mirror of https://github.com/axmolengine/axmol.git
1541 lines
50 KiB
C++
1541 lines
50 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 __PLATFORM_CCNODE_H__
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#define __PLATFORM_CCNODE_H__
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#include "ccMacros.h"
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#include "cocoa/CCAffineTransform.h"
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#include "cocoa/CCArray.h"
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#include "CCGL.h"
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#include "shaders/ccGLStateCache.h"
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#include "shaders/CCGLProgram.h"
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#include "kazmath/kazmath.h"
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#include "script_support/CCScriptSupport.h"
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#include "CCProtocols.h"
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#include "event_dispatcher/CCEventDispatcher.h"
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#include <vector>
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NS_CC_BEGIN
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class Camera;
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class GridBase;
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class Point;
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class Touch;
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class Action;
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class RGBAProtocol;
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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 Dictionary;
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class ComponentContainer;
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class EventDispatcher;
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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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#if CC_USE_ARRAY_VECTOR
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bool nodeComparisonLess(const RCPtr<Object>& pp1, const RCPtr<Object>& pp2);
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#else
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bool nodeComparisonLess(Object* p1, Object* p2);
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#endif
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class EventListener;
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/** @brief Node is the main element. Anything that gets drawn or contains things that get drawn is a Node.
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The most popular Nodes are: Scene, Layer, Sprite, Menu.
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The main features of a Node are:
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- They can contain other Node 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 Node nodes provide extra functionality for them or their children.
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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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Features of Node:
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- position
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- scale (x, y)
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- rotation (in degrees, clockwise)
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- Camera (an interface to gluLookAt )
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- GridBase (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 Node 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 Node.
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*/
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class CC_DLL Node : public Object
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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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/// @{
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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(void);
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/**
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* Default constructor
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* @js ctor
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*/
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Node(void);
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/**
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* Default destructor
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* @js NA
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* @lua NA
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*/
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virtual ~Node(void);
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/**
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* Initializes the instance of Node
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* @return Whether the initialization was successful.
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*/
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virtual bool init();
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/**
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* Gets the description string. It makes debugging easier.
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* @return A string terminated with '\0'
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* @js NA
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* @lua NA
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*/
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const char* description(void) 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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* Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.
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*
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* The Z order of node is relative to its "brothers": children of the same parent.
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* It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d.
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* The larger number it is, the later this node will be drawn in each message loop.
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* Please refer to setVertexZ(float) for the difference.
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*
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* @param zOrder Z order of this node.
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*/
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virtual void setZOrder(int zOrder);
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/**
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* Sets the z order which stands for the drawing order
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*
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* This is an internal method. Don't call it outside the framework.
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* The difference between setZOrder(int) and _setOrder(int) is:
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* - _setZOrder(int) is a pure setter for _ZOrder memeber variable
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* - setZOrder(int) firstly changes _ZOrder, then recorder this node in its parent's chilren array.
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*/
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virtual void _setZOrder(int z);
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/**
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* Gets the Z order of this node.
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*
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* @see setZOrder(int)
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*
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* @return The Z order.
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*/
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virtual int getZOrder() const;
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/**
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* Sets the real OpenGL Z vertex.
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*
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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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*
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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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*
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* @param vertexZ OpenGL Z vertex of this node.
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*/
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virtual void setVertexZ(float vertexZ);
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/**
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* Gets OpenGL Z vertex of this node.
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*
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* @see setVertexZ(float)
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*
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* @return OpenGL Z vertex of this node
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*/
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virtual float getVertexZ() const;
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/**
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* Changes the scale factor on X axis of this node
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*
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* The deafult value is 1.0 if you haven't changed it before
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*
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* @param scaleX The scale factor on X axis.
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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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* Changes the scale factor on Y 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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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 both X and Y scale factor of the node.
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*
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* 1.0 is the default scale factor. It modifies the X and Y scale at the same time.
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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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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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* Changes the position (x,y) of the node in OpenGL coordinates
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*
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* Usually we use Point(x,y) to compose Point object.
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* The original point (0,0) is at the left-bottom corner of screen.
