#ifndef __PLATFORM_CCNODE_H__
#define __PLATFORM_CCNODE_H__
#include "ccMacros.h"
#include "cocoa/CCAffineTransform.h"
#include "cocoa/CCArray.h"
#include "CCGL.h"
#include "shaders/ccGLStateCache.h"
#include "shaders/CCGLProgram.h"
#include "kazmath/kazmath.h"
#include "script_support/CCScriptSupport.h"
#include "CCProtocols.h"
NS_CC_BEGIN
class CCCamera;
class CCGridBase;
class CCPoint;
class CCTouch;
class CCAction;
class CCRGBAProtocol;
class CCLabelProtocol;
class CCScheduler;
class CCActionManager;
class CCComponent;
class CCDictionary;
class CCComponentContainer;
/**
* @addtogroup base_nodes
* @{
*/
enum {
kCCNodeTagInvalid = -1,
};
enum {
kCCNodeOnEnter,
kCCNodeOnExit,
kCCNodeOnEnterTransitionDidFinish,
kCCNodeOnExitTransitionDidStart,
kCCNodeOnCleanup
};
/** @brief 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
-# The node will be translated (position)
-# The node will be rotated (rotation)
-# The node will be scaled (scale)
-# The node will be moved according to the camera values (camera)
Order in transformations with grid enabled
-# The node will be translated (position)
-# The node will be rotated (rotation)
-# The node will be scaled (scale)
-# The grid will capture the screen
-# The node will be moved according to the camera values (camera)
-# The grid will render the captured screen
Camera:
- Each node has a camera. By default it points to the center of the CCNode.
*/
class CC_DLL CCNode : public CCObject
{
public:
/// @{
/// @name Constructor, Distructor and Initializers
/**
* Default constructor
*/
CCNode(void);
/**
* Default destructor
*/
virtual ~CCNode(void);
/**
* Initializes the instance of CCNode
* @return Whether the initialization was successful.
*/
virtual bool init();
/**
* Allocates and initializes a node.
* @return A initialized node which is marked as "autorelease".
*/
static CCNode * create(void);
/**
* Gets the description string. It makes debugging easier.
* @return A string terminated with '\0'
*/
const char* description(void);
/// @} end of initializers
/// @{
/// @name Setters & Getters for Graphic Peroperties
/**
* 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.
*
* @param nZOrder Z order of this node.
*/
virtual void setZOrder(int zOrder);
/**
* 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.
*/
virtual void _setZOrder(int z);
/**
* Gets the Z order of this node.
*
* @see setZOrder(int)
*
* @return The Z order.
*/
virtual int getZOrder();
/**
* 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
*
* @param fVertexZ OpenGL Z vertex of this node.
*/
virtual void setVertexZ(float vertexZ);
/**
* Gets OpenGL Z vertex of this node.
*
* @see setVertexZ(float)
*
* @return OpenGL Z vertex of this node
*/
virtual float getVertexZ();
/**
* Changes the scale factor on X axis of this node
*
* The deafult value is 1.0 if you haven't changed it before
*
* @param fScaleX The scale factor on X axis.
*/
virtual void setScaleX(float fScaleX);
/**
* Returns the scale factor on X axis of this node
*
* @see setScaleX(float)
*
* @return The scale factor on X axis.
*/
virtual float getScaleX();
/**
* Changes the scale factor on Y axis of this node
*
* The Default value is 1.0 if you haven't changed it before.
*
* @param fScaleY The scale factor on Y axis.
*/
virtual void setScaleY(float fScaleY);
/**
* Returns the scale factor on Y axis of this node
*
* @see setScaleY(float)
*
* @return The scale factor on Y axis.
*/
virtual float getScaleY();
/**
* 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.
*
* @param scale The scale factor for both X and Y axis.
*/
virtual void setScale(float scale);
/**
* Gets the scale factor of the node, when X and Y have the same scale factor.
*
* @warning Assert when m_fScaleX != m_fScaleY.
* @see setScale(float)
*
* @return The scale factor of the node.
*/
virtual float getScale();
/**
* 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.
