cocos2d-x  2.2.3-gd2.113-rev1ec524e
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CCNode Class Reference

CCNode is the main element. More...

#include <CCNode.h>

Inheritance diagram for CCNode:
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Collaboration diagram for CCNode:
[legend]

Public Member Functions

virtual ~CCNode (void)
 Default destructor NA NA. More...
 
virtual bool init ()
 Initializes the instance of CCNode. More...
 
const char * description (void)
 Gets the description string. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (unsigned int uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual unsigned int getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
virtual void setGLServerState (ccGLServerState glServerState)
 Sets the state of OpenGL server side. More...
 
virtual ccGLServerState getGLServerState ()
 Returns the state of OpenGL server side. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void removeChild (CCNode *child)
 Removes a child from the container with a cleanup. More...
 
virtual void removeChild (CCNode *child, bool cleanup)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag)
 Removes a child from the container by tag value with a cleanup. More...
 
virtual void removeChildByTag (int tag, bool cleanup)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (CCNode *child, int zOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual CCCameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
virtual void cleanup (void)
 Stops all running actions and schedulers. More...
 
virtual void draw (void)
 Override this method to draw your own node. More...
 
virtual void visit (void)
 Visits this node's children and draw them recursively. More...
 
CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual CCAffineTransform nodeToWorldTransform (void)
 Returns the world affine transform matrix. More...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
Constructor, Distructor and Initializers
 CCNode (void)
 Default constructor ctor. More...
 
 CCNode (const CCNode &)
 
Setters & Getters for Graphic Peroperties
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float fScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale ()
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float fScaleX, float fScaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const CCPointgetPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void setPositionY (float y)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual float getPositionY (void)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual CCSize getScaledContentSize (void)
 
Children and Parent
virtual void addChild (CCNode *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (CCNode *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
virtual CCNodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArraygetChildren ()
 Return an array of children. More...
 
virtual unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
virtual CCNodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeMeAndCleanup (void)
 
Grid object for effects
virtual CCGridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual void setGrid (CCGridBase *pGrid)
 Changes a grid object that is used when applying effects. More...
 
Tag & User data
virtual void * getUserData ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
Shader Program
virtual CCGLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 
Script Bindings for lua
virtual void registerScriptHandler (int handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
virtual void unregisterScriptHandler (void)
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
int getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
void scheduleUpdateWithPriorityLua (int nHandler, int priority)
 Schedules for lua script. More...
 
Event Callbacks
virtual void onEnter ()
 Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the CCNode leaves the 'stage'. More...
 
Actions
virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManagergetActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCActionrunAction (CCAction *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions (void)
 Stops and removes all actions from the running action list . More...
 
void stopAction (CCAction *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
CCActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int numberOfRunningActions (void)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
Scheduler and Timer
virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCSchedulergetScheduler ()
 Gets a CCSheduler object. More...
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
Transformations
void transform (void)
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors (void)
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform (void)
 Calls children's updateTransform() method recursively. More...
 
virtual const CCAffineTransform nodeToParentTransform (void)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual const CCAffineTransform parentToNodeTransform (void)
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
Coordinate Converters
CCPoint convertToNodeSpace (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpace (const CCPoint &nodePoint)
 Converts a Point to world space coordinates. More...
 
CCPoint convertToNodeSpaceAR (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpaceAR (const CCPoint &nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
CCPoint convertTouchToNodeSpace (CCTouch *touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
component functions
CCComponentgetComponent (const char *pName) const
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name
More...
 
virtual bool removeComponent (CCComponent *pComponent)
 removes a component by its pointer
More...
 
virtual void removeAllComponents ()
 removes all components More...
 
virtual void updateTweenAction (float, const char *)
 
CCNodeoperator= (const CCNode &)
 
- Public Member Functions inherited from CCObject
 CCObject (void)
 
virtual ~CCObject (void)
 NA. More...
 
void release (void)
 
void retain (void)
 
CCObjectautorelease (void)
 
CCObjectcopy (void)
 
bool isSingleReference (void) const
 
unsigned int retainCount (void) const
 
virtual bool isEqual (const CCObject *pObject)
 
virtual void acceptVisitor (CCDataVisitor &visitor)
 
virtual void update (float dt)
 
 CCObject (const CCObject &)
 
CCObjectoperator= (const CCObject &)
 
virtual void encodeWithCoder (DS_Dictionary *)
 
virtual bool canEncode ()
 
CCObjectType getObjType () const
 
virtual int getTag () const
 
virtual void setTag (int nTag)
 
void setObjType (CCObjectType)
 
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)
 

Static Public Member Functions

static CCNodecreate (void)
 Allocates and initializes a node. More...
 
- Static Public Member Functions inherited from CCObject
static CCObjectcreateWithCoder (DS_Dictionary *)
 

Protected Attributes

float m_fRotationX
 rotation angle on x-axis More...
 
float m_fRotationY
 rotation angle on y-axis More...
 
float m_fScaleX
 scaling factor on x-axis More...
 
float m_fScaleY
 scaling factor on y-axis More...
 
float m_fVertexZ
 OpenGL real Z vertex. More...
 
CCPoint m_obPosition
 position of the node More...
 
float m_fSkewX
 skew angle on x-axis More...
 
float m_fSkewY
 skew angle on y-axis More...
 
CCPoint m_obAnchorPointInPoints
 anchor point in points More...
 
CCPoint m_obAnchorPoint
 anchor point normalized (NOT in points) More...
 
CCSize m_obContentSize
 untransformed size of the node More...
 
CCAffineTransform m_sAdditionalTransform
 transform More...
 
CCAffineTransform m_sTransform
 transform More...
 
CCAffineTransform m_sInverse
 transform More...
 
CCCameram_pCamera
 a camera More...
 
CCGridBasem_pGrid
 a grid More...
 
int m_nZOrder
 z-order value that affects the draw order More...
 