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* For example, this codesnip 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( Point(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 Point &position);
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/**
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* Gets the position (x,y) of the node in OpenGL coordinates
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*
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* @see setPosition(const Point&)
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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 Point& getPosition() const;
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/**
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* Sets position in a more efficient way.
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*
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* Passing two numbers (x,y) is much efficient than passing Point object.
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* This method is binded 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 Point 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 Point object
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*
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* @see setPosition(float, float)
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* @code
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* In js,out value not return
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* @endcode
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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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* Changes the X skew angle of the node in degrees.
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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 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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* @param fSkewX The X skew angle of the node in degrees.
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*/
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virtual void setSkewX(float fSkewX);
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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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* 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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* @param fSkewY The Y skew angle of the node in degrees.
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*/
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virtual void setSkewY(float fSkewY);
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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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*
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* @param anchorPoint The anchor point of node.
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*/
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virtual void setAnchorPoint(const Point& 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 Point&)
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*
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* @return The anchor point of node.
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*/
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virtual const Point& 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 Point& 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 X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
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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 rotationX The X rotation in degrees which performs a horizontal rotational skew.
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*/
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virtual void setRotationX(float rotationX);
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/**
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* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
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*
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* @see setRotationX(float)
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*
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* @return The X rotation in degrees.
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*/
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virtual float getRotationX() const;
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/**
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* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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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 rotationY The Y rotation in degrees.
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*/
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virtual void setRotationY(float rotationY);
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/**
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* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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*
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* @see setRotationY(float)
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*
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* @return The Y rotation in degrees.
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*/
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virtual float getRotationY() const;
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/**
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* Sets the arrival order when this node has a same ZOrder with other children.
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*
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* A node which called addChild subsequently will take a larger arrival order,
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* If two children have the same Z order, the child with larger arrival order will be drawn later.
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*
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* @warning This method is used internally for zOrder sorting, don't change this manually
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*
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* @param orderOfArrival The arrival order.
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*/
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virtual void setOrderOfArrival(int orderOfArrival);
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/**
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* Returns the arrival order, indecates which children is added previously.
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*
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* @see setOrderOfArrival(unsigned int)
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*
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* @return The arrival order.
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*/
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virtual int getOrderOfArrival() const;
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/** @deprecated No longer needed
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* @js NA
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* @lua NA
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*/
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|
CC_DEPRECATED_ATTRIBUTE void setGLServerState(int serverState) { /* ignore */ };
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|
/** @deprecated No longer needed
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* @js NA
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* @lua NA
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*/
|
|
CC_DEPRECATED_ATTRIBUTE int getGLServerState() const { return 0; }
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|
|
/**
|
|
* Sets whether the anchor point will be (0,0) when you position this node.
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|
*
|
|
* 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
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|
*
|
|
* @param ignore true if anchor point will be (0,0) when you position this node
|
|
* @todo This method shoud 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 Peroperties
|
|
|
|
|
|
/// @{
|
|
/// @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 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 setZOrder(int)
|
|
*/
|
|
virtual void addChild(Node * child, int zOrder);
|
|
/**
|
|
* 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 setZOrder(int)
|
|
* @param tag A interger to identify the node easily. Please refer to setTag(int)
|
|
*/
|
|
virtual void addChild(Node* child, int zOrder, int tag);
|
|
/**
|
|
* 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
|
|
*/
|
|
Node * getChildByTag(int tag);
|
|
/**
|
|
* Return an array of children
|
|
*
|
|
* Composing a "tree" structure is a very important feature of Node
|
|
* Here's a sample code of traversing children array:
|
|
* @code
|
|
* Node* node = NULL;
|
|
* CCARRAY_FOREACH(parent->getChildren(), node)
|
|
* {
|
|
* node->setPosition(0,0);
|
|
* }
|
|
* @endcode
|
|
* This sample code traverses all children nodes, and set theie position to (0,0)
|
|
*
|
|
* @return An array of children
|
|
*/
|
|
virtual Array* getChildren() { return _children; }
|
|
virtual const Array *getChildren() const { return _children; }
|
|
|
|
/**
|
|
* Get the amount of children.
|
|
*
|
|
* @return The amount of children.