* @code
* CCSize size = CCDirector::sharedDirector()->getWinSize();
* node->setPosition( ccp(size.width/2, size.height/2) )
* @endcode
*
* @param position The position (x,y) of the node in OpenGL coordinates
*/
virtual void setPosition(const CCPoint &position);
/**
* Gets the position (x,y) of the node in OpenGL coordinates
*
* @see setPosition(const CCPoint&)
*
* @return The position (x,y) of the node in OpenGL coordinates
*/
virtual const CCPoint& getPosition();
/**
* 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++
*
* @code
* // sample code in lua
* local pos = node::getPosition() -- returns CCPoint object from C++
* node:setPosition(x, y) -- pass x, y coordinate to C++
* @endcode
*
* @param x X coordinate for position
* @param y Y coordinate for position
*/
virtual void setPosition(float x, float y);
/**
* Gets position in a more efficient way, returns two number instead of a CCPoint object
*
* @see setPosition(float, float)
*/
virtual void getPosition(float* x, float* y);
/**
* Gets/Sets x or y coordinate individually for position.
* These methods are used in Lua and Javascript Bindings
*/
virtual void setPositionX(float x);
virtual float getPositionX(void);
virtual void setPositionY(float y);
virtual float getPositionY(void);
/**
* 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.
*
* @param fSkewX The X skew angle of the node in degrees.
*/
virtual void setSkewX(float fSkewX);
/**
* Returns the X skew angle of the node in degrees.
*
* @see setSkewX(float)
*
* @return The X skew angle of the node in degrees.
*/
virtual float getSkewX();
/**
* 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.
*
* @param fSkewY The Y skew angle of the node in degrees.
*/
virtual void setSkewY(float fSkewY);
/**
* Returns the Y skew angle of the node in degrees.
*
* @see setSkewY(float)
*
* @return The Y skew angle of the node in degrees.
*/
virtual float getSkewY();
/**
* 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.
*
* @param anchorPoint The anchor point of node.
*/
virtual void setAnchorPoint(const CCPoint& anchorPoint);
/**
* Returns the anchor point in percent.
*
* @see setAnchorPoint(const CCPoint&)
*
* @return The anchor point of node.
*/
virtual const CCPoint& getAnchorPoint();
/**
* Returns the anchorPoint in absolute pixels.
*
* @warning You can only read it. If you wish to modify it, use anchorPoint instead.
* @see getAnchorPoint()
*
* @return The anchor point in absolute pixels.
*/
virtual const CCPoint& getAnchorPointInPoints();
/**
* 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.
*
* @param contentSize The untransformed size of the node.
*/
virtual void setContentSize(const CCSize& contentSize);
/**
* Returns the untransformed size of the node.
*
* @see setContentSize(const CCSize&)
*
* @return The untransformed size of the node.
*/
virtual const CCSize& getContentSize() const;
/**
* Sets whether the node is visible
*
* The default value is true, a node is default to visible
*
* @param visible true if the node is visible, false if the node is hidden.
*/
virtual void setVisible(bool visible);
/**
* Determines if the node is visible
*
* @see setVisible(bool)
*
* @return true if the node is visible, false if the node is hidden.
*/
virtual bool isVisible();
/**
* 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.
*
* @param fRotation The roration of the node in degrees.
*/
virtual void setRotation(float fRotation);
/**
* Returns the rotation of the node in degrees.
*
* @see setRotation(float)
*
* @return The rotation of the node in degrees.
*/
virtual float getRotation();
/**
* 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.
*
* @param fRotationX The X rotation in degrees which performs a horizontal rotational skew.
*/
virtual void setRotationX(float fRotaionX);
/**
* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
*
* @see setRotationX(float)
*
* @return The X rotation in degrees.
*/
virtual float getRotationX();
/**
* 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.
*
* @param fRotationY The Y rotation in degrees.
*/
virtual void setRotationY(float fRotationY);
/**
* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
*
* @see setRotationY(float)
*
* @return The Y rotation in degrees.
*/
virtual float getRotationY();
/**
* 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
*
* @param uOrderOfArrival The arrival order.
*/
virtual void setOrderOfArrival(unsigned int uOrderOfArrival);
/**
* Returns the arrival order, indecates which children is added previously.
*
* @see setOrderOfArrival(unsigned int)
*
* @return The arrival order.
*/
virtual unsigned int getOrderOfArrival();
/**
* Sets the state of OpenGL server side.
*
* @param glServerState The state of OpenGL server side.
*/
virtual void setGLServerState(ccGLServerState glServerState);
/**
* Returns the state of OpenGL server side.
*
* @return The state of OpenGL server side.