CCArraym_pChildren
 array of children nodes More...
 
CCNodem_pParent
 weak reference to parent node More...
 
void * m_pUserData
 A user assingned void pointer, Can be point to any cpp object. More...
 
CCObjectm_pUserObject
 A user assigned CCObject. More...
 
CCGLProgramm_pShaderProgram
 OpenGL shader. More...
 
ccGLServerState m_eGLServerState
 OpenGL servier side state. More...
 
unsigned int m_uOrderOfArrival
 used to preserve sequence while sorting children with the same zOrder More...
 
CCSchedulerm_pScheduler
 scheduler used to schedule timers and updates More...
 
CCActionManagerm_pActionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool m_bRunning
 is running More...
 
bool m_bTransformDirty
 transform dirty flag More...
 
bool m_bInverseDirty
 transform dirty flag More...
 
bool m_bAdditionalTransformDirty
 The flag to check whether the additional transform is dirty. More...
 
bool m_bVisible
 is this node visible More...
 
bool m_bIgnoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
bool m_bReorderChildDirty
 children order dirty flag More...
 
int m_nScriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int m_nUpdateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType m_eScriptType
 type of script binding, lua or javascript More...
 
CCComponentContainerm_pComponentContainer
 Dictionary of components. More...
 
- Protected Attributes inherited from CCObject
unsigned int m_uReference
 
unsigned int m_uAutoReleaseCount
 
int m_nTag
 
int m_eObjType
 
unsigned int m_uObjectIdxInArray
 

Additional Inherited Members

- Public Attributes inherited from CCObject
unsigned int m_uID
 
int m_nLuaID
 

Detailed Description

CCNode is the main element.

Anything that gets drawn or contains things that get drawn is a CCNode. The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.

The main features of a CCNode are:

  • They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc)
  • They can schedule periodic callback (schedule, unschedule, etc)
  • They can execute actions (runAction, stopAction, etc)

Some CCNode nodes provide extra functionality for them or their children.

Subclassing a CCNode usually means (one/all) of:

  • overriding init to initialize resources and schedule callbacks
  • create callbacks to handle the advancement of time
  • overriding draw to render the node

Features of CCNode:

  • position
  • scale (x, y)
  • rotation (in degrees, clockwise)
  • CCCamera (an interface to gluLookAt )
  • CCGridBase (to do mesh transformations)
  • anchor point
  • size
  • visible
  • z-order
  • openGL z position

Default values:

  • rotation: 0
  • position: (x=0,y=0)
  • scale: (x=1,y=1)
  • contentSize: (x=0,y=0)
  • anchorPoint: (x=0,y=0)

Limitations:

  • A CCNode is a "void" object. It doesn't have a texture

Order in transformations with grid disabled

  1. The node will be translated (position)
  2. The node will be rotated (rotation)
  3. The node will be scaled (scale)
  4. The node will be moved according to the camera values (camera)

Order in transformations with grid enabled

  1. The node will be translated (position)
  2. The node will be rotated (rotation)
  3. The node will be scaled (scale)
  4. The grid will capture the screen
  5. The node will be moved according to the camera values (camera)
  6. The grid will render the captured screen

Camera:

  • Each node has a camera. By default it points to the center of the CCNode.

Member Function Documentation

◆ _setZOrder()

virtual void _setZOrder ( int  z)
virtual

Sets the z order which stands for the drawing order.

This is an internal method. Don't call it outside the framework. The difference between setZOrder(int) and _setOrder(int) is:

  • _setZOrder(int) is a pure setter for m_nZOrder memeber variable
  • setZOrder(int) firstly changes m_nZOrder, then recorder this node in its parent's chilren array.

◆ addChild() [1/3]

virtual void addChild ( CCNode child)
virtual

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.

Parameters
childA child node

Reimplemented in CCMenu, CCParticleBatchNode, CCSpriteBatchNode, CCScrollView, and CCSprite.

◆ addChild() [2/3]

virtual void addChild ( CCNode child,
int  zOrder 
)
virtual

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.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in CCMenu, CCParticleBatchNode, CCSpriteBatchNode, CCScrollView, and CCSprite.

◆ addChild() [3/3]

virtual void addChild ( CCNode child,
int  zOrder,
int  tag 
)
virtual

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.

Parameters
childA child node
zOrderZ order for drawing priority. Please refer to setZOrder(int)
tagA interger to identify the node easily. Please refer to setTag(int)

Reimplemented in CCMenu, CCParticleBatchNode, CCSpriteBatchNode, CCTMXLayer, CCScrollView, and CCSprite.

◆ addComponent()

virtual bool addComponent ( CCComponent pComponent)
virtual

adds a component

◆ boundingBox()

CCRect boundingBox ( void  )

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 CCRect&
Todo:
Rename to getBoundingBox() in the future versions.
Returns
A "local" axis aligned boudning box of the node. getBoundingBox

◆ cleanup()

virtual void cleanup ( void  )
virtual

Stops all running actions and schedulers.

Reimplemented in CCTransitionScene.

◆ convertToNodeSpace()

CCPoint convertToNodeSpace ( const CCPoint worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points.

◆ convertToNodeSpaceAR()

CCPoint convertToNodeSpaceAR ( const CCPoint worldPoint)

Converts a Point to node (local) space coordinates.

The result is in Points. treating the returned/received node point as anchor relative.

◆ convertTouchToNodeSpace()

CCPoint convertTouchToNodeSpace ( CCTouch touch)

convenience methods which take a CCTouch instead of CCPoint

◆ convertTouchToNodeSpaceAR()

CCPoint convertTouchToNodeSpaceAR ( CCTouch touch)

converts a CCTouch (world coordinates) into a local coordinate.

This method is AR (Anchor Relative).