|
|
*/
|
|
unsigned int getChildrenCount() const;
|
|
|
|
/**
|
|
* Sets the parent node
|
|
*
|
|
* @param parent A pointer to the parnet node
|
|
*/
|
|
virtual void setParent(Node* parent);
|
|
/**
|
|
* Returns a pointer to the parent node
|
|
*
|
|
* @see setParent(Node*)
|
|
*
|
|
* @returns A pointer to the parnet 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.
|
|
*/
|
|
virtual void removeChildByTag(int tag, 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 zOrder Z order for drawing priority. Please refer to setZOrder(int)
|
|
*/
|
|
virtual void reorderChild(Node * child, int zOrder);
|
|
|
|
/**
|
|
* 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 Grid object for effects
|
|
|
|
/**
|
|
* Returns a grid object that is used when applying effects
|
|
*
|
|
* @return A Grid object that is used when applying effects
|
|
* @js NA
|
|
*/
|
|
virtual GridBase* getGrid() { return _grid; }
|
|
/**
|
|
* @js NA
|
|
*/
|
|
virtual const GridBase* getGrid() const { return _grid; }
|
|
|
|
/**
|
|
* Changes a grid object that is used when applying effects
|
|
*
|
|
* @param grid A Grid object that is used when applying effects
|
|
*/
|
|
virtual void setGrid(GridBase *grid);
|
|
|
|
/// @} end of Grid
|
|
|
|
|
|
/// @{
|
|
/// @name Tag & User data
|
|
|
|
/**
|
|
* Returns a tag that is used to identify the node easily.
|
|
*
|
|
* You can set tags to node then identify them easily.
|
|
* @code
|
|
* #define TAG_PLAYER 1
|
|
* #define TAG_MONSTER 2
|
|
* #define TAG_BOSS 3
|
|
* // set tags
|
|
* node1->setTag(TAG_PLAYER);
|
|
* node2->setTag(TAG_MONSTER);
|
|
* node3->setTag(TAG_BOSS);
|
|
* parent->addChild(node1);
|
|
* parent->addChild(node2);
|
|
* parent->addChild(node3);
|
|
* // identify by tags
|
|
* Node* node = NULL;
|
|
* CCARRAY_FOREACH(parent->getChildren(), node)
|
|
* {
|
|
* switch(node->getTag())
|
|
* {
|
|
* case TAG_PLAYER:
|
|
* break;
|
|
* case TAG_MONSTER:
|
|
* break;
|
|
* case TAG_BOSS:
|
|
* break;
|
|
* }
|
|
* }
|
|
* @endcode
|
|
*
|
|
* @return A interger that identifies the node.
|
|
*/
|
|
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 interger that indentifies the node.
|
|
*/
|
|
virtual void setTag(int tag);
|
|
|
|
/**
|
|
* 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 memroy 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 Object* getUserObject() { return _userObject; }
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual const Object* 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 relese.
|
|
* The UserObject will be released in Node's destructure.
|
|
*
|
|
* @param userObject A user assigned Object
|
|
*/
|
|
virtual void setUserObject(Object *userObject);
|
|
|
|
/// @} end of Tag & User Data
|
|
|
|
|
|
/// @{
|
|
/// @name Shader Program
|
|
/**
|
|
* Return the shader program currently used for this node
|
|
*
|
|
* @return The shader program currelty used for this node
|
|
*/
|
|
virtual GLProgram* getShaderProgram() { return _shaderProgram; }
|
|
virtual const GLProgram* getShaderProgram() const { return _shaderProgram; }
|
|
|
|
/**
|
|
* 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->setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
|
* @endcode
|
|
*
|
|
* @param shaderProgram The shader program which fetchs from ShaderCache.
|
|
*/
|
|
virtual void setShaderProgram(GLProgram *shaderProgram);
|
|
/// @} end of Shader Program
|
|
|
|
|
|
/**
|
|
* Returns a camera object that lets you move the node using a gluLookAt
|
|
*
|
|
* @code
|
|
* Camera* camera = node->getCamera();
|
|
* camera->setEye(0, 0, 415/2);
|
|
* camera->setCenter(0, 0, 0);
|
|
* @endcode
|
|
*
|
|
* @return A Camera object that lets you move the node using a gluLookAt
|
|
*/
|
|
virtual Camera* getCamera();
|
|
|
|
/**
|
|
* Returns whether or not the node accepts event callbacks.
