Getters for Graphic Properties
|
|
|
|
|
|
/// @{
|
|
/// @name Children and Parent
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param child A child node
|
|
*/
|
|
virtual void addChild(Node * child);
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param child A child node
|
|
* @param zOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
|
|
*/
|
|
virtual void addChild(Node * child, int localZOrder);
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param child A child node
|
|
* @param zOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
|
|
* @param tag An integer to identify the node easily. Please refer to `setTag(int)`
|
|
*
|
|
* Please use `addChild(Node* child, int localZOrder, const std::string &name)` instead.
|
|
*/
|
|
virtual void addChild(Node* child, int localZOrder, int tag);
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param child A child node
|
|
* @param zOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
|
|
* @param name A string to identify the node easily. Please refer to `setName(int)`
|
|
*
|
|
*/
|
|
virtual void addChild(Node* child, int localZOrder, const std::string &name);
|
|
/**
|
|
* Gets a child from the container with its tag
|
|
*
|
|
* @param tag An identifier to find the child node.
|
|
*
|
|
* @return a Node object whose tag equals to the input parameter
|
|
*
|
|
* Please use `getChildByName()` instead
|
|
*/
|
|
virtual Node * getChildByTag(int tag) const;
|
|
/**
|
|
* Gets a child from the container with its name
|
|
*
|
|
* @param name An identifier to find the child node.
|
|
*
|
|
* @return a Node object whose name equals to the input parameter
|
|
*
|
|
* @since v3.2
|
|
*/
|
|
virtual Node* getChildByName(const std::string& name) const;
|
|
/**
|
|
* Gets a child from the container with its name that can be cast to Type T
|
|
*
|
|
* @param name An identifier to find the child node.
|
|
*
|
|
* @return a Node with the given name that can be cast to Type T
|
|
*/
|
|
template <typename T>
|
|
inline T getChildByName(const std::string& name) const { return static_cast<T>(getChildByName(name)); }
|
|
/** Search the children of the receiving node to perform processing for nodes which share a name.
|
|
*
|
|
* @param name The 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.
|
|
*
|
|
* @code
|
|
* 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`.
|
|
* @endcode
|
|
*
|
|
* @warning Only support alpha or number for name, and not support unicode
|
|
*
|
|
* @param callback A 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
|
|
*/
|
|
virtual void enumerateChildren(const std::string &name, std::function<bool(Node* node)> callback) const;
|
|
/**
|
|
* Returns the array of the node's children
|
|
*
|
|
* @return the array the node's children
|
|
*/
|
|
virtual Vector<Node*>& getChildren() { return _children; }
|
|
virtual const Vector<Node*>& getChildren() const { return _children; }
|
|
|
|
/**
|
|
* Returns the amount of children
|
|
*
|
|
* @return The amount of children.
|
|
*/
|
|
virtual ssize_t getChildrenCount() const;
|
|
|
|
/**
|
|
* Sets the parent node
|
|
*
|
|
* @param parent A pointer to the parent node
|
|
*/
|
|
virtual void setParent(Node* parent);
|
|
/**
|
|
* Returns a pointer to the parent node
|
|
*
|
|
* @see `setParent(Node*)`
|
|
*
|
|
* @returns A pointer to the parent node
|
|
*/
|
|
virtual Node* getParent() { return _parent; }
|
|
virtual const Node* getParent() const { return _parent; }
|
|
|
|
|
|
////// REMOVES //////
|
|
|
|
/**
|
|
* Removes this node itself from its parent node with a cleanup.
|
|
* If the node orphan, then nothing happens.
|
|
* @see `removeFromParentAndCleanup(bool)`
|
|
*/
|
|
virtual void removeFromParent();
|
|
/**
|
|
* Removes this node itself from its parent node.
|
|
* If the node orphan, then nothing happens.
|
|
* @param cleanup true if all actions and callbacks on this node should be removed, false otherwise.
|
|
* @js removeFromParent
|
|
* @lua removeFromParent
|
|
*/
|
|
virtual void removeFromParentAndCleanup(bool cleanup);
|
|
|
|
/**
|
|
* Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
|
|
*
|
|
* @param child The child node which will be removed.