◆ convertToWorldSpace()

CCPoint convertToWorldSpace ( const CCPoint nodePoint)

Converts a Point to world space coordinates.

The result is in Points.

◆ convertToWorldSpaceAR()

CCPoint convertToWorldSpaceAR ( const CCPoint nodePoint)

Converts a local Point to world space coordinates.The result is in Points.

treating the returned/received node point as anchor relative.

◆ draw()

virtual void draw ( void  )
virtual

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.

Reimplemented in CCDrawNode, CCLayerColor, CCTransitionScene, CCTransitionCrossFade, CCMotionStreak, CCRenderTexture, CCParticleSystemQuad, CCTextFieldTTF, CCAtlasNode, CCProgressTimer, CCParticleBatchNode, CCSprite, and CCSpriteBatchNode.

◆ getActionByTag()

CCAction * getActionByTag ( int  tag)

Gets an action from the running action list by its tag.

See also
setTag(int), getTag().
Returns
The action object with the given tag.

◆ getActionManager()

virtual CCActionManager * getActionManager ( )
virtual

Gets the CCActionManager object that is used by all actions.

See also
setActionManager(CCActionManager*)
Returns
A CCActionManager object.

◆ getAnchorPoint()

virtual const CCPoint & getAnchorPoint ( )
virtual

Returns the anchor point in percent.

See also
setAnchorPoint(const CCPoint&)
Returns
The anchor point of node.

◆ getAnchorPointInPoints()

virtual const CCPoint & getAnchorPointInPoints ( )
virtual

Returns the anchorPoint in absolute pixels.

Warning
You can only read it. If you wish to modify it, use anchorPoint instead.
See also
getAnchorPoint()
Returns
The anchor point in absolute pixels.

◆ getCamera()

virtual CCCamera * getCamera ( )
virtual

Returns a camera object that lets you move the node using a gluLookAt.

CCCamera* camera = node->getCamera();
camera->setEyeXYZ(0, 0, 415/2);
camera->setCenterXYZ(0, 0, 0);
A CCCamera is used in every CCNode.
Definition: CCCamera.h:65
void setCenterXYZ(float fCenterX, float fCenterY, float fCenterZ)
sets the center values in points setCenter
void setEyeXYZ(float fEyeX, float fEyeY, float fEyeZ)
sets the eye values in points setEye
Returns
A CCCamera object that lets you move the node using a gluLookAt

◆ getChildByTag()

virtual CCNode * getChildByTag ( int  tag)
virtual

Gets a child from the container with its tag.

Parameters
tagAn identifier to find the child node.
Returns
a CCNode object whose tag equals to the input parameter

◆ getChildren()

virtual CCArray * getChildren ( )
virtual

Return an array of children.

Composing a "tree" structure is a very important feature of CCNode Here's a sample code of traversing children array:

CCNode* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
node->setPosition(0,0);
}
CCNode is the main element.
Definition: CCNode.h:129
virtual void setPosition(const CCPoint &position)
Changes the position (x,y) of the node in OpenGL coordinates.
#define CCARRAY_FOREACH(__array__, __object__)
A convenience macro to iterate over a CCArray using.
Definition: CCArray.h:51
#define NULL
Definition: CCPlatformDefine.h:30

This sample code traverses all children nodes, and set theie position to (0,0)

Returns
An array of children

◆ getChildrenCount()

virtual unsigned int getChildrenCount ( void  ) const
virtual

Get the amount of children.

Returns
The amount of children.

◆ getComponent()

CCComponent * getComponent ( const char *  pName) const

gets a component by its name

◆ getContentSize()

virtual const CCSize & getContentSize ( ) const
virtual

Returns the untransformed size of the node.

See also
setContentSize(const CCSize&)
Returns
The untransformed size of the node.

Reimplemented in CCScrollView.

◆ getGLServerState()

virtual ccGLServerState getGLServerState ( )
virtual

Returns the state of OpenGL server side.

Returns
The state of OpenGL server side. NA

◆ getGrid()

virtual CCGridBase * getGrid ( )
virtual

Returns a grid object that is used when applying effects.

Returns
A CCGrid object that is used when applying effects NA

◆ getOrderOfArrival()

virtual unsigned int getOrderOfArrival ( )
virtual

Returns the arrival order, indecates which children is added previously.

See also
setOrderOfArrival(unsigned int)
Returns
The arrival order.

◆ getParent()

virtual CCNode * getParent ( )
virtual

Returns a pointer to the parent node.

See also
setParent(CCNode*)
Returns
A pointer to the parnet node

◆ getPosition() [1/2]

virtual const CCPoint & getPosition ( )
virtual

Gets the position (x,y) of the node in OpenGL coordinates.

See also
setPosition(const CCPoint&)
Returns
The position (x,y) of the node in OpenGL coordinates

◆ getPosition() [2/2]

virtual void getPosition ( float *  x,
float *  y 
)
virtual

Gets position in a more efficient way, returns two number instead of a CCPoint object.

See also
setPosition(float, float)

◆ getPositionX()

virtual float getPositionX ( void  )
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
nZOrderZ order of this node.

◆ getPositionY()

virtual float getPositionY ( void  )
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
nZOrderZ order of this node.

◆ getRotation()

virtual float getRotation ( )
virtual

Returns the rotation of the node in degrees.

See also
setRotation(float)
Returns
The rotation of the node in degrees.

◆ getRotationX()

virtual float getRotationX ( )
virtual

Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.

See also
setRotationX(float)
Returns
The X rotation in degrees.

◆ getRotationY()

virtual float getRotationY ( )
virtual

Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

See also
setRotationY(float)
Returns
The Y rotation in degrees.

◆ getScale()

virtual float getScale ( )
virtual

Gets the scale factor of the node, when X and Y have the same scale factor.

Warning
Assert when m_fScaleX != m_fScaleY.
See also
setScale(float)
Returns
The scale factor of the node.