|
|
*
|
|
* Running means the node 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();
|
|
|
|
/**
|
|
* Visits this node's children and draw them recursively.
|
|
*/
|
|
virtual void visit();
|
|
|
|
|
|
/**
|
|
* Returns a "local" axis aligned bounding box of the node.
|
|
* The returned box is relative only to its parent.
|
|
*
|
|
* @note This method returns a temporaty variable, so it can't returns const Rect&
|
|
* @todo Rename to getBoundingBox() in the future versions.
|
|
*
|
|
* @return A "local" axis aligned boudning box of the node.
|
|
*/
|
|
virtual Rect getBoundingBox() const;
|
|
|
|
/** @deprecated Use getBoundingBox instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual Rect boundingBox() const { return getBoundingBox(); }
|
|
|
|
/// @{
|
|
/// @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);
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
unsigned int getNumberOfRunningActions() const;
|
|
|
|
/** @deprecated Use getNumberOfRunningActions() instead */
|
|
CC_DEPRECATED_ATTRIBUTE unsigned int 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 and actions.
|
|
* This method is called internally by onEnter
|
|
*/
|
|
void resumeSchedulerAndActions(void);
|
|
/**
|
|
* Pauses all scheduled selectors and actions.
|
|
* This method is called internally by onExit
|
|
*/
|
|
void pauseSchedulerAndActions(void);
|
|
|
|
/*
|
|
* 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
|
|
|
|
/**
|
|
* Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
|
|
*/
|
|
void transform();
|
|
/**
|
|
* Performs OpenGL view-matrix transformation of it's ancestors.
|
|
* Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO)
|
|
* It's necessary to transform the ancestors again.
|
|
*/
|
|
void transformAncestors();
|
|
/**
|
|
* 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 AffineTransform& getNodeToParentTransform() const;
|
|
|
|
/** @deprecated use getNodeToParentTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToParentTransform() const { return getNodeToParentTransform(); }
|
|
|
|
/**
|
|
* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
|
|
* The matrix is in Pixels.
|
|
*/
|
|
virtual const AffineTransform& getParentToNodeTransform() const;
|
|
|
|
/** @deprecated Use getParentToNodeTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform parentToNodeTransform() const { return getParentToNodeTransform(); }
|
|
|
|
/**
|
|
* Returns the world affine transform matrix. The matrix is in Pixels.
|
|
*/
|
|
virtual AffineTransform getNodeToWorldTransform() const;
|
|
|
|
/** @deprecated Use getNodeToWorldTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToWorldTransform() const { return getNodeToWorldTransform(); }
|
|
|
|
/**
|
|
* Returns the inverse world affine transform matrix. The matrix is in Pixels.
|
|
*/
|
|
virtual AffineTransform getWorldToNodeTransform() const;
|
|
|
|
/** @deprecated Use worldToNodeTransform() instead */
|
|
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform worldToNodeTransform() const { return getWorldToNodeTransform(); }
|
|
|
|
/// @} end of Transformations
|
|
|
|
|
|
/// @{
|
|
/// @name Coordinate Converters
|
|
|
|
/**
|
|
* Converts a Point to node (local) space coordinates. The result is in Points.
|
|
*/
|
|
Point convertToNodeSpace(const Point& worldPoint) const;
|
|
|
|
/**
|
|
* Converts a Point to world space coordinates. The result is in Points.
|
|
*/
|
|
Point convertToWorldSpace(const Point& nodePoint) const;
|
|
|
|
/**
|
|
* Converts a Point to node (local) space coordinates. The result is in Points.
|
|
* treating the returned/received node point as anchor relative.
|
|
*/
|
|
Point convertToNodeSpaceAR(const Point& worldPoint) const;
|
|
|
|
/**
|
|
* Converts a local Point to world space coordinates.The result is in Points.
|
|
* treating the returned/received node point as anchor relative.
