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

CCProgressTimer is a subclass of CCNode. More...

#include <CCProgressTimer.h>

Inheritance diagram for CCProgressTimer:
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Collaboration diagram for CCProgressTimer:
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Public Member Functions

 CCProgressTimer ()
 ctor More...
 
 ~CCProgressTimer (void)
 NA NA. More...
 
CCProgressTimerType getType (void)
 Change the percentage to change progress. More...
 
float getPercentage (void)
 Percentages are from 0 to 100. More...
 
CCSpritegetSprite (void)
 The image to show the progress percentage, retain. More...
 
bool initWithSprite (CCSprite *sp)
 Initializes a progress timer with the sprite as the shape the timer goes through. More...
 
void setPercentage (float fPercentage)
 
void setSprite (CCSprite *pSprite)
 
void setType (CCProgressTimerType type)
 
void setReverseProgress (bool reverse)
 setReverseDirection More...
 
virtual void draw (void)
 Override this method to draw your own node. More...
 
void setAnchorPoint (CCPoint anchorPoint)
 
virtual void setColor (const ccColor3B &color)
 Changes the color with R,G,B bytes. More...
 
virtual const ccColor3BgetColor () const
 Returns color that is currently used. More...
 
virtual GLubyte getOpacity () const
 Returns the opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Changes the opacity. More...
 
bool isReverseDirection ()
 
void setReverseDirection (bool value)
 
virtual CCPoint getMidpoint (void)
 
virtual void setMidpoint (CCPoint var)
 
virtual CCPoint getBarChangeRate (void)
 
virtual void setBarChangeRate (CCPoint var)
 
- Public Member Functions inherited from CCNodeRGBA
 CCNodeRGBA ()
 ctor More...
 
virtual ~CCNodeRGBA ()
 NA NA. More...
 
virtual bool init ()
 Initializes the instance of CCNode. More...
 
virtual GLubyte getOpacity ()
 Returns the opacity. More...
 
virtual GLubyte getDisplayedOpacity ()
 Returns the displayed opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Changes the opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 recursive method that updates the displayed opacity. More...
 
virtual bool isCascadeOpacityEnabled ()
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 
virtual const ccColor3BgetColor (void)
 Returns color that is currently used. More...
 
virtual const ccColor3BgetDisplayedColor ()
 Returns the displayed color. More...
 
virtual void setColor (const ccColor3B &color)
 Changes the color with R,G,B bytes. More...
 
virtual void updateDisplayedColor (const ccColor3B &parentColor)
 recursive method that updates display color More...
 
virtual bool isCascadeColorEnabled ()
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 
virtual void setOpacityModifyRGB (bool bValue)
 Changes the OpacityModifyRGB property. More...
 
virtual bool isOpacityModifyRGB ()
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
- Public Member Functions inherited from CCNode
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...
 
 CCNode (void)
 Default constructor ctor. More...
 
 CCNode (const CCNode &)
 
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)
 
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)
 
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...
 
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...
 
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...
 
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...
 
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...
 
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...
 
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...
 
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...
 
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...
 
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)
 
virtual void setColor (const ccColor3B &color)=0
 Changes the color with R,G,B bytes. More...
 
virtual const ccColor3BgetColor (void)=0
 Returns color that is currently used. More...
 
virtual const ccColor3BgetDisplayedColor (void)=0
 Returns the displayed color. More...
 
virtual GLubyte getDisplayedOpacity (void)=0
 Returns the displayed opacity. More...
 
virtual GLubyte getOpacity (void)=0
 Returns the opacity. More...
 
virtual void setOpacity (GLubyte opacity)=0
 Changes the opacity. More...
 
virtual void setOpacityModifyRGB (bool bValue)=0
 Changes the OpacityModifyRGB property. More...
 
virtual bool isOpacityModifyRGB (void)=0
 Returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity) More...
 
virtual bool isCascadeColorEnabled (void)=0
 whether or not color should be propagated to its children. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)=0
 
virtual void updateDisplayedColor (const ccColor3B &color)=0
 recursive method that updates display color More...
 
virtual bool isCascadeOpacityEnabled (void)=0
 whether or not opacity should be propagated to its children. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)=0
 
virtual void updateDisplayedOpacity (GLubyte opacity)=0
 recursive method that updates the displayed opacity. More...
 

Static Public Member Functions

static CCProgressTimercreate (CCSprite *sp)
 Creates a progress timer with the sprite as the shape the timer goes through. More...
 
- Static Public Member Functions inherited from CCNodeRGBA
static CCNodeRGBAcreate (void)
 Allocates and initializes a nodergba. More...
 
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
 Allocates and initializes a node. More...
 
- Static Public Member Functions inherited from CCObject
static CCObjectcreateWithCoder (DS_Dictionary *)
 

Public Attributes

bool m_bReverseDirection
 
- Public Attributes inherited from CCObject
unsigned int m_uID
 
int m_nLuaID
 

Protected Member Functions

ccTex2F textureCoordFromAlphaPoint (CCPoint alpha)
 
ccVertex2F vertexFromAlphaPoint (CCPoint alpha)
 
void updateProgress (void)
 
void updateBar (void)
 
void updateRadial (void)
 
void updateColor (void)
 
CCPoint boundaryTexCoord (char index)
 

Protected Attributes

CCProgressTimerType m_eType
 
float m_fPercentage
 
CCSpritem_pSprite
 
int m_nVertexDataCount
 
ccV2F_C4B_T2Fm_pVertexData
 
CCPoint m_tMidpoint
 Midpoint is used to modify the progress start position. More...
 