◆ getScaledContentSize()

virtual CCSize getScaledContentSize ( void  )
virtual
Remarks
Added by RobTop. See RT_ADD for more info.

◆ getScaleX()

virtual float getScaleX ( )
virtual

Returns the scale factor on X axis of this node.

See also
setScaleX(float)
Returns
The scale factor on X axis.

◆ getScaleY()

virtual float getScaleY ( )
virtual

Returns the scale factor on Y axis of this node.

See also
setScaleY(float)
Returns
The scale factor on Y axis.

◆ getScheduler()

virtual CCScheduler * getScheduler ( )
virtual

Gets a CCSheduler object.

See also
setScheduler(CCScheduler*)
Returns
A CCScheduler object. NA

◆ getScriptHandler()

int getScriptHandler ( )
inline

Gets script handler for onEnter/onExit event.

This is an internal method. g

See also
registerScriptHandler(int)
Returns
A number that indicates a lua function.

◆ getShaderProgram()

virtual CCGLProgram * getShaderProgram ( )
virtual

Return the shader program currently used for this node.

Returns
The shader program currelty used for this node

◆ getSkewX()

virtual float getSkewX ( )
virtual

Returns the X skew angle of the node in degrees.

See also
setSkewX(float)
Returns
The X skew angle of the node in degrees.

◆ getSkewY()

virtual float getSkewY ( )
virtual

Returns the Y skew angle of the node in degrees.

See also
setSkewY(float)
Returns
The Y skew angle of the node in degrees.

◆ getUserData()

virtual void * getUserData ( )
virtual

Returns a tag that is used to identify the node easily.

You can set tags to node then identify them easily.

#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
CCNode* node = NULL;
CCARRAY_FOREACH(parent->getChildren(), node)
{
switch(node->getTag())
{
case TAG_PLAYER:
break;
case TAG_MONSTER:
break;
case TAG_BOSS:
break;
}
}
virtual int getTag() const
Returns
A interger that identifies the node. Changes the tag that is used to identify the node easily.

Please refer to getTag for the sample code.

Parameters
Ainterger that indentifies the node. Returns a custom user data pointer

You can set everything in UserData pointer, a data block, a structure or an object.

Returns
A custom user data pointer NA

◆ getUserObject()

virtual CCObject * getUserObject ( )
virtual

Returns a user assigned CCObject.

Similar to userData, but instead of holding a void* it holds an object

Returns
A user assigned CCObject NA

◆ getVertexZ()

virtual float getVertexZ ( )
virtual

Gets OpenGL Z vertex of this node.

See also
setVertexZ(float)
Returns
OpenGL Z vertex of this node

◆ getZOrder()

virtual int getZOrder ( )
virtual

Gets the Z order of this node.

See also
setZOrder(int)
Returns
The Z order.

◆ ignoreAnchorPointForPosition()

virtual void ignoreAnchorPointForPosition ( bool  ignore)
virtual

Sets whether the anchor point will be (0,0) when you position this node.

This is an internal method, only used by CCLayer and CCScene. Don't call it outside framework. The default value is false, while in CCLayer and CCScene are true

Parameters
ignoretrue 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"

Reimplemented in CCSprite.

◆ isIgnoreAnchorPointForPosition()

virtual bool isIgnoreAnchorPointForPosition ( )
virtual

Gets whether the anchor point will be (0,0) when you position this node.

See also
ignoreAnchorPointForPosition(bool)
Returns
true if the anchor point will be (0,0) when you position this node.

◆ isRunning()

virtual bool isRunning ( )
virtual

Returns whether or not the node accepts event callbacks.

Running means the node accept event callbacks like onEnter(), onExit(), update()

Returns
Whether or not the node is running.

◆ isScheduled()

bool isScheduled ( SEL_SCHEDULE  selector)

Checks whether a selector is scheduled.

Parameters
selectorA function selector
Returns
Whether the funcion selector is scheduled. NA NA

◆ isVisible()

virtual bool isVisible ( )
virtual

Determines if the node is visible.

See also
setVisible(bool)
Returns
true if the node is visible, false if the node is hidden.

◆ nodeToParentTransform()

virtual const CCAffineTransform nodeToParentTransform ( void  )
virtual

Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.

The matrix is in Pixels.

Remarks
Added by RobTop. See RT_ADD for more info.

◆ nodeToWorldTransform()

virtual CCAffineTransform nodeToWorldTransform ( void  )
virtual

Returns the world affine transform matrix.

The matrix is in Pixels.

◆ numberOfRunningActions()

unsigned int numberOfRunningActions ( void  )

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()
Returns
The number of actions that are running plus the ones that are schedule to run

◆ onEnter()

virtual void onEnter ( )
virtual

Event callback that is invoked every time when CCNode enters the 'stage'.

If the CCNode 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., CCNode::onEnter(). NA NA

Reimplemented in CCTransitionScene, CCTransitionRotoZoom, CCTransitionJumpZoom, CCTransitionMoveInL, CCTransitionSlideInL, CCTransitionShrinkGrow, CCTransitionFlipX, CCTransitionFlipY, CCTransitionFlipAngular, CCTransitionZoomFlipX, CCTransitionZoomFlipY, CCTransitionZoomFlipAngular, CCTransitionFade, CCTransitionCrossFade, CCTransitionTurnOffTiles, CCTransitionSplitCols, CCTransitionFadeTR, CCTransitionPageTurn, CCTransitionProgress, CCClippingNode, CCControl, and CCEditBox.

◆ onEnterTransitionDidFinish()

virtual void onEnterTransitionDidFinish ( )
virtual

Event callback that is invoked when the CCNode enters in the 'stage'.

If the CCNode 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. CCNode::onEnterTransitionDidFinish() NA NA

Reimplemented in CCClippingNode.

◆ onExit()

virtual void onExit ( )
virtual

Event callback that is invoked every time the CCNode leaves the 'stage'.