|
|
* @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
|
*/
|
|
virtual void removeChild(Node* child, bool cleanup = true);
|
|
|
|
/**
|
|
* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
|
|
*
|
|
* @param tag An interger number that identifies a child node
|
|
* @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
|
*
|
|
* Please use `removeChildByName` instead.
|
|
*/
|
|
virtual void removeChildByTag(int tag, bool cleanup = true);
|
|
/**
|
|
* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
|
|
*
|
|
* @param name A string that identifies a child node
|
|
* @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
|
*/
|
|
virtual void removeChildByName(const std::string &name, bool cleanup = true);
|
|
/**
|
|
* Removes all children from the container with a cleanup.
|
|
*
|
|
* @see `removeAllChildrenWithCleanup(bool)`
|
|
*/
|
|
virtual void removeAllChildren();
|
|
/**
|
|
* Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
|
|
*
|
|
* @param cleanup true if all running actions on all children nodes should be cleanup, false oterwise.
|
|
* @js removeAllChildren
|
|
* @lua removeAllChildren
|
|
*/
|
|
virtual void removeAllChildrenWithCleanup(bool cleanup);
|
|
|
|
/**
|
|
* Reorders a child according to a new z value.
|
|
*
|
|
* @param child An already added child node. It MUST be already added.
|
|
* @param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
|
|
*/
|
|
virtual void reorderChild(Node * child, int localZOrder);
|
|
|
|
/**
|
|
* Sorts the children array once before drawing, instead of every time when a child is added or reordered.
|
|
* This appraoch can improves the performance massively.
|
|
* @note Don't call this manually unless a child added needs to be removed in the same frame
|
|
*/
|
|
virtual void sortAllChildren();
|
|
|
|
/// @} end of Children and Parent
|
|
|
|
/// @{
|
|
/// @name Tag & User data
|
|
|
|
/**
|
|
* Returns a tag that is used to identify the node easily.
|
|
*
|
|
* @return An integer that identifies the node.
|
|
*
|
|
* Please use `getTag()` instead.
|
|
*/
|
|
virtual int getTag() const;
|
|
/**
|
|
* Changes the tag that is used to identify the node easily.
|
|
*
|
|
* Please refer to getTag for the sample code.
|
|
*
|
|
* @param tag A integer that identifies the node.
|
|
*
|
|
* Please use `setName()` instead.
|
|
*/
|
|
virtual void setTag(int tag);
|
|
|
|
/** Returns a string that is used to identify the node.
|
|
* @return A string that identifies the node.
|
|
*
|
|
* @since v3.2
|
|
*/
|
|
virtual std::string getName() const;
|
|
/** Changes the name that is used to identify the node easily.
|
|
* @param name A string that identifies the node.
|
|
*
|
|
* @since v3.2
|
|
*/
|
|
virtual void setName(const std::string& name);
|
|
|
|
|
|
/**
|
|
* Returns a custom user data pointer
|
|
*
|
|
* You can set everything in UserData pointer, a data block, a structure or an object.
|
|
*
|
|
* @return A custom user data pointer
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void* getUserData() { return _userData; }
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual const void* getUserData() const { return _userData; }
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param userData A custom user data pointer
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void setUserData(void *userData);
|
|
|
|
/**
|
|
* Returns a user assigned Object
|
|
*
|
|
* Similar to userData, but instead of holding a void* it holds an object
|
|
*
|
|
* @return A user assigned Object
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual Ref* getUserObject() { return _userObject; }
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual const Ref* getUserObject() const { return _userObject; }
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @param userObject A user assigned Object
|
|
*/
|
|
virtual void setUserObject(Ref *userObject);
|
|
|
|
/// @} end of Tag & User Data
|
|
|
|
|
|
/// @{
|
|
/// @name GLProgram
|
|
/**
|
|
* Return the GLProgram (shader) currently used for this node
|
|
*
|
|
* @return The GLProgram (shader) currently used for this node
|
|
*/
|
|
GLProgram* getGLProgram() const;
|
|
CC_DEPRECATED_ATTRIBUTE GLProgram* getShaderProgram() const { return getGLProgram(); }
|
|
|
|
GLProgramState *getGLProgramState() const;
|
|
virtual void setGLProgramState(GLProgramState *glProgramState);
|
|
|
|
/**
|
|
* Sets the shader program for this node
|
|
*
|
|
* Since v2.0, each rendering node must set its shader program.