*/
virtual ccGLServerState getGLServerState();
/**
* 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
*
* @param ignore true if anchor point will be (0,0) when you position this node
* @todo This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"
*/
virtual void ignoreAnchorPointForPosition(bool ignore);
/**
* Gets whether the anchor point will be (0,0) when you position this node.
*
* @see ignoreAnchorPointForPosition(bool)
*
* @return true if the anchor point will be (0,0) when you position this node.
*/
virtual bool isIgnoreAnchorPointForPosition();
/// @} end of Setters & Getters for Graphic Peroperties
/// @{
/// @name Children and Parent
/**
* Adds a child to the container with z-order as 0.
*
* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
*
* @param child A child node
*/
virtual void addChild(CCNode * child);
/**
* Adds a child to the container with a z-order
*
* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
*
* @param child A child node
* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
*/
virtual void addChild(CCNode * child, int zOrder);
/**
* Adds a child to the container with z order and tag
*
* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
*
* @param child A child node
* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
* @param tag A interger to identify the node easily. Please refer to setTag(int)
*/
virtual void addChild(CCNode* child, int zOrder, int tag);
/**
* Gets a child from the container with its tag
*
* @param tag An identifier to find the child node.
*
* @return a CCNode object whose tag equals to the input parameter
*/
CCNode * getChildByTag(int tag);
/**
* 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:
* @code
* CCNode* node = NULL;
* CCARRAY_FOREACH(parent->getChildren(), node)
* {
* node->setPosition(0,0);
* }
* @endcode
* This sample code traverses all children nodes, and set theie position to (0,0)
*
* @return An array of children
*/
virtual CCArray* getChildren();
/**
* Get the amount of children.
*
* @return The amount of children.
*/
unsigned int getChildrenCount(void) const;
/**
* Sets the parent node
*
* @param parent A pointer to the parnet node
*/
virtual void setParent(CCNode* parent);
/**
* Returns a pointer to the parent node
*
* @see setParent(CCNode*)
*
* @returns A pointer to the parnet node
*/
virtual CCNode* getParent();
// REMOVES //
/**
* Removes this node itself from its parent node with a cleanup.
* If the node orphan, then nothing happens.
* @see removeFromParentAndCleanup(bool)
*/
virtual void removeFromParent();
/**
* Removes this node itself from its parent node.
* If the node orphan, then nothing happens.
* @param cleanup true if all actions and callbacks on this node should be removed, false otherwise.
*/
virtual void removeFromParentAndCleanup(bool cleanup);
/**
* Removes a child from the container with a cleanup
*
* @see removeChild(CCNode, bool)
*
* @param child The child node which will be removed.
*/
virtual void removeChild(CCNode* child);
/**
* Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
*
* @param child The child node which will be removed.
* @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
*/
virtual void removeChild(CCNode* child, bool cleanup);
/**
* Removes a child from the container by tag value with a cleanup.
*
* @see removeChildByTag(int, bool)
*
* @param tag An interger number that identifies a child node
*/
virtual void removeChildByTag(int tag);
/**
* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
*
* @param tag An interger number that identifies a child node
* @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
*/
virtual void removeChildByTag(int tag, bool cleanup);
/**
* Removes all children from the container with a cleanup.
*
* @see removeAllChildrenWithCleanup(bool)
*/
virtual void removeAllChildren();
/**
* Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
*
* @param cleanup true if all running actions on all children nodes should be cleanup, false oterwise.
*/
virtual void removeAllChildrenWithCleanup(bool cleanup);
/**
* Reorders a child according to a new z value.
*
* @param child An already added child node. It MUST be already added.
* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
*/
virtual void reorderChild(CCNode * child, int zOrder);
/**
* Sorts the children array once before drawing, instead of every time when a child is added or reordered.
* This appraoch can improves the performance massively.
* @note Don't call this manually unless a child added needs to be removed in the same frame
*/
virtual void sortAllChildren();
/// @} end of Children and Parent
/// @{
/// @name Grid object for effects
/**
* Returns a grid object that is used when applying effects
*
* @return A CCGrid object that is used when applying effects
*/
virtual CCGridBase* getGrid();
/**
* Changes a grid object that is used when applying effects
*
* @param A CCGrid object that is used when applying effects
*/
virtual void setGrid(CCGridBase *pGrid);
/// @} end of Grid
/// @{
/// @name Tag & User data
/**
* Returns a tag that is used to identify the node easily.