If the CCNode 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., CCNode::onExit(). NA NA

Reimplemented in CCTransitionScene, CCTransitionFade, CCTransitionCrossFade, CCTransitionProgress, CCMenu, CCClippingNode, CCControl, and CCEditBox.

◆ onExitTransitionDidStart()

virtual void onExitTransitionDidStart ( )
virtual

Event callback that is called every time the CCNode leaves the 'stage'.

If the CCNode leaves the 'stage' with a transition, this callback is called when the transition starts. NA NA

Reimplemented in CCClippingNode.

◆ operator=()

CCNode & operator= ( const CCNode )
Remarks
Added by RobTop. See RT_ADD for more info.

◆ parentToNodeTransform()

virtual const CCAffineTransform parentToNodeTransform ( void  )
virtual

Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.

The matrix is in Pixels.

Remarks
Added by RobTop. See RT_ADD for more info.

◆ pauseSchedulerAndActions()

void pauseSchedulerAndActions ( void  )

Pauses all scheduled selectors and actions.

This method is called internally by onExit NA NA

◆ registerScriptHandler()

virtual void registerScriptHandler ( int  handler)
virtual

Registers a script function that will be called in onEnter() & onExit() seires functions.

This handler will be removed automatically after onExit() called.

-- lua sample
local function sceneEventHandler(eventType)
if eventType == kCCNodeOnEnter then
-- do something
elseif evetType == kCCNodeOnExit then
-- do something
scene::registerScriptHandler(sceneEventHandler)
@ kCCNodeOnEnter
Definition: CCNode.h:66
@ kCCNodeOnExit
Definition: CCNode.h:67
virtual void end()
Warning
This method is for internal usage, don't call it manually.
Todo:
Perhaps we should rename it to get/set/removeScriptHandler acoording to the function name style.
Parameters
handlerA number that indicates a lua function.

◆ removeAllChildren()

virtual void removeAllChildren ( )
virtual

Removes all children from the container with a cleanup.

See also
removeAllChildrenWithCleanup(bool)

◆ removeAllChildrenWithCleanup()

virtual void removeAllChildrenWithCleanup ( bool  cleanup)
virtual

Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.

Parameters
cleanuptrue if all running actions on all children nodes should be cleanup, false oterwise. removeAllChildren

Reimplemented in CCSprite, CCSpriteBatchNode, CCParallaxNode, and CCParticleBatchNode.

◆ removeAllComponents()

virtual void removeAllComponents ( )
virtual

removes all components

◆ removeChild() [1/2]

virtual void removeChild ( CCNode child)
virtual

Removes a child from the container with a cleanup.

See also
removeChild(CCNode, bool)
Parameters
childThe child node which will be removed.

◆ removeChild() [2/2]

virtual void removeChild ( CCNode child,
bool  cleanup 
)
virtual

Removes a child from the container.

It will also cleanup all running actions depending on the cleanup parameter.

Parameters
childThe child node which will be removed.
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

Reimplemented in CCMenu, CCParticleBatchNode, CCSpriteBatchNode, CCParallaxNode, CCTMXLayer, and CCSprite.

◆ removeChildByTag() [1/2]

virtual void removeChildByTag ( int  tag)
virtual

Removes a child from the container by tag value with a cleanup.

See also
removeChildByTag(int, bool)
Parameters
tagAn interger number that identifies a child node

◆ removeChildByTag() [2/2]

virtual void removeChildByTag ( int  tag,
bool  cleanup 
)
virtual

Removes a child from the container by tag value.

It will also cleanup all running actions depending on the cleanup parameter

Parameters
tagAn interger number that identifies a child node
cleanuptrue if all running actions and callbacks on the child node will be cleanup, false otherwise.

◆ removeComponent() [1/2]

virtual bool removeComponent ( CCComponent pComponent)
virtual

removes a component by its pointer

◆ removeComponent() [2/2]

virtual bool removeComponent ( const char *  pName)
virtual

removes a component by its name

◆ removeFromParent()

virtual void removeFromParent ( )
virtual

Removes this node itself from its parent node with a cleanup.

If the node orphan, then nothing happens.

See also
removeFromParentAndCleanup(bool)

◆ removeFromParentAndCleanup()

virtual void removeFromParentAndCleanup ( bool  cleanup)
virtual

Removes this node itself from its parent node.

If the node orphan, then nothing happens.

Parameters
cleanuptrue if all actions and callbacks on this node should be removed, false otherwise. removeFromParent

◆ removeMeAndCleanup()

virtual void removeMeAndCleanup ( void  )
virtual
Remarks
Added by RobTop. See RT_ADD for more info.

◆ reorderChild()

virtual void reorderChild ( CCNode child,
int  zOrder 
)
virtual

Reorders a child according to a new z value.

Parameters
childAn already added child node. It MUST be already added.
zOrderZ order for drawing priority. Please refer to setZOrder(int)

Reimplemented in CCParticleBatchNode, CCSpriteBatchNode, and CCSprite.

◆ resumeSchedulerAndActions()

void resumeSchedulerAndActions ( void  )

Resumes all scheduled selectors and actions.

This method is called internally by onEnter NA NA

◆ runAction()

CCAction * runAction ( CCAction action)

Executes an action, and returns the action that is executed.

This node becomes the action's target. Refer to CCAction::getTarget()

Warning
Actions don't retain their target.
Returns
An Action pointer

◆ schedule() [1/3]

void schedule ( SEL_SCHEDULE  selector)

Schedules a custom selector, the scheduled selector will be ticked every frame.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector NA

◆ schedule() [2/3]

void schedule ( SEL_SCHEDULE  selector,
float  interval 
)

Schedules a custom selector with an interval time in seconds.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
intervalCallback interval time in seconds. 0 means tick every frame, NA

◆ schedule() [3/3]

void schedule ( SEL_SCHEDULE  selector,
float  interval,
unsigned int  repeat,
float  delay 
)

Schedules a custom selector.