|
|
* It should be set in initialize phase.
|
|
@code
|
|
node->setGLrProgram(GLProgramCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
|
@endcode
|
|
*
|
|
* @param shaderProgram The shader program
|
|
*/
|
|
virtual void setGLProgram(GLProgram *glprogram);
|
|
CC_DEPRECATED_ATTRIBUTE void setShaderProgram(GLProgram *glprogram) { setGLProgram(glprogram); }
|
|
/// @} end of Shader Program
|
|
|
|
|
|
/**
|
|
* Returns whether or not the node is "running".
|
|
*
|
|
* If the node is running it will accept event callbacks like onEnter(), onExit(), update()
|
|
*
|
|
* @return Whether or not the node is running.
|
|
*/
|
|
virtual bool isRunning() const;
|
|
|
|
/**
|
|
* Schedules for lua script.
|
|
* @js NA
|
|
*/
|
|
void scheduleUpdateWithPriorityLua(int handler, int priority);
|
|
|
|
/// @} end Script Bindings
|
|
|
|
|
|
/// @{
|
|
/// @name Event Callbacks
|
|
|
|
/**
|
|
* 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().
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnter();
|
|
|
|
/** 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()
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onEnterTransitionDidFinish();
|
|
|
|
/**
|
|
* 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().
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onExit();
|
|
|
|
/**
|
|
* 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.
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void onExitTransitionDidStart();
|
|
|
|
/// @} end of event callbacks.
|
|
|
|
|
|
/**
|
|
* Stops all running actions and schedulers
|
|
*/
|
|
virtual void cleanup();
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
virtual void draw(Renderer *renderer, const Mat4& transform, uint32_t flags);
|
|
virtual void draw() final;
|
|
|
|
/**
|
|
* Visits this node's children and draw them recursively.
|
|
*/
|
|
virtual void visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags);
|
|
virtual void visit() final;
|
|
|
|
|
|
/** 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.
|
|
*/
|
|
virtual Scene* getScene() const;
|
|
|
|
/**
|
|
* Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
|
|
*
|
|
* @return An AABB (axis-aligned bounding-box) in its parent's coordinate system
|
|
*/
|
|
virtual Rect getBoundingBox() const;
|
|
|
|
/** @deprecated Use getBoundingBox instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual Rect boundingBox() const { return getBoundingBox(); }
|
|
|
|
virtual void setEventDispatcher(EventDispatcher* dispatcher);
|
|
virtual EventDispatcher* getEventDispatcher() const { return _eventDispatcher; };
|
|
|
|
/// @{
|
|
/// @name Actions
|
|
|
|
/**
|
|
* Sets the ActionManager object that is used by all actions.
|
|
*
|
|
* @warning If you set a new ActionManager, then previously created actions will be removed.
|
|
*
|
|
* @param actionManager A ActionManager object that is used by all actions.
|
|
*/
|
|
virtual void setActionManager(ActionManager* actionManager);
|
|
/**
|
|
* Gets the ActionManager object that is used by all actions.
|
|
* @see setActionManager(ActionManager*)
|
|
* @return A ActionManager object.
|
|
*/
|
|
virtual ActionManager* getActionManager() { return _actionManager; }
|
|
virtual const ActionManager* getActionManager() const { return _actionManager; }
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @return An Action pointer
|
|
*/
|
|
Action* runAction(Action* action);
|
|
|
|
/**
|
|
* Stops and removes all actions from the running action list .
|
|
*/
|
|
void stopAllActions();
|
|
|
|
/**
|
|
* Stops and removes an action from the running action list.
|
|
*
|
|
* @param action The action object to be removed.
|
|
*/
|
|
void stopAction(Action* action);
|
|
|
|
/**
|
|
* Removes an action from the running action list by its tag.
|
|
*
|
|
* @param tag A tag that indicates the action to be removed.
|
|
*/
|
|
void stopActionByTag(int tag);
|
|
|
|
/**
|
|
* Removes all actions from the running action list by its tag.
|
|
*
|
|
* @param tag A tag that indicates the action to be removed.
|
|
*/
|
|
void stopAllActionsByTag(int tag);
|
|
|
|
/**
|
|
* Gets an action from the running action list by its tag.