*
* You can set tags to node then identify them easily.
* @code
* #define TAG_PLAYER 1
* #define TAG_MONSTER 2
* #define TAG_BOSS 3
* // set tags
* node1->setTag(TAG_PLAYER);
* node2->setTag(TAG_MONSTER);
* node3->setTag(TAG_BOSS);
* parent->addChild(node1);
* parent->addChild(node2);
* parent->addChild(node3);
* // identify by tags
* CCNode* node = NULL;
* CCARRAY_FOREACH(parent->getChildren(), node)
* {
* switch(node->getTag())
* {
* case TAG_PLAYER:
* break;
* case TAG_MONSTER:
* break;
* case TAG_BOSS:
* break;
* }
* }
* @endcode
*
* @return A interger that identifies the node.
*/
virtual int getTag() const;
/**
* Changes the tag that is used to identify the node easily.
*
* Please refer to getTag for the sample code.
*
* @param A interger that indentifies the node.
*/
virtual void setTag(int nTag);
/**
* Returns a custom user data pointer
*
* You can set everything in UserData pointer, a data block, a structure or an object.
*
* @return A custom user data pointer
*/
virtual void* getUserData();
/**
* 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.
*
* @return A custom user data pointer
*/
virtual void setUserData(void *pUserData);
/**
* Returns a user assigned CCObject
*
* Similar to userData, but instead of holding a void* it holds an object
*
* @return A user assigned CCObject
*/
virtual CCObject* getUserObject();
/**
* 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.
*
* @param A user assigned CCObject
*/
virtual void setUserObject(CCObject *pUserObject);
/// @} end of Tag & User Data
/// @{
/// @name Shader Program
/**
* Return the shader program currently used for this node
*
* @return The shader program currelty used for this node
*/
virtual CCGLProgram* getShaderProgram();
/**
* Sets the shader program for this node
*
* Since v2.0, each rendering node must set its shader program.
* It should be set in initialize phase.
* @code
* node->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
* @endcode
*
* @param The shader program which fetchs from CCShaderCache.
*/
virtual void setShaderProgram(CCGLProgram *pShaderProgram);
/// @} end of Shader Program
/**
* Returns a camera object that lets you move the node using a gluLookAt
*
* @code
* CCCamera* camera = node->getCamera();
* camera->setEyeXYZ(0, 0, 415/2);
* camera->setCenterXYZ(0, 0, 0);
* @endcode
*
* @return A CCCamera object that lets you move the node using a gluLookAt
*/
virtual CCCamera* getCamera();
/**
* Returns whether or not the node accepts event callbacks.
*
* Running means the node accept event callbacks like onEnter(), onExit(), update()
*
* @return Whether or not the node is running.
*/
virtual bool isRunning();
/// @{
/// @name Script Bindings for lua
/**
* Registers a script function that will be called in onEnter() & onExit() seires functions.
*
* This handler will be removed automatically after onExit() called.
* @code
* -- lua sample
* local function sceneEventHandler(eventType)
* if eventType == kCCNodeOnEnter then
* -- do something
* elseif evetType == kCCNodeOnExit then
* -- do something
* end
* end
* scene::registerScriptHandler(sceneEventHandler)
* @endcode
*
* @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.
*
* @param handler A number that indicates a lua function.
*/
virtual void registerScriptHandler(int handler);
/**
* Unregisters a script function that will be called in onEnter() & onExit() series functions.
*
* @see registerScriptHandler(int)
*/
virtual void unregisterScriptHandler(void);
/**
* Gets script handler for onEnter/onExit event.
* This is an internal method. g
* @see registerScriptHandler(int)
*
* @return A number that indicates a lua function.
*/
inline int getScriptHandler() { return m_nScriptHandler; };
/**
* Schedules for lua script.
*/
void scheduleUpdateWithPriorityLua(int nHandler, int priority);
/// @} end Script Bindings
/// @{
/// @name Event Callbacks
/**
* 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().
*/
virtual void onEnter();
/** 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()
*/
virtual void onEnterTransitionDidFinish();
/**
* 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().
*/
virtual void onExit();
/**
* 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.
*/
virtual void onExitTransitionDidStart();
/// @} end of event callbacks.
/**
* Stops all running actions and schedulers
*/
virtual void cleanup(void);
/**
* Override this method to draw your own node.