If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

// 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);
void schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
Schedules a custom selector.
#define schedule_selector(_SELECTOR)
Definition: CCObject.h:144
Parameters
intervalTick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
repeatThe selector will be excuted (repeat + 1) times, you can use kCCRepeatForever for tick infinitely.
delayThe amount of time that the first tick will wait before execution. NA

◆ scheduleOnce()

void scheduleOnce ( SEL_SCHEDULE  selector,
float  delay 
)

Schedules a selector that runs only once, with a delay of 0 or larger.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector
delayThe amount of time that the first tick will wait before execution. NA

◆ scheduleUpdate()

void scheduleUpdate ( void  )

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. NA

◆ scheduleUpdateWithPriority()

void scheduleUpdateWithPriority ( int  priority)

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). NA

◆ scheduleUpdateWithPriorityLua()

void scheduleUpdateWithPriorityLua ( int  nHandler,
int  priority 
)

Schedules for lua script.

NA

◆ setActionManager()

virtual void setActionManager ( CCActionManager actionManager)
virtual

Sets the CCActionManager object that is used by all actions.

Warning
If you set a new CCActionManager, then previously created actions will be removed.
Parameters
actionManagerA CCActionManager object that is used by all actions.

◆ setAdditionalTransform()

void setAdditionalTransform ( const CCAffineTransform additionalTransform)

Sets the additional transform.

Note
The additional transform will be concatenated at the end of nodeToParentTransform. It could be used to simulate parent-child relationship between two nodes (e.g. one is in BatchNode, another isn't).
// create a batchNode
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
CCSprite* spriteB = CCSprite::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(ccp(200, 200));
// Gets the spriteA's transform.
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
//scale
spriteA->setScale(2);
// Gets the spriteA's transform.
t = spriteA->nodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
//rotation
spriteA->setRotation(20);
// Gets the spriteA's transform.
t = spriteA->nodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
virtual const CCAffineTransform nodeToParentTransform(void)
Returns the matrix that transform the node's (local) space coordinates into the parent's space coordi...
virtual void addChild(CCNode *child)
Adds a child to the container with z-order as 0.
void setAdditionalTransform(const CCAffineTransform &additionalTransform)
Sets the additional transform.
CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL...
Definition: CCSpriteBatchNode.h:64
virtual void addChild(CCNode *child)
Adds a child to the container with z-order as 0.
virtual CCTexture2D * getTexture(void)
Returns the currently used texture.
CCSprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
Definition: CCSprite.h:86
static CCNode * create(void)
Allocates and initializes a node.
#define ccp(__X__, __Y__)
Helper macro that creates a CCPoint.
Definition: CCPointExtension.h:60
virtual void setScale(float fScale)
NA.
virtual void setRotation(float fRotation)
NA.
static CCSprite * createWithTexture(CCTexture2D *pTexture)
Creates a sprite with an exsiting texture contained in a CCTexture2D object After creation,...
static CCSprite * create()
Creates an empty sprite without texture.
virtual void setPosition(const CCPoint &pos)
NA.
Definition: CCAffineTransform.h:33

◆ setAnchorPoint()

virtual void setAnchorPoint ( const CCPoint anchorPoint)
virtual

Sets the anchor point in percent.

anchorPoint is the point around which all transformations and positioning manipulations take place. It's like a pin in the node where it is "attached" to its parent. The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. But you can use values higher than (1,1) and lower than (0,0) too. The default anchorPoint is (0.5,0.5), so it starts in the center of the node.

Parameters
anchorPointThe anchor point of node.

Reimplemented in CCSprite, CCEditBox, and CCLabelBMFont.

◆ setContentSize()

virtual void setContentSize ( const CCSize contentSize)
virtual

Sets the untransformed size of the node.

The contentSize remains the same no matter the node is scaled or rotated. All nodes has a size. Layer and Scene has the same size of the screen.

Parameters
contentSizeThe untransformed size of the node.

Reimplemented in CCScale9Sprite, CCEditBox, CCScrollView, and CCLayerColor.

◆ setGLServerState()

virtual void setGLServerState ( ccGLServerState  glServerState)
virtual

Sets the state of OpenGL server side.

Parameters
glServerStateThe state of OpenGL server side. NA

◆ setGrid()

virtual void setGrid ( CCGridBase pGrid)
virtual

Changes a grid object that is used when applying effects.

Parameters
ACCGrid object that is used when applying effects

◆ setOrderOfArrival()

virtual void setOrderOfArrival ( unsigned int  uOrderOfArrival)
virtual

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 zOrder sorting, don't change this manually
Parameters
uOrderOfArrivalThe arrival order.

◆ setParent()

virtual void setParent ( CCNode parent)
virtual

Sets the parent node.

Parameters
parentA pointer to the parnet node

◆ setPosition() [1/2]

virtual void setPosition ( const CCPoint position)
virtual

Changes the position (x,y) of the node in OpenGL coordinates.

Usually we use ccp(x,y) to compose CCPoint object. The original point (0,0) is at the left-bottom corner of screen. For example, this codesnip sets the node in the center of screen.

node->setPosition( ccp(size.width/2, size.height/2) )
static CCDirector * sharedDirector(void)
returns a shared instance of the director getInstance
CCSize getWinSize(void)
returns the size of the OpenGL view in points.
NA.
Definition: CCGeometry.h:251
float height
Definition: CCGeometry.h:254
float width
Definition: CCGeometry.h:253
Parameters
positionThe position (x,y) of the node in OpenGL coordinates NA

Reimplemented in CCSprite, CCEditBox, and CCMotionStreak.

◆ setPosition() [2/2]

virtual void setPosition ( float  x,
float  y 
)
virtual

Sets position in a more efficient way.