|
|
*
|
|
* @see `setTag(int)`, `getTag()`.
|
|
*
|
|
* @return The action object with the given tag.
|
|
*/
|
|
Action* getActionByTag(int tag);
|
|
|
|
/**
|
|
* 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.
|
|
* @todo Rename to getNumberOfRunningActions()
|
|
*
|
|
* @return The number of actions that are running plus the ones that are schedule to run
|
|
*/
|
|
ssize_t getNumberOfRunningActions() const;
|
|
|
|
/** @deprecated Use getNumberOfRunningActions() instead */
|
|
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions() const { return getNumberOfRunningActions(); };
|
|
|
|
/// @} end of Actions
|
|
|
|
|
|
/// @{
|
|
/// @name Scheduler and Timer
|
|
|
|
/**
|
|
* 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.
|
|
* @param scheduler A Shdeduler object that is used to schedule all "update" and timers.
|
|
*/
|
|
virtual void setScheduler(Scheduler* scheduler);
|
|
/**
|
|
* Gets a Sheduler object.
|
|
*
|
|
* @see setScheduler(Scheduler*)
|
|
* @return A Scheduler object.
|
|
*/
|
|
virtual Scheduler* getScheduler() { return _scheduler; }
|
|
virtual const Scheduler* getScheduler() const { return _scheduler; }
|
|
|
|
|
|
/**
|
|
* Checks whether a selector is scheduled.
|
|
*
|
|
* @param selector A function selector
|
|
* @return Whether the funcion selector is scheduled.
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
bool isScheduled(SEL_SCHEDULE selector);
|
|
|
|
/**
|
|
* 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.
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
void scheduleUpdate(void);
|
|
|
|
/**
|
|
* 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).
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
void scheduleUpdateWithPriority(int priority);
|
|
|
|
/*
|
|
* Unschedules the "update" method.
|
|
* @see scheduleUpdate();
|
|
*/
|
|
void unscheduleUpdate(void);
|
|
|
|
/**
|
|
* Schedules a custom selector.
|
|
*
|
|
* If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
|
|
@code
|
|
// firstly, implement a schedule function
|
|
void MyNode::TickMe(float dt);
|
|
// wrap this function into a selector via schedule_selector marco.
|
|
this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
|
|
@endcode
|
|
*
|
|
* @param selector The SEL_SCHEDULE selector to be scheduled.
|
|
* @param interval Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
|
|
* @param repeat The selector will be excuted (repeat + 1) times, you can use kRepeatForever for tick infinitely.
|
|
* @param delay The amount of time that the first tick will wait before execution.
|
|
* @lua NA
|
|
*/
|
|
void schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay);
|
|
|
|
/**
|
|
* Schedules a custom selector with an interval time in seconds.
|
|
* @see `schedule(SEL_SCHEDULE, float, unsigned int, float)`
|
|
*
|
|
* @param selector The SEL_SCHEDULE selector to be scheduled.
|
|
* @param interval Callback interval time in seconds. 0 means tick every frame,
|
|
* @lua NA
|
|
*/
|
|
void schedule(SEL_SCHEDULE selector, float interval);
|
|
|
|
/**
|
|
* Schedules a selector that runs only once, with a delay of 0 or larger
|
|
* @see `schedule(SEL_SCHEDULE, float, unsigned int, float)`
|
|
*
|
|
* @param selector The SEL_SCHEDULE selector to be scheduled.
|
|
* @param delay The amount of time that the first tick will wait before execution.
|
|
* @lua NA
|
|
*/
|
|
void scheduleOnce(SEL_SCHEDULE selector, float delay);
|
|
|
|
/**
|
|
* Schedules a custom selector, the scheduled selector will be ticked every frame
|
|
* @see schedule(SEL_SCHEDULE, float, unsigned int, float)
|
|
*
|
|
* @param selector A function wrapped as a selector
|
|
* @lua NA
|
|
*/
|
|
void schedule(SEL_SCHEDULE selector);
|
|
|
|
/**
|
|
* Unschedules a custom selector.
|
|
* @see `schedule(SEL_SCHEDULE, float, unsigned int, float)`
|
|
*
|
|
* @param selector A function wrapped as a selector
|
|
* @lua NA
|
|
*/
|
|
void unschedule(SEL_SCHEDULE selector);
|
|
|
|
/**
|
|
* Unschedule all scheduled selectors: custom selectors, and the 'update' selector.