* The following GL states will be enabled by default:
* - glEnableClientState(GL_VERTEX_ARRAY);
* - glEnableClientState(GL_COLOR_ARRAY);
* - glEnableClientState(GL_TEXTURE_COORD_ARRAY);
* - glEnable(GL_TEXTURE_2D);
* AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE
* But if you enable any other GL state, you should disable it after drawing your node.
*/
virtual void draw(void);
/**
* Visits this node's children and draw them recursively.
*/
virtual void visit(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.
*
* @return A "local" axis aligned boudning box of the node.
*/
CCRect boundingBox(void);
/// @{
/// @name Actions
/**
* Sets the CCActionManager object that is used by all actions.
*
* @warning If you set a new CCActionManager, then previously created actions will be removed.
*
* @param actionManager A CCActionManager object that is used by all actions.
*/
virtual void setActionManager(CCActionManager* actionManager);
/**
* Gets the CCActionManager object that is used by all actions.
* @see setActionManager(CCActionManager*)
* @return A CCActionManager object.
*/
virtual CCActionManager* getActionManager();
/**
* 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.
*
* @return An Action pointer
*/
CCAction* runAction(CCAction* action);
/**
* Stops and removes all actions from the running action list .
*/
void stopAllActions(void);
/**
* Stops and removes an action from the running action list.
*
* @param An action object to be removed.
*/
void stopAction(CCAction* action);
/**
* Removes an action from the running action list by its tag.
*
* @param A tag that indicates the action to be removed.
*/
void stopActionByTag(int tag);
/**
* Gets an action from the running action list by its tag.
*
* @see setTag(int), getTag().
*
* @return The action object with the given tag.
*/
CCAction* getActionByTag(int tag);
/**
* Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
*
* Composable actions are counted as 1 action. Example:
* If you are running 1 Sequence of 7 actions, it will return 1.
* If you are running 7 Sequences of 2 actions, it will return 7.
* @todo Rename to getNumberOfRunningActions()
*
* @return The number of actions that are running plus the ones that are schedule to run
*/
unsigned int numberOfRunningActions(void);
/// @} end of Actions
/// @{
/// @name Scheduler and Timer
/**
* 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.
* @param scheduler A CCShdeduler object that is used to schedule all "update" and timers.
*/
virtual void setScheduler(CCScheduler* scheduler);
/**
* Gets a CCSheduler object.
*
* @see setScheduler(CCScheduler*)
* @return A CCScheduler object.
*/
virtual CCScheduler* getScheduler();
/**
* Checks whether a selector is scheduled.
*
* @param selector A function selector
* @return Whether the funcion selector is scheduled.
*/
bool isScheduled(SEL_SCHEDULE selector);
/**
* Schedules the "update" method.
*
* It will use the order number 0. This method will be called every frame.
* Scheduled methods with a lower order value will be called before the ones that have a higher order value.
* Only one "update" method could be scheduled per node.
*/
void scheduleUpdate(void);
/**
* Schedules the "update" method with a custom priority.
*
* This selector will be called every frame.
* Scheduled methods with a lower priority will be called before the ones that have a higher value.
* Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
*/
void scheduleUpdateWithPriority(int priority);
/*
* Unschedules the "update" method.
* @see scheduleUpdate();
*/
void unscheduleUpdate(void);
/**
* Schedules a custom selector.
*
* If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
* @code
* // firstly, implement a schedule function
* void MyNode::TickMe(float dt);
* // wrap this function into a selector via schedule_selector marco.
* this->schedule(schedule_selector(MyNode::TickMe), 0, 0, 0);
* @endcode
*
* @param interval Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.
* @param repeat The selector will be excuted (repeat + 1) times, you can use kCCRepeatForever for tick infinitely.
* @param delay The amount of time that the first tick will wait before execution.
*/
void schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay);
/**
* Schedules a custom selector with an interval time in seconds.
* @see schedule(SEL_SCHEDULE, float, unsigned int, float)
*
* @param selector A function wrapped as a selector
* @param interval Callback interval time in seconds. 0 means tick every frame,
*/
void schedule(SEL_SCHEDULE selector, float interval);
/**
* Schedules a selector that runs only once, with a delay of 0 or larger
* @see schedule(SEL_SCHEDULE, float, unsigned int, float)
*
* @param selector A function wrapped as a selector
* @param delay The amount of time that the first tick will wait before execution.