Passing two numbers (x,y) is much efficient than passing CCPoint object. This method is binded to lua and javascript. Passing a number is 10 times faster than passing a object from lua to c++

// sample code in lua
local pos = node::getPosition() -- returns CCPoint object from C++
node:setPosition(x, y) -- pass x, y coordinate to C++
NA.
Definition: CCGeometry.h:46
Parameters
xX coordinate for position
yY coordinate for position NA

◆ setPositionX()

virtual void setPositionX ( float  x)
virtual

Gets/Sets x or y coordinate individually for position.

These methods are used in Lua and Javascript Bindings

◆ setPositionY()

virtual void setPositionY ( float  y)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
nZOrderZ order of this node.

◆ setRotation()

virtual void setRotation ( float  fRotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationThe roration of the node in degrees.

Reimplemented in CCSprite, and CCParticleSystem.

◆ setRotationX()

virtual void setRotationX ( float  fRotaionX)
virtual

Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationXThe X rotation in degrees which performs a horizontal rotational skew.

Reimplemented in CCSprite.

◆ setRotationY()

virtual void setRotationY ( float  fRotationY)
virtual

Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
fRotationYThe Y rotation in degrees.

Reimplemented in CCSprite.

◆ setScale() [1/2]

virtual void setScale ( float  fScaleX,
float  fScaleY 
)
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
fScaleXThe scale factor on X axis.
fScaleYThe scale factor on Y axis.

◆ setScale() [2/2]

virtual void setScale ( float  scale)
virtual

Changes both X and Y scale factor of the node.

1.0 is the default scale factor. It modifies the X and Y scale at the same time.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented in CCSprite, CCParticleSystem, and CCLabelBMFont.

◆ setScaleX()

virtual void setScaleX ( float  fScaleX)
virtual

Changes the scale factor on X axis of this node.

The deafult value is 1.0 if you haven't changed it before

Parameters
fScaleXThe scale factor on X axis.

Reimplemented in CCSprite, CCParticleSystem, and CCLabelBMFont.

◆ setScaleY()

virtual void setScaleY ( float  fScaleY)
virtual

Changes the scale factor on Y axis of this node.

The Default value is 1.0 if you haven't changed it before.

Parameters
fScaleYThe scale factor on Y axis.

Reimplemented in CCSprite, CCParticleSystem, and CCLabelBMFont.

◆ setScheduler()

virtual void setScheduler ( CCScheduler scheduler)
virtual

Sets a CCScheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new CCScheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA CCShdeduler object that is used to schedule all "update" and timers. NA

◆ setShaderProgram()

virtual void setShaderProgram ( CCGLProgram pShaderProgram)
virtual

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.

node->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
static CCShaderCache * sharedShaderCache()
returns the shared instance getInstance
#define kCCShader_PositionTextureColor
Definition: CCGLProgram.h:64
Parameters
Theshader program which fetchs from CCShaderCache.

◆ setSkewX()

virtual void setSkewX ( float  fSkewX)
virtual

Changes the X skew angle of the node in degrees.

This angle describes the shear distortion in the X direction. Thus, it is the angle between the Y axis and the left edge of the shape The default skewX angle is 0. Positive values distort the node in a CW direction.

Parameters
fSkewXThe X skew angle of the node in degrees.

Reimplemented in CCSprite.

◆ setSkewY()

virtual void setSkewY ( float  fSkewY)
virtual

Changes the Y skew angle of the node in degrees.

This angle describes the shear distortion in the Y direction. Thus, it is the angle between the X axis and the bottom edge of the shape The default skewY angle is 0. Positive values distort the node in a CCW direction.

Parameters
fSkewYThe Y skew angle of the node in degrees.

Reimplemented in CCSprite.

◆ setUserData()

virtual void setUserData ( void *  pUserData)
virtual

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.
Returns
A custom user data pointer NA

◆ setUserObject()

virtual void setUserObject ( CCObject pUserObject)
virtual

Returns a user assigned CCObject.

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 CCNode's destructure.

Parameters
Auser assigned CCObject

◆ setVertexZ()

virtual void setVertexZ ( float  vertexZ)
virtual

Sets the real OpenGL Z vertex.

Differences between openGL Z vertex and cocos2d Z order:

  • OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
  • OpenGL Z might require to set 2D projection
  • cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
Warning
Use it at your own risk since it might break the cocos2d parent-children z order
Parameters
fVertexZOpenGL Z vertex of this node.

Reimplemented in CCSprite.

◆ setVisible()

virtual void setVisible ( bool  visible)
virtual

Sets whether the node is visible.

The default value is true, a node is default to visible

Parameters
visibletrue if the node is visible, false if the node is hidden.

Reimplemented in CCSprite, and CCEditBox.

◆ setZOrder()

virtual void setZOrder ( int  zOrder)
virtual

Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array.

The Z order of node is relative to its "brothers": children of the same parent. It's nothing to do with OpenGL's z vertex. This one only affects the draw order of nodes in cocos2d. The larger number it is, the later this node will be drawn in each message loop. Please refer to setVertexZ(float) for the difference.

Parameters
nZOrderZ order of this node.

◆ sortAllChildren()

virtual void sortAllChildren ( )
virtual

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

Reimplemented in CCSprite, and CCSpriteBatchNode.

◆ stopAction()

void stopAction ( CCAction action)

Stops and removes an action from the running action list.

Parameters
Anaction object to be removed.

◆ stopActionByTag()

void stopActionByTag ( int  tag)

Removes an action from the running action list by its tag.

Parameters
Atag that indicates the action to be removed.

◆ stopAllActions()

void stopAllActions ( void  )

Stops and removes all actions from the running action list .

◆ transform()

void transform ( void  )

Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.

◆ transformAncestors()

void transformAncestors ( void  )

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.

◆ unregisterScriptHandler()

virtual void unregisterScriptHandler ( void  )
virtual

Unregisters a script function that will be called in onEnter() & onExit() series functions.

