axmol/tools/tolua++/CCNode.pkg

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