*/
void scheduleOnce(SEL_SCHEDULE selector, float delay);
/**
* Schedules a custom selector, the scheduled selector will be ticked every frame
* @see schedule(SEL_SCHEDULE, float, unsigned int, float)
*
* @param selector A function wrapped as a selector
*/
void schedule(SEL_SCHEDULE selector);
/**
* Unschedules a custom selector.
* @see schedule(SEL_SCHEDULE, float, unsigned int, float)
*
* @param selector A function wrapped as a selector
*/
void unschedule(SEL_SCHEDULE selector);
/**
* Unschedule all scheduled selectors: custom selectors, and the 'update' selector.
* Actions are not affected by this method.
*/
void unscheduleAllSelectors(void);
/**
* Resumes all scheduled selectors and actions.
* This method is called internally by onEnter
*/
void resumeSchedulerAndActions(void);
/**
* Pauses all scheduled selectors and actions.
* This method is called internally by onExit
*/
void pauseSchedulerAndActions(void);
/*
* Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live"
*/
virtual void update(float delta);
/// @} end of Scheduler and Timer
/// @{
/// @name Transformations
/**
* Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
*/
void transform(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.
*/
void transformAncestors(void);
/**
* 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.
*/
virtual void updateTransform(void);
/**
* Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
* The matrix is in Pixels.
*/
virtual CCAffineTransform nodeToParentTransform(void);
/**
* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
* The matrix is in Pixels.
*/
virtual CCAffineTransform parentToNodeTransform(void);
/**
* Returns the world affine transform matrix. The matrix is in Pixels.
*/
virtual CCAffineTransform nodeToWorldTransform(void);
/**
* Returns the inverse world affine transform matrix. The matrix is in Pixels.
*/
virtual CCAffineTransform worldToNodeTransform(void);
/// @} end of Transformations
/// @{
/// @name Coordinate Converters
/**
* Converts a Point to node (local) space coordinates. The result is in Points.
*/
CCPoint convertToNodeSpace(const CCPoint& worldPoint);
/**
* Converts a Point to world space coordinates. The result is in Points.
*/
CCPoint convertToWorldSpace(const CCPoint& nodePoint);
/**
* Converts a Point to node (local) space coordinates. The result is in Points.
* treating the returned/received node point as anchor relative.
*/
CCPoint convertToNodeSpaceAR(const CCPoint& worldPoint);
/**
* Converts a local Point to world space coordinates.The result is in Points.
* treating the returned/received node point as anchor relative.
*/
CCPoint convertToWorldSpaceAR(const CCPoint& nodePoint);
/**
* convenience methods which take a CCTouch instead of CCPoint
*/
CCPoint convertTouchToNodeSpace(CCTouch * touch);
/**
* converts a CCTouch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
*/
CCPoint convertTouchToNodeSpaceAR(CCTouch * touch);
/**
* 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).
* @code
// create a batchNode
CCSpriteBatchNode* batch= CCSpriteBatchNode::create("Icon-114.png");
this->addChild(batch);
// create two sprites, spriteA will be added to batchNode, they are using different textures.
CCSprite* spriteA = CCSprite::createWithTexture(batch->getTexture());
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.
CCAffineTransform t = spriteA->nodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//scale
spriteA->setScale(2);
// Gets the spriteA's transform.
t = spriteA->nodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's scale will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
//rotation
spriteA->setRotation(20);
// Gets the spriteA's transform.
t = spriteA->nodeToParentTransform();
// Sets the additional transform to spriteB, spriteB's rotation will based on its pseudo parent i.e. spriteA.
spriteB->setAdditionalTransform(t);
* @endcode
*/
void setAdditionalTransform(const CCAffineTransform& additionalTransform);
/// @} end of Coordinate Converters
/// @{
/// @name component functions
/**
* gets a component by its name
*/
CCComponent* getComponent(const char *pName) const;
/**
* adds a component
*/
virtual bool addComponent(CCComponent *pComponent);
/**
* removes a component by its name
*/
virtual bool removeComponent(const char *pName);
/**
* removes all components
*/
virtual void removeAllComponents();
/// @} end of component functions
private:
/// lazy allocs
void childrenAlloc(void);
/// helper that reorder a child
void insertChild(CCNode* child, int z);
/// Removes a child, call child->onExit(), do cleanup, remove it from children array.
void detachChild(CCNode *child, bool doCleanup);
/// Convert cocos2d coordinates to UI windows coordinate.