See also
registerScriptHandler(int)

◆ unschedule()

void unschedule ( SEL_SCHEDULE  selector)

Unschedules a custom selector.

See also
schedule(SEL_SCHEDULE, float, unsigned int, float)
Parameters
selectorA function wrapped as a selector NA

◆ unscheduleAllSelectors()

void unscheduleAllSelectors ( void  )

Unschedule all scheduled selectors: custom selectors, and the 'update' selector.

Actions are not affected by this method.

◆ unscheduleUpdate()

void unscheduleUpdate ( void  )

Sets a CCScheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new CCScheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA CCShdeduler object that is used to schedule all "update" and timers. NA

◆ update()

virtual void update ( float  delta)
virtual

Sets a CCScheduler object that is used to schedule all "updates" and timers.

Warning
If you set a new CCScheduler, then previously created timers/update are going to be removed.
Parameters
schedulerA CCShdeduler object that is used to schedule all "update" and timers. NA

Reimplemented from CCObject.

Reimplemented in CCMotionStreak, CCParticleSystem, and CCControlStepper.

◆ updateTransform()

virtual void updateTransform ( void  )
virtual

Calls children's updateTransform() method recursively.

This method is moved from CCSprite, so it's no longer specific to CCSprite. As the result, you apply CCSpriteBatchNode's optimization on your customed CCNode. e.g., batchNode->addChild(myCustomNode), while you can only addChild(sprite) before.

Reimplemented in CCSprite.

◆ updateTweenAction()

virtual void updateTweenAction ( float  ,
const char *   
)
virtual
Remarks
Added by RobTop. See RT_ADD for more info.

◆ visit()

virtual void visit ( void  )
virtual

Visits this node's children and draw them recursively.

Reimplemented in CCClippingNode, CCRenderTexture, CCParticleBatchNode, CCScale9Sprite, CCScrollView, CCSpriteBatchNode, CCParallaxNode, and CCEditBox.

◆ worldToNodeTransform()

virtual CCAffineTransform worldToNodeTransform ( void  )
virtual

Returns the inverse world affine transform matrix.

The matrix is in Pixels.

Member Data Documentation

◆ m_bAdditionalTransformDirty

bool m_bAdditionalTransformDirty
protected

The flag to check whether the additional transform is dirty.

◆ m_bIgnoreAnchorPointForPosition

bool m_bIgnoreAnchorPointForPosition
protected

true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise.

Used by CCLayer and CCScene.

◆ m_bInverseDirty

bool m_bInverseDirty
protected

transform dirty flag

◆ m_bReorderChildDirty

bool m_bReorderChildDirty
protected

children order dirty flag

◆ m_bRunning

bool m_bRunning
protected

is running

◆ m_bTransformDirty

bool m_bTransformDirty
protected

transform dirty flag

◆ m_bVisible

bool m_bVisible
protected

is this node visible

◆ m_eGLServerState

ccGLServerState m_eGLServerState
protected

OpenGL servier side state.

◆ m_eScriptType

ccScriptType m_eScriptType
protected

type of script binding, lua or javascript

◆ m_fRotationX

float m_fRotationX
protected

rotation angle on x-axis

◆ m_fRotationY

float m_fRotationY
protected

rotation angle on y-axis

◆ m_fScaleX

float m_fScaleX
protected

scaling factor on x-axis

◆ m_fScaleY

float m_fScaleY
protected

scaling factor on y-axis

◆ m_fSkewX

float m_fSkewX
protected

skew angle on x-axis

◆ m_fSkewY

float m_fSkewY
protected

skew angle on y-axis

◆ m_fVertexZ

float m_fVertexZ
protected

OpenGL real Z vertex.

◆ m_nScriptHandler

int m_nScriptHandler
protected

script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.

◆ m_nUpdateScriptHandler

int m_nUpdateScriptHandler
protected

script handler for update() callback per frame, which is invoked from lua & javascript.

◆ m_nZOrder

int m_nZOrder
protected

z-order value that affects the draw order

◆ m_obAnchorPoint

CCPoint m_obAnchorPoint
protected

anchor point normalized (NOT in points)

◆ m_obAnchorPointInPoints

CCPoint m_obAnchorPointInPoints
protected

anchor point in points

◆ m_obContentSize

CCSize m_obContentSize
protected

untransformed size of the node

◆ m_obPosition

CCPoint m_obPosition
protected

position of the node

◆ m_pActionManager

CCActionManager* m_pActionManager
protected

a pointer to ActionManager singleton, which is used to handle all the actions

◆ m_pCamera

CCCamera* m_pCamera
protected

a camera

◆ m_pChildren

CCArray* m_pChildren
protected

array of children nodes

◆ m_pComponentContainer

CCComponentContainer* m_pComponentContainer
protected

Dictionary of components.

◆ m_pGrid

CCGridBase* m_pGrid
protected

a grid

◆ m_pParent

CCNode* m_pParent
protected

weak reference to parent node

a tag. Can be any number you assigned just to identify this node

◆ m_pScheduler

CCScheduler* m_pScheduler
protected

scheduler used to schedule timers and updates

◆ m_pShaderProgram

CCGLProgram* m_pShaderProgram
protected

OpenGL shader.

◆ m_pUserData

void* m_pUserData
protected

A user assingned void pointer, Can be point to any cpp object.

◆ m_pUserObject

CCObject* m_pUserObject
protected

A user assigned CCObject.

◆ m_sAdditionalTransform

CCAffineTransform m_sAdditionalTransform
protected

transform

◆ m_sInverse

CCAffineTransform m_sInverse
protected

transform

◆ m_sTransform

CCAffineTransform m_sTransform
protected

transform

◆ m_uOrderOfArrival

unsigned int m_uOrderOfArrival
protected

used to preserve sequence while sorting children with the same zOrder


The documentation for this class was generated from the following file: