CCNode

#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__


转载于:https://www.cnblogs.com/sssssnian/p/3748658.html

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