|
|
* Actions are not affected by this method.
|
|
* @lua NA
|
|
*/
|
|
void unscheduleAllSelectors(void);
|
|
|
|
/**
|
|
* Resumes all scheduled selectors, actions and event listeners.
|
|
* This method is called internally by onEnter
|
|
*/
|
|
virtual void resume(void);
|
|
/**
|
|
* Pauses all scheduled selectors, actions and event listeners..
|
|
* This method is called internally by onExit
|
|
*/
|
|
virtual void pause(void);
|
|
|
|
/**
|
|
* Resumes all scheduled selectors, actions and event listeners.
|
|
* This method is called internally by onEnter
|
|
*/
|
|
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions();
|
|
/**
|
|
* Pauses all scheduled selectors, actions and event listeners..
|
|
* This method is called internally by onExit
|
|
*/
|
|
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions();
|
|
|
|
/*
|
|
* Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live"
|
|
*/
|
|
virtual void update(float delta);
|
|
|
|
/// @} end of Scheduler and Timer
|
|
|
|
/// @{
|
|
/// @name Transformations
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
virtual void updateTransform();
|
|
|
|
/**
|
|
* Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
|
|
* The matrix is in Pixels.
|
|
*/
|
|
virtual const Mat4& getNodeToParentTransform() const;
|
|
virtual AffineTransform getNodeToParentAffineTransform() const;
|
|
|
|
/**
|
|
* Sets the Transformation matrix manually.
|
|
*/
|
|
virtual void setNodeToParentTransform(const Mat4& transform);
|
|
|
|
/** @deprecated use getNodeToParentTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToParentTransform() const { return getNodeToParentAffineTransform(); }
|
|
|
|
/**
|
|
* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
|
|
* The matrix is in Pixels.
|
|
*/
|
|
virtual const Mat4& getParentToNodeTransform() const;
|
|
virtual AffineTransform getParentToNodeAffineTransform() const;
|
|
|
|
/** @deprecated Use getParentToNodeTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform parentToNodeTransform() const { return getParentToNodeAffineTransform(); }
|
|
|
|
/**
|
|
* Returns the world affine transform matrix. The matrix is in Pixels.
|
|
*/
|
|
virtual Mat4 getNodeToWorldTransform() const;
|
|
virtual AffineTransform getNodeToWorldAffineTransform() const;
|
|
|
|
/** @deprecated Use getNodeToWorldTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToWorldTransform() const { return getNodeToWorldAffineTransform(); }
|
|
|
|
/**
|
|
* Returns the inverse world affine transform matrix. The matrix is in Pixels.
|
|
*/
|
|
virtual Mat4 getWorldToNodeTransform() const;
|
|
virtual AffineTransform getWorldToNodeAffineTransform() const;
|
|
|
|
|
|
/** @deprecated Use getWorldToNodeTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform worldToNodeTransform() const { return getWorldToNodeAffineTransform(); }
|
|
|
|
/// @} end of Transformations
|
|
|
|
|
|
/// @{
|
|
/// @name Coordinate Converters
|
|
|
|
/**
|
|
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
|
|
*/
|
|
Vec2 convertToNodeSpace(const Vec2& worldPoint) const;
|
|
|
|
/**
|
|
* Converts a Vec2 to world space coordinates. The result is in Points.
|
|
*/
|
|
Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
|
|
|
|
/**
|
|
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
|
|
* treating the returned/received node point as anchor relative.
|
|
*/
|
|
Vec2 convertToNodeSpaceAR(const Vec2& worldPoint) const;
|
|
|
|
/**
|
|
* Converts a local Vec2 to world space coordinates.The result is in Points.
|
|
* treating the returned/received node point as anchor relative.
|
|
*/
|
|
Vec2 convertToWorldSpaceAR(const Vec2& nodePoint) const;
|
|
|
|
/**
|
|
* convenience methods which take a Touch instead of Vec2
|
|
*/
|
|
Vec2 convertTouchToNodeSpace(Touch * touch) const;
|
|
|
|
/**
|
|
* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
|
|
*/
|
|
Vec2 convertTouchToNodeSpaceAR(Touch * touch) const;
|
|
|
|
/**
|
|
* 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).
|
|
*/
|
|
void setAdditionalTransform(Mat4* additionalTransform);
|
|
void setAdditionalTransform(const AffineTransform& additionalTransform);
|
|
|
|
/// @} end of Coordinate Converters
|
|
|
|
/// @{
|
|
/// @name component functions
|
|
/**
|
|
* gets a component by its name
|
|
*/
|
|
Component* getComponent(const std::string& name);
|
|
|
|
/**
|
|
* adds a component
|
|
*/
|
|
virtual bool addComponent(Component *component);
|
|
|
|
/**
|
|
* removes a component by its name
|
|
*/
|
|
virtual bool removeComponent(const std::string& name);
|
|
|
|
/**
|
|
* removes a component by its pointer
|
|
*/
|
|
virtual bool removeComponent(Component *component);
|
|
/**
|
|
* removes all components
|
|
*/
|
|
virtual void removeAllComponents();
|
|
/// @} end of component functions
|
|
|
|
|
|
#if CC_USE_PHYSICS
|
|
/**
|
|
* set the PhysicsBody that let the sprite effect with physics
|
|
* @note This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
|
|
*/
|
|
void setPhysicsBody(PhysicsBody* body);
|
|
|
|
/**
|
|
* get the PhysicsBody the sprite have
|
|
*/
|
|
PhysicsBody* getPhysicsBody() const;
|
|
|
|
#endif
|
|
|
|
// overrides
|
|
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() 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 value) {CC_UNUSED_PARAM(value);}
|
|
virtual bool isOpacityModifyRGB() const { return false; };
|
|
|
|
void setOnEnterCallback(const std::function<void()>& callback) { _onEnterCallback = callback; }
|
|
const std::function<void()>& getOnEnterCallback() const { return _onEnterCallback; }
|
|
void setOnExitCallback(const std::function<void()>& callback) { _onExitCallback = callback; }
|
|
const std::function<void()>& getOnExitCallback() const { return _onExitCallback; }
|
|
void setonEnterTransitionDidFinishCallback(const std::function<void()>& callback) { _onEnterTransitionDidFinishCallback = callback; }
|
|
const std::function<void()>& getonEnterTransitionDidFinishCallback() const { return _onEnterTransitionDidFinishCallback; }
|
|
void setonExitTransitionDidStartCallback(const std::function<void()>& callback) { _onExitTransitionDidStartCallback = callback; }
|
|
const std::function<void()>& getonExitTransitionDidStartCallback() const { return _onExitTransitionDidStartCallback; }
|
|
|
|
/** get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true */
|
|
unsigned short getCameraMask() const { return _cameraMask; }
|
|
void setCameraMask(unsigned short mask, bool applyChildren = true);
|
|
|
|
CC_CONSTRUCTOR_ACCESS:
|
|
// Nodes should be created using create();
|
|
Node();
|
|
virtual ~Node();
|
|
|
|
virtual bool init();
|
|
|
|
protected:
|
|
/// lazy allocs
|
|
void childrenAlloc(void);
|
|
|
|
/// helper that reorder a child
|
|
void insertChild(Node* child, int z);
|
|
|
|
/// Removes a child, call child->onExit(), do cleanup, remove it from children array.
|
|
void detachChild(Node *child, ssize_t index, bool doCleanup);
|
|
|
|
/// Convert cocos2d coordinates to UI windows coordinate.
|
|
Vec2 convertToWindowSpace(const Vec2& nodePoint) const;
|
|
|
|
Mat4 transform(const Mat4 &parentTransform);
|
|
uint32_t processParentFlags(const Mat4& parentTransform, uint32_t parentFlags);
|
|
|
|
virtual void updateCascadeOpacity();
|
|
virtual void disableCascadeOpacity();
|
|
virtual void updateCascadeColor();
|
|
virtual void disableCascadeColor();
|
|
virtual void updateColor() {}
|
|
|
|
bool doEnumerate(std::string name, std::function<bool (Node *)> callback) const;
|
|
bool doEnumerateRecursive(const Node* node, const std::string &name, std::function<bool (Node *)> callback) const;
|
|
|
|
//check whether this camera mask is visible by the current visiting camera
|
|
bool isVisitableByVisitingCamera() const;
|
|
|
|
#if CC_USE_PHYSICS
|
|
void updatePhysicsBodyTransform(Scene* layer);
|
|
virtual void updatePhysicsBodyPosition(Scene* layer);
|
|
virtual void updatePhysicsBodyRotation(Scene* layer);
|
|
virtual void updatePhysicsBodyScale(Scene* scene);
|
|
#endif // CC_USE_PHYSICS
|
|
|
|
private:
|
|
void addChildHelper(Node* child, int localZOrder, int tag, const std::string &name, bool setTag);
|
|
|
|
protected:
|
|
|
|
float _rotationX; ///< rotation on the X-axis
|
|
float _rotationY; ///< rotation on the Y-axis
|
|
|
|
// rotation Z is decomposed in 2 to simulate Skew for Flash animations
|
|
float _rotationZ_X; ///< rotation angle on Z-axis, component X
|
|
float _rotationZ_Y; ///< rotation angle on Z-axis, component Y
|
|
|
|
float _scaleX; ///< scaling factor on x-axis
|
|
float _scaleY; ///< scaling factor on y-axis
|
|
float _scaleZ; ///< scaling factor on z-axis
|
|
|
|
Vec2 _position; ///< position of the node
|
|
float _positionZ; ///< OpenGL real Z position
|
|
Vec2 _normalizedPosition;
|
|
bool _usingNormalizedPosition;
|
|
|
|
float _skewX; ///< skew angle on x-axis
|
|
float _skewY; ///< skew angle on y-axis
|
|
|
|
Vec2 _anchorPointInPoints; ///< anchor point in points
|
|
Vec2 _anchorPoint; ///< anchor point normalized (NOT in points)
|
|
|
|
Size _contentSize; ///< untransformed size of the node
|
|
bool _contentSizeDirty; ///< whether or not the contentSize is dirty
|
|
|
|
Mat4 _modelViewTransform; ///< ModelView transform of the Node.
|
|
|
|
// "cache" variables are allowed to be mutable
|
|
mutable Mat4 _transform; ///< transform
|
|
mutable bool _transformDirty; ///< transform dirty flag
|
|
mutable Mat4 _inverse; ///< inverse transform
|
|
mutable bool _inverseDirty; ///< inverse transform dirty flag
|
|
mutable Mat4 _additionalTransform; ///< transform
|
|
bool _useAdditionalTransform; ///< The flag to check whether the additional transform is dirty
|
|
bool _transformUpdated; ///< Whether or not the Transform object was updated since the last frame
|
|
|
|
int _localZOrder; ///< Local order (relative to its siblings) used to sort the node
|
|
float _globalZOrder; ///< Global order used to sort the node
|
|
|
|
Vector<Node*> _children; ///< array of children nodes
|
|
Node *_parent; ///< weak reference to parent node
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|
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|
int _tag; ///< a tag. Can be any number you assigned just to identify this node
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|
|
|
std::string _name; ///<a string label, an user defined string to identify this node
|
|
size_t _hashOfName; ///<hash value of _name, used for speed in getChildByName
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|
|
|
void *_userData; ///< A user assingned void pointer, Can be point to any cpp object
|
|
Ref *_userObject; ///< A user assigned Object
|
|
|
|
GLProgramState *_glProgramState; ///< OpenGL Program State
|
|
|
|
int _orderOfArrival; ///< used to preserve sequence while sorting children with the same localZOrder
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|
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|
Scheduler *_scheduler; ///< scheduler used to schedule timers and updates
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|
|
|
ActionManager *_actionManager; ///< a pointer to ActionManager singleton, which is used to handle all the actions
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|
|
|
EventDispatcher* _eventDispatcher; ///< event dispatcher used to dispatch all kinds of events
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|
|
|
bool _running; ///< is running
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|
|
|
bool _visible; ///< is this node visible
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|
|
|
bool _ignoreAnchorPointForPosition; ///< true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise.
|
|
///< Used by Layer and Scene.
|
|
|
|
bool _reorderChildDirty; ///< children order dirty flag
|
|
bool _isTransitionFinished; ///< flag to indicate whether the transition was finished
|
|
|
|
#if CC_ENABLE_SCRIPT_BINDING
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|
int _scriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.
|
|
int _updateScriptHandler; ///< script handler for update() callback per frame, which is invoked from lua & javascript.
|
|
ccScriptType _scriptType; ///< type of script binding, lua or javascript
|
|
#endif
|
|
|
|
ComponentContainer *_componentContainer; ///< Dictionary of components
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|
|
|
#if CC_USE_PHYSICS
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|
PhysicsBody* _physicsBody; ///< the physicsBody the node have
|
|
float _physicsScaleStartX; ///< the scale x value when setPhysicsBody
|
|
float _physicsScaleStartY; ///< the scale y value when setPhysicsBody
|
|
#endif
|
|
|
|
// opacity controls
|
|
GLubyte _displayedOpacity;
|
|
GLubyte _realOpacity;
|
|
Color3B _displayedColor;
|
|
Color3B _realColor;
|
|
bool _cascadeColorEnabled;
|
|
bool _cascadeOpacityEnabled;
|
|
|
|
static int s_globalOrderOfArrival;
|
|
|
|
// camera mask, it is visible only when _cameraMask & current camera' camera flag is true
|
|
unsigned short _cameraMask;
|
|
|
|
std::function<void()> _onEnterCallback;
|
|
std::function<void()> _onExitCallback;
|
|
std::function<void()> _onEnterTransitionDidFinishCallback;
|
|
std::function<void()> _onExitTransitionDidStartCallback;
|
|
|
|
private:
|
|
CC_DISALLOW_COPY_AND_ASSIGN(Node);
|
|
|
|
#if CC_USE_PHYSICS
|
|
friend class Layer;
|
|
#endif //CC_USTPS
|
|
};
|
|
|
|
// NodeRGBA
|
|
|
|
/** NodeRGBA is a subclass of Node that implements the RGBAProtocol protocol.
|
|
|
|
All features from Node are valid, plus the following new features:
|
|
- opacity
|
|
- RGB colors
|
|
|
|
Opacity/Color propagates into children that conform to the RGBAProtocol if cascadeOpacity/cascadeColor is enabled.
|
|
@since v2.1
|
|
*/
|
|
class CC_DLL __NodeRGBA : public Node, public __RGBAProtocol
|
|
{
|
|
public:
|
|
// overrides
|
|
virtual GLubyte getOpacity() const override { return Node::getOpacity(); }
|
|
virtual GLubyte getDisplayedOpacity() const override { return Node::getDisplayedOpacity(); }
|
|
virtual void setOpacity(GLubyte opacity) override { return Node::setOpacity(opacity); }
|
|
virtual void updateDisplayedOpacity(GLubyte parentOpacity) override { return Node::updateDisplayedOpacity(parentOpacity); }
|
|
virtual bool isCascadeOpacityEnabled() const override { return Node::isCascadeOpacityEnabled(); }
|
|
virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled) override { return Node::setCascadeOpacityEnabled(cascadeOpacityEnabled); }
|
|
|
|
virtual const Color3B& getColor(void) const override { return Node::getColor(); }
|
|
virtual const Color3B& getDisplayedColor() const override { return Node::getDisplayedColor(); }
|
|
virtual void setColor(const Color3B& color) override { return Node::setColor(color); }
|
|
virtual void updateDisplayedColor(const Color3B& parentColor) override { return Node::updateDisplayedColor(parentColor); }
|
|
virtual bool isCascadeColorEnabled() const override { return Node::isCascadeColorEnabled(); }
|
|
virtual void setCascadeColorEnabled(bool cascadeColorEnabled) override { return Node::setCascadeColorEnabled(cascadeColorEnabled); }
|
|
|
|
virtual void setOpacityModifyRGB(bool bValue) override { return Node::setOpacityModifyRGB(bValue); }
|
|
virtual bool isOpacityModifyRGB() const override { return Node::isOpacityModifyRGB(); }
|
|
|
|
CC_CONSTRUCTOR_ACCESS:
|
|
__NodeRGBA();
|
|
virtual ~__NodeRGBA() {}
|
|
|
|
private:
|
|
CC_DISALLOW_COPY_AND_ASSIGN(__NodeRGBA);
|
|
};
|
|
|
|
// end of base_node group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __CCNODE_H__
|