CCPoint m_tBarChangeRate
 This allows the bar type to move the component at a specific rate Set the component to 0 to make sure it stays at 100%. More...
 
- Protected Attributes inherited from CCNodeRGBA
GLubyte _displayedOpacity
 
GLubyte _realOpacity
 
ccColor3B _displayedColor
 
ccColor3B _realColor
 
bool _cascadeColorEnabled
 
bool _cascadeOpacityEnabled
 
- Protected Attributes inherited from CCNode
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
 

Detailed Description

CCProgressTimer is a subclass of CCNode.

It renders the inner sprite according to the percentage. The progress can be Radial, Horizontal or vertical.

Since
v0.99.1

Constructor & Destructor Documentation

◆ CCProgressTimer()

ctor

◆ ~CCProgressTimer()

~CCProgressTimer ( void  )

NA NA.

Member Function Documentation

◆ boundaryTexCoord()

CCPoint boundaryTexCoord ( char  index)
protected

◆ create()

static CCProgressTimer * create ( CCSprite sp)
static

Creates a progress timer with the sprite as the shape the timer goes through.

◆ 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 from CCNode.

◆ getBarChangeRate()

virtual CCPoint getBarChangeRate ( void  )
virtual

◆ getColor()

virtual const ccColor3B & getColor ( ) const
virtual

Returns color that is currently used.

Returns
The ccColor3B contains R,G,B bytes.

Reimplemented from CCNodeRGBA.

◆ getMidpoint()

virtual CCPoint getMidpoint ( void  )
virtual

◆ getOpacity()

virtual GLubyte getOpacity ( ) const
virtual

Returns the opacity.

The opacity which indicates how transparent or opaque this node is. 0 indicates fully transparent and 255 is fully opaque.

Returns
The opacity of sprite, from 0 ~ 255

Reimplemented from CCNodeRGBA.

◆ getPercentage()

float getPercentage ( void  )
inline

Percentages are from 0 to 100.

◆ getSprite()

CCSprite * getSprite ( void  )
inline

The image to show the progress percentage, retain.

◆ getType()

CCProgressTimerType getType ( void  )
inline

Change the percentage to change progress.

◆ initWithSprite()

bool initWithSprite ( CCSprite sp)

Initializes a progress timer with the sprite as the shape the timer goes through.

◆ isReverseDirection()

bool isReverseDirection ( )
inline

◆ setAnchorPoint()

void setAnchorPoint ( CCPoint  anchorPoint)

◆ setBarChangeRate()

virtual void setBarChangeRate ( CCPoint  var)
virtual

◆ setColor()

virtual void setColor ( const ccColor3B color)
virtual

Changes the color with R,G,B bytes.

Parameters
colorExample: ccc3(255,100,0) means R=255, G=100, B=0

Reimplemented from CCNodeRGBA.

◆ setMidpoint()

virtual void setMidpoint ( CCPoint  var)
virtual

◆ setOpacity()

virtual void setOpacity ( GLubyte  opacity)
virtual

Changes the opacity.

Parameters
valueGoes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.

Reimplemented from CCNodeRGBA.

◆ setPercentage()

void setPercentage ( float  fPercentage)

◆ setReverseDirection()

void setReverseDirection ( bool  value)
inline

◆ setReverseProgress()

void setReverseProgress ( bool  reverse)

setReverseDirection

◆ setSprite()

void setSprite ( CCSprite pSprite)

◆ setType()

void setType ( CCProgressTimerType  type)

◆ textureCoordFromAlphaPoint()

ccTex2F textureCoordFromAlphaPoint ( CCPoint  alpha)
protected

◆ updateBar()

void updateBar ( void  )
protected

◆ updateColor()

void updateColor ( void  )
protected

◆ updateProgress()

void updateProgress ( void  )
protected

◆ updateRadial()

void updateRadial ( void  )
protected

◆ vertexFromAlphaPoint()

ccVertex2F vertexFromAlphaPoint ( CCPoint  alpha)
protected

Member Data Documentation

◆ m_bReverseDirection

bool m_bReverseDirection

◆ m_eType

CCProgressTimerType m_eType
protected

◆ m_fPercentage

float m_fPercentage
protected

◆ m_nVertexDataCount

int m_nVertexDataCount
protected

◆ m_pSprite

CCSprite* m_pSprite
protected

◆ m_pVertexData

ccV2F_C4B_T2F* m_pVertexData
protected

◆ m_tBarChangeRate

CCPoint m_tBarChangeRate
protected

This allows the bar type to move the component at a specific rate Set the component to 0 to make sure it stays at 100%.

For example you want a left to right bar but not have the height stay 100% Set the rate to be ccp(0,1); and set the midpoint to = ccp(0,.5f);

◆ m_tMidpoint

CCPoint m_tMidpoint
protected

Midpoint is used to modify the progress start position.

If you're using radials type then the midpoint changes the center point If you're using bar type the the midpoint changes the bar growth it expands from the center but clamps to the sprites edge so: you want a left to right then set the midpoint all the way to ccp(0,y) you want a right to left then set the midpoint all the way to ccp(1,y) you want a bottom to top then set the midpoint all the way to ccp(x,0) you want a top to bottom then set the midpoint all the way to ccp(x,1)


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