|
|
*/
|
|
Point convertToWorldSpaceAR(const Point& nodePoint) const;
|
|
|
|
/**
|
|
* convenience methods which take a Touch instead of Point
|
|
*/
|
|
Point convertTouchToNodeSpace(Touch * touch) const;
|
|
|
|
/**
|
|
* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
|
|
*/
|
|
Point convertTouchToNodeSpaceAR(Touch * touch) const;
|
|
|
|
/**
|
|
* Sets the additional transform.
|
|
*
|
|
* @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).
|
|
* @code
|
|
// create a batchNode
|
|
SpriteBatchNode* batch= SpriteBatchNode::create("Icon-114.png");
|
|
this->addChild(batch);
|
|
|
|
// create two sprites, spriteA will be added to batchNode, they are using different textures.
|
|
Sprite* spriteA = Sprite::createWithTexture(batch->getTexture());
|
|
Sprite* spriteB = Sprite::create("Icon-72.png");
|
|
|
|
batch->addChild(spriteA);
|
|
|
|
// We can't make spriteB as spriteA's child since they use different textures. So just add it to layer.
|
|
// But we want to simulate `parent-child` relationship for these two node.
|
|
this->addChild(spriteB);
|
|
|
|
//position
|
|
spriteA->setPosition(Point(200, 200));
|
|
|
|
// Gets the spriteA's transform.
|
|
AffineTransform t = spriteA->getNodeToParentTransform();
|
|
|
|
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
|
|
spriteB->setAdditionalTransform(t);
|
|
|
|
//scale
|
|
spriteA->setScale(2);
|
|
|
|
// Gets the spriteA's transform.
|
|
t = spriteA->getNodeToParentTransform();
|
|
|
|
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
|
|
spriteB->setAdditionalTransform(t);
|
|
|
|
//rotation
|
|
spriteA->setRotation(20);
|
|
|
|
// Gets the spriteA's transform.
|
|
t = spriteA->getNodeToParentTransform();
|
|
|
|
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
|
|
spriteB->setAdditionalTransform(t);
|
|
* @endcode
|
|
*/
|
|
void setAdditionalTransform(const AffineTransform& additionalTransform);
|
|
|
|
/// @} end of Coordinate Converters
|
|
|
|
/// @{
|
|
/// @name component functions
|
|
/**
|
|
* gets a component by its name
|
|
*/
|
|
Component* getComponent(const char *pName);
|
|
|
|
/**
|
|
* adds a component
|
|
*/
|
|
virtual bool addComponent(Component *pComponent);
|
|
|
|
/**
|
|
* removes a component by its name
|
|
*/
|
|
virtual bool removeComponent(const char *pName);
|
|
|
|
/**
|
|
* removes all components
|
|
*/
|
|
virtual void removeAllComponents();
|
|
/// @} end of component functions
|
|
|
|
|
|
private:
|
|
friend class Director;
|
|
friend class EventDispatcher;
|
|
|
|
int getEventPriority() const { return _eventPriority; };
|
|
|
|
void associateEventListener(EventListener* listener);
|
|
void dissociateEventListener(EventListener* listener);
|
|
|
|
static void resetEventPriorityIndex();
|
|
std::set<EventListener*> _eventlisteners;
|
|
|
|
protected:
|
|
|
|
/// Upates event priority for this node.
|
|
inline void updateEventPriorityIndex() {
|
|
_oldEventPriority = _eventPriority;
|
|
_eventPriority = ++_globalEventPriorityIndex;
|
|
if (_oldEventPriority != _eventPriority)
|
|
{
|
|
setDirtyForAllEventListeners();
|
|
}
|
|
};
|
|
|
|
/// Removes all event listeners that associated with this node.
|
|
void removeAllEventListeners();
|
|
|
|
/// Sets dirty for event listener.
|
|
void setDirtyForAllEventListeners();
|
|
|
|
/// 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, int index, bool doCleanup);
|
|
|
|
/// Convert cocos2d coordinates to UI windows coordinate.
|
|
Point convertToWindowSpace(const Point& nodePoint) const;
|
|
|
|
|
|
float _rotationX; ///< rotation angle on x-axis
|
|
float _rotationY; ///< rotation angle on y-axis
|
|
|
|
float _scaleX; ///< scaling factor on x-axis
|
|
float _scaleY; ///< scaling factor on y-axis
|
|
|
|
float _vertexZ; ///< OpenGL real Z vertex
|
|
|
|
Point _position; ///< position of the node
|
|
|
|
float _skewX; ///< skew angle on x-axis
|
|
float _skewY; ///< skew angle on y-axis
|
|
|
|
Point _anchorPointInPoints; ///< anchor point in points
|
|
Point _anchorPoint; ///< anchor point normalized (NOT in points)
|
|
|
|
Size _contentSize; ///< untransformed size of the node
|
|
|
|
// "cache" variables are allowed to be mutable
|
|
mutable AffineTransform _additionalTransform; ///< transform
|
|
mutable AffineTransform _transform; ///< transform
|
|
mutable AffineTransform _inverse; ///< inverse transform
|
|
mutable bool _additionalTransformDirty; ///< The flag to check whether the additional transform is dirty
|
|
mutable bool _transformDirty; ///< transform dirty flag
|
|
mutable bool _inverseDirty; ///< inverse transform dirty flag
|
|
|
|
Camera *_camera; ///< a camera
|
|
|
|
GridBase *_grid; ///< a grid
|
|
|
|
int _ZOrder; ///< z-order value that affects the draw order
|
|
|
|
Array *_children; ///< array of children nodes
|
|
Node *_parent; ///< weak reference to parent node
|
|
|
|
int _tag; ///< a tag. Can be any number you assigned just to identify this node
|
|
|
|
void *_userData; ///< A user assingned void pointer, Can be point to any cpp object
|
|
Object *_userObject; ///< A user assigned Object
|
|
|
|
GLProgram *_shaderProgram; ///< OpenGL shader
|
|
|
|
int _orderOfArrival; ///< used to preserve sequence while sorting children with the same zOrder
|
|
|
|
Scheduler *_scheduler; ///< scheduler used to schedule timers and updates
|
|
|
|
ActionManager *_actionManager; ///< a pointer to ActionManager singleton, which is used to handle all the actions
|
|
|
|
bool _running; ///< is running
|
|
|
|
bool _visible; ///< is this node visible
|
|
|
|
bool _ignoreAnchorPointForPosition; ///< true if the Anchor Point 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
|
|
|
|
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
|
|
|
|
ComponentContainer *_componentContainer; ///< Dictionary of components
|
|
|
|
int _eventPriority; ///< The scene graph based priority of event listener.
|
|
int _oldEventPriority; ///< The old scene graph based priority of event listener.
|
|
static int _globalEventPriorityIndex; ///< The index of global event priority.
|
|
};
|
|
|
|
//#pragma mark - 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:
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
NodeRGBA();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~NodeRGBA();
|
|
|
|
virtual bool init();
|
|
|
|
// overrides
|
|
virtual GLubyte getOpacity() const override;
|
|
virtual GLubyte getDisplayedOpacity() const override;
|
|
virtual void setOpacity(GLubyte opacity) override;
|
|
virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
|
|
virtual bool isCascadeOpacityEnabled() const override;
|
|
virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled) override;
|
|
|
|
virtual const Color3B& getColor(void) const override;
|
|
virtual const Color3B& getDisplayedColor() const override;
|
|
virtual void setColor(const Color3B& color) override;
|
|
virtual void updateDisplayedColor(const Color3B& parentColor) override;
|
|
virtual bool isCascadeColorEnabled() const override;
|
|
virtual void setCascadeColorEnabled(bool cascadeColorEnabled) override;
|
|
|
|
virtual void setOpacityModifyRGB(bool bValue) override {CC_UNUSED_PARAM(bValue);};
|
|
virtual bool isOpacityModifyRGB() const override { return false; };
|
|
|
|
protected:
|
|
GLubyte _displayedOpacity;
|
|
GLubyte _realOpacity;
|
|
Color3B _displayedColor;
|
|
Color3B _realColor;
|
|
bool _cascadeColorEnabled;
|
|
bool _cascadeOpacityEnabled;
|
|
};
|
|
|
|
// end of base_node group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __PLATFORM_CCNODE_H__
|