CCPoint convertToWindowSpace(const CCPoint& nodePoint);
protected:
float m_fRotationX; ///< rotation angle on x-axis
float m_fRotationY; ///< rotation angle on y-axis
float m_fScaleX; ///< scaling factor on x-axis
float m_fScaleY; ///< scaling factor on y-axis
float m_fVertexZ; ///< OpenGL real Z vertex
CCPoint m_obPosition; ///< position of the node
float m_fSkewX; ///< skew angle on x-axis
float m_fSkewY; ///< skew angle on y-axis
CCPoint m_obAnchorPointInPoints; ///< anchor point in points
CCPoint m_obAnchorPoint; ///< anchor point normalized (NOT in points)
CCSize m_obContentSize; ///< untransformed size of the node
CCAffineTransform m_sAdditionalTransform; ///< transform
CCAffineTransform m_sTransform; ///< transform
CCAffineTransform m_sInverse; ///< transform
CCCamera *m_pCamera; ///< a camera
CCGridBase *m_pGrid; ///< a grid
int m_nZOrder; ///< z-order value that affects the draw order
CCArray *m_pChildren; ///< array of children nodes
CCNode *m_pParent; ///< weak reference to parent node
int m_nTag; ///< a tag. Can be any number you assigned just to identify this node
void *m_pUserData; ///< A user assingned void pointer, Can be point to any cpp object
CCObject *m_pUserObject; ///< A user assigned CCObject
CCGLProgram *m_pShaderProgram; ///< OpenGL shader
ccGLServerState m_eGLServerState; ///< OpenGL servier side state
unsigned int m_uOrderOfArrival; ///< used to preserve sequence while sorting children with the same zOrder
CCScheduler *m_pScheduler; ///< scheduler used to schedule timers and updates
CCActionManager *m_pActionManager; ///< a pointer to ActionManager singleton, which is used to handle all the actions
bool m_bRunning; ///< is running
bool m_bTransformDirty; ///< transform dirty flag
bool m_bInverseDirty; ///< transform dirty flag
bool m_bAdditionalTransformDirty; ///< The flag to check whether the additional transform is dirty
bool m_bVisible; ///< is this node visible
bool m_bIgnoreAnchorPointForPosition; ///< true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise.
///< Used by CCLayer and CCScene.
bool m_bReorderChildDirty; ///< children order dirty flag
int m_nScriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.
int m_nUpdateScriptHandler; ///< script handler for update() callback per frame, which is invoked from lua & javascript.
ccScriptType m_eScriptType; ///< type of script binding, lua or javascript
CCComponentContainer *m_pComponentContainer; ///< Dictionary of components
};
//#pragma mark - CCNodeRGBA
/** CCNodeRGBA is a subclass of CCNode that implements the CCRGBAProtocol protocol.
All features from CCNode are valid, plus the following new features:
- opacity
- RGB colors
Opacity/Color propagates into children that conform to the CCRGBAProtocol if cascadeOpacity/cascadeColor is enabled.
@since v2.1
*/
class CC_DLL CCNodeRGBA : public CCNode, public CCRGBAProtocol
{
public:
CCNodeRGBA();
virtual ~CCNodeRGBA();
virtual bool init();
virtual GLubyte getOpacity();
virtual GLubyte getDisplayedOpacity();
virtual void setOpacity(GLubyte opacity);
virtual void updateDisplayedOpacity(GLubyte parentOpacity);
virtual bool isCascadeOpacityEnabled();
virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled);
virtual const ccColor3B& getColor(void);
virtual const ccColor3B& getDisplayedColor();
virtual void setColor(const ccColor3B& color);
virtual void updateDisplayedColor(const ccColor3B& parentColor);
virtual bool isCascadeColorEnabled();
virtual void setCascadeColorEnabled(bool cascadeColorEnabled);
virtual void setOpacityModifyRGB(bool bValue) {};
virtual bool isOpacityModifyRGB() { return false; };
protected:
GLubyte _displayedOpacity;
GLubyte _realOpacity;
ccColor3B _displayedColor;
ccColor3B _realColor;
bool _cascadeColorEnabled;
bool _cascadeOpacityEnabled;
};
// end of base_node group
/// @}
NS_CC_END
#endif // __PLATFORM_CCNODE_H__