cocos2d-x  2.2.6
Public Member Functions | List of all members
ModalLayer Class Reference

#include <ModalLayer.h>

Inheritance diagram for ModalLayer:

Public Member Functions

virtual bool  init ()
  Initializes the instance of CCNode. More...
 
var  init ()
  Initializes the instance of CCNode. More...
 
local  init ()
  Initializes the instance of CCNode. More...
 
void  setMessage (const char *pszMsg)
var  setMessage ( var pszMsg)
local  setMessage ( local pszMsg)
void  menuCloseCallback (CCObject *pSender)
var  menuCloseCallback ( var pSender)
local  menuCloseCallback ( local pSender)
virtual bool  ccTouchBegan (cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
local  ccTouchBegan ( local pTouch, local pEvent)
- Public Member Functions inherited from CCLayer
  CCLayer ()
virtual  ~CCLayer ()
virtual void  onEnter ()
  Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual void  onExit ()
  Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void  onEnterTransitionDidFinish ()
  Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void  ccTouchMoved (CCTouch *pTouch, CCEvent *pEvent)
virtual void  ccTouchEnded (CCTouch *pTouch, CCEvent *pEvent)
local  ccTouchEnded ( local pTouch, local pEvent)
virtual void  ccTouchCancelled (CCTouch *pTouch, CCEvent *pEvent)
var  ccTouchCancelled ( var pTouch, var pEvent)
local  ccTouchCancelled ( local pTouch, local pEvent)
virtual void  ccTouchesBegan (CCSet *pTouches, CCEvent *pEvent)
virtual void  ccTouchesMoved (CCSet *pTouches, CCEvent *pEvent)
virtual void  ccTouchesEnded (CCSet *pTouches, CCEvent *pEvent)
virtual void  ccTouchesCancelled (CCSet *pTouches, CCEvent *pEvent)
var  ccTouchesCancelled ( var pTouches, var pEvent)
local  ccTouchesCancelled ( local pTouches, local pEvent)
virtual void  didAccelerate (CCAcceleration *pAccelerationValue)
void  registerScriptAccelerateHandler (int nHandler)
virtual void  registerWithTouchDispatcher (void)
  If isTouchEnabled, this method is called onEnter. More...
 
  If isTouchEnabled, this method is called onEnter. More...
 
  If isTouchEnabled, this method is called onEnter. More...
 
virtual void  registerScriptTouchHandler (int nHandler, bool bIsMultiTouches=false, int nPriority=INT_MIN, bool bSwallowsTouches=false)
  Register script touch events handler. More...
 
local  registerScriptTouchHandler ( local nHandler, local false, local INT_MIN, local false)
  Register script touch events handler. More...
 
virtual void  unregisterScriptTouchHandler (void)
  Unregister script touch events handler. More...
 
virtual bool  isTouchEnabled ()
  whether or not it will receive Touch events. More...
 
virtual void  setTouchEnabled (bool value)
var  setTouchEnabled ( var value)
local  setTouchEnabled ( local value)
virtual void  setTouchMode (ccTouchesMode mode)
local  setTouchMode ( local mode)
virtual int  getTouchMode ()
virtual void  setTouchPriority (int priority)
  priority of the touch events. More...
 
local  setTouchPriority ( local priority)
  priority of the touch events. More...
 
virtual int  getTouchPriority ()
virtual bool  isAccelerometerEnabled ()
  whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
  whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
  whether or not it will receive Accelerometer events You can enable / disable accelerometer events with this property. More...
 
virtual void  setAccelerometerEnabled (bool value)
var  setAccelerometerEnabled ( var value)
local  setAccelerometerEnabled ( local value)
virtual void  setAccelerometerInterval (double interval)
local  setAccelerometerInterval ( local interval)
virtual bool  isKeypadEnabled ()
  whether or not it will receive keypad events You can enable / disable accelerometer events with this property. More...
 
virtual void  setKeypadEnabled (bool value)
local  setKeypadEnabled ( local value)
void  registerScriptKeypadHandler (int nHandler)
  Register keypad events handler. More...
 
  Unregister keypad events handler. More...
 
virtual void  keyBackClicked (void)
virtual void  keyMenuClicked (void)
local  keyMenuClicked ()
- Public Member Functions inherited from CCNode
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...
 
local  visit ()
  Visits this node's children and draw them recursively. More...
 
virtual CCRect  boundingBox (void)
  Returns a "local" axis aligned bounding box of the node. More...
 
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...
 
var  _setZOrder ( var z)
  Sets the z order which stands for the drawing order. More...
 
local  _setZOrder ( local 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...
 
local  setVertexZ ( local vertexZ)
  Sets the real OpenGL Z vertex. More...
 
virtual float  getVertexZ ()
  Gets OpenGL Z vertex of this node. More...
 
var  getVertexZ ()
  Gets OpenGL Z vertex of this node. More...
 
local  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...
 
local  setScaleX ( local 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...
 
var  getScaleX ()
  Returns the scale factor on X axis of this node. More...
 
local  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...
 
local  setScale ( local fScaleX, local 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...
 
local  setPosition ( local 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...
 
local  getPosition ()
  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...
 
local  setPosition ( local x, local 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...
 
local  getPosition ( local x, local 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...
 
var  setPositionX ( var x)
  Gets/Sets x or y coordinate individually for position. More...
 
local  setPositionX ( local x)
  Gets/Sets x or y coordinate individually for position. More...
 
virtual float  getPositionX (void)
virtual void  setPositionY (float y)
var  setPositionY ( var y)
local  setPositionY ( local y)
virtual float  getPositionY (void)
var  getPositionY ()
local  getPositionY ()
virtual void  setSkewX (float fSkewX)
  Changes the X skew angle of the node in degrees. More...
 
local  setSkewX ( local 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...
 
local  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...
 
var  getSkewY ()
  Returns the Y skew angle of the node in degrees. More...
 
local  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...
 
local  setAnchorPoint ( local anchorPoint)
  Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
  Returns the anchor point in percent. More...
 
local  getAnchorPoint ()
  Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
  Returns the anchorPoint in absolute pixels. More...
 
  Returns the anchorPoint in absolute pixels. More...
 
virtual void  setContentSize (const CCSize &contentSize)
  Sets the untransformed size of the node. More...
 
local  setContentSize ( local contentSize)
  Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
  Returns the untransformed size of the node. More...
 
virtual void  setVisible (bool visible)
  Sets whether the node is visible. More...
 
local  setVisible ( local 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...
 
local  setRotation ( local 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...
 
local  setRotationX ( local 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...
 
local  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...
 
local  setRotationY ( local 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...
 
var  getRotationY ()
  Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local  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...
 
var  setOrderOfArrival ( var uOrderOfArrival)
  Sets the arrival order when this node has a same ZOrder with other children. More...
 
local  setOrderOfArrival ( local 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...
 
local  setGLServerState ( local glServerState)
  Sets the state of OpenGL server side. More...
 
  Returns the state of OpenGL server side. More...
 
local  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...
 
local  ignoreAnchorPointForPosition ( local ignore)
  Sets whether the anchor point will be (0,0) when you position this node. More...
 
  Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void  addChild (CCNode *child)
  Adds a child to the container with z-order as 0. More...
 
var  addChild ( var child)
  Adds a child to the container with z-order as 0. More...
 
local  addChild ( local 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...
 
local  addChild ( local child, local 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...
 
var  addChild ( var child, var zOrder, var tag)
  Adds a child to the container with z order and tag. More...
 
local  addChild ( local child, local zOrder, local 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...
 
local  getChildren ()
  Return an array of children. More...
 
virtual unsigned int  getChildrenCount (void) const
  Get the amount of children. More...
 
  Get the amount of children. More...
 
local  getChildrenCount ()
  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...
 
var  getParent ()
  Returns a pointer to the parent node. More...
 
local  getParent ()
  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...
 
  Removes this node itself from its parent 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...
 
local  removeChildByTag ( local tag, local cleanup)
  Removes a child from the container by tag value. More...
 
virtual void  removeAllChildren ()
  Removes all children from the container with a cleanup. More...
 
  Removes all children from the container with a cleanup. More...
 
local  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...
 
  Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
  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...
 
var  sortAllChildren ()
  Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local  sortAllChildren ()
  Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
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 int  getTag () const
  Returns a tag that is used to identify the node easily. More...
 
var  getTag ()
  Returns a tag that is used to identify the node easily. More...
 
local  getTag ()
  Returns a tag that is used to identify the node easily. More...
 
virtual void  setTag (int nTag)
  Changes the tag that is used to identify the node easily. More...
 
local  setTag ( local nTag)
  Changes the tag that is used to identify the node easily. More...
 
virtual void *  getUserData ()
  Returns a custom user data pointer. More...
 
virtual void  setUserData (void *pUserData)
  Sets a custom user data pointer. More...
 
local  setUserData ( local pUserData)
  Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
  Returns a user assigned CCObject. More...
 
local  getUserObject ()
  Returns a user assigned CCObject. More...
 
virtual void  setUserObject (CCObject *pUserObject)
  Returns a user assigned CCObject. More...
 
local  setUserObject ( local pUserObject)
  Returns a user assigned CCObject. More...
 
  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...
 
local  registerScriptHandler ( local 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...
 
  Gets script handler for onEnter/onExit event. More...
 
void  scheduleUpdateWithPriorityLua (int nHandler, int priority)
  Schedules for lua script. More...
 
local  scheduleUpdateWithPriorityLua ( local nHandler, local priority)
  Schedules for lua script. 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...
 
  Gets the CCActionManager object that is used by all actions. More...
 
local  getActionManager ()
  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...
 
var  stopAllActions ()
  Stops and removes all actions from the running action list . More...
 
local  stopAllActions ()
  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...
 
var  stopAction ( var action)
  Stops and removes an action from the running action list. More...
 
local  stopAction ( local 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...
 
var  stopActionByTag ( var tag)
  Removes an action from the running action list by its tag. More...
 
local  stopActionByTag ( local 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...
 
  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...
 
local  getScheduler ()
  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...
 
var  scheduleUpdateWithPriority ( var priority)
  Schedules the "update" method with a custom priority. More...
 
void  unscheduleUpdate (void)
local  unscheduleUpdate ()
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...
 
var  schedule ( var selector, var 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...
 
  Resumes all scheduled selectors and actions. More...
 
  Pauses all scheduled selectors and actions. More...
 
virtual void  update (float delta)
var  update ( var delta)
local  update ( local delta)
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...
 
  Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
  Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
  Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
  Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
  Returns the world affine transform matrix. More...
 
  Returns the world affine transform matrix. More...
 
  Returns the inverse world affine transform matrix. More...
 
  Returns the inverse world affine transform matrix. 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...
 
var  convertToWorldSpace ( var nodePoint)
  Converts a Point to world space coordinates. More...
 
local  convertToWorldSpace ( local 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...
 
  convenience methods which take a CCTouch instead of CCPoint More...
 
var  convertTouchToNodeSpace ( var touch)
  convenience methods which take a CCTouch instead of CCPoint More...
 
local  convertTouchToNodeSpace ( local touch)
  convenience methods which take a CCTouch instead of CCPoint More...
 
  converts a CCTouch (world coordinates) into a local coordinate. More...
 
void  setAdditionalTransform (const CCAffineTransform &additionalTransform)
  Sets the additional transform. More...
 
var  setAdditionalTransform ( var additionalTransform)
  Sets the additional transform. More...
 
local  setAdditionalTransform ( local additionalTransform)
  Sets the additional transform. More...
 
CCComponentgetComponent (const char *pName) const
  gets a component by its name More...
 
var  getComponent ( var pName)
  gets a component by its name More...
 
local  getComponent ( local pName)
  gets a component by its name More...
 
virtual bool  addComponent (CCComponent *pComponent)
  adds a component More...
 
var  addComponent ( var pComponent)
  adds a component More...
 
local  addComponent ( local 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...
 
var  removeComponent ( var pComponent)
  removes a component by its pointer More...
 
local  removeComponent ( local pComponent)
  removes a component by its pointer More...
 
virtual void  removeAllComponents ()
  removes all components More...
 
  CCNode (void)
  Default constructor. More...
 
virtual  ~CCNode (void)
  Default destructor. More...
 
const char *  description (void)
  Gets the description string. More...
 
- Public Member Functions inherited from CCObject
  CCObject (void)
virtual  ~CCObject (void)
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)
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)
- Public Member Functions inherited from CCTouchDelegate
virtual  ~CCTouchDelegate ()

Additional Inherited Members

- Static Public Member Functions inherited from CCLayer
static CCLayercreate (void)
  create one layer More...
 
local  create ()
  create one layer More...
 
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
  Allocates and initializes a node. More...
 
local  create ()
  Allocates and initializes a node. More...
 
- Public Attributes inherited from CCObject
unsigned int  m_uID
int  m_nLuaID
- Protected Attributes inherited from CCLayer
- Protected Attributes inherited from CCNode
float  m_fRotationX
  rotation angle on x-axis More...
 
float  m_fRotationY
  rotation angle on y-axis More...
 
var  m_fRotationY
  rotation angle on y-axis More...
 
local  m_fRotationY
  rotation angle on y-axis More...
 
float  m_fScaleX
  scaling factor on x-axis More...
 
var  m_fScaleX
  scaling factor on x-axis More...
 
local  m_fScaleX
  scaling factor on x-axis More...
 
float  m_fScaleY
  scaling factor on y-axis More...
 
var  m_fScaleY
  scaling factor on y-axis More...
 
local  m_fScaleY
  scaling factor on y-axis More...
 
float  m_fVertexZ
  OpenGL real Z vertex. More...
 
var  m_fVertexZ
  OpenGL real Z vertex. More...
 
local  m_fVertexZ
  OpenGL real Z vertex. More...
 
  position of the node More...
 
var  m_obPosition
  position of the node More...
 
local  m_obPosition
  position of the node More...
 
float  m_fSkewX
  skew angle on x-axis More...
 
var  m_fSkewX
  skew angle on x-axis More...
 
local  m_fSkewX
  skew angle on x-axis More...
 
float  m_fSkewY
  skew angle on y-axis More...
 
var  m_fSkewY
  skew angle on y-axis More...
 
local  m_fSkewY
  skew angle on y-axis More...
 
  anchor point in points More...
 
  anchor point in points More...
 
  anchor point in points More...
 
  anchor point normalized (NOT in points) More...
 
  anchor point normalized (NOT in points) More...
 
local  m_obAnchorPoint
  anchor point normalized (NOT in points) More...
 
  untransformed size of the node More...
 
  transform More...
 
  transform More...
 
  transform More...
 
  transform More...
 
var  m_sTransform
  transform More...
 
local  m_sTransform
  transform More...
 
  transform More...
 
var  m_sInverse
  transform More...
 
local  m_sInverse
  transform More...
 
  a camera More...
 
var  m_pCamera
  a camera More...
 
local  m_pCamera
  a camera More...
 
  a grid More...
 
var  m_pGrid
  a grid More...
 
local  m_pGrid
  a grid More...
 
int  m_nZOrder
  z-order value that affects the draw order More...
 
var  m_nZOrder
  z-order value that affects the draw order More...
 
local  m_nZOrder
  z-order value that affects the draw order More...
 
  array of children nodes More...
 
var  m_pChildren
  array of children nodes More...
 
local  m_pChildren
  array of children nodes More...
 
  weak reference to parent node More...
 
var  m_pParent
  weak reference to parent node More...
 
local  m_pParent
  weak reference to parent node More...
 
int  m_nTag
  a tag. Can be any number you assigned just to identify this node More...
 
void *  m_pUserData
  A user assingned void pointer, Can be point to any cpp object. More...
 
var  m_pUserData
  A user assingned void pointer, Can be point to any cpp object. More...
 
local  m_pUserData
  A user assingned void pointer, Can be point to any cpp object. More...
 
  A user assigned CCObject. More...
 
  A user assigned CCObject. More...
 
local  m_pUserObject
  A user assigned CCObject. More...
 
  OpenGL shader. More...
 
  OpenGL shader. More...
 
  OpenGL shader. More...
 
  OpenGL servier side state. More...
 
  OpenGL servier side state. More...
 
  OpenGL servier side state. More...
 
unsigned int  m_uOrderOfArrival
  used to preserve sequence while sorting children with the same zOrder More...
 
  scheduler used to schedule timers and updates More...
 
var  m_pScheduler
  scheduler used to schedule timers and updates More...
 
local  m_pScheduler
  scheduler used to schedule timers and updates More...
 
  a pointer to ActionManager singleton, which is used to handle all the actions More...
 
  a pointer to ActionManager singleton, which is used to handle all the actions More...
 
  a pointer to ActionManager singleton, which is used to handle all the actions More...
 
bool  m_bRunning
  is running More...
 
var  m_bRunning
  is running More...
 
local  m_bRunning
  is running More...
 
  transform dirty flag More...
 
  transform dirty flag More...
 
  transform dirty flag More...
 
  transform dirty flag More...
 
  transform dirty flag More...
 
local  m_bInverseDirty
  transform dirty flag More...
 
  The flag to check whether the additional transform is dirty. More...
 
bool  m_bVisible
  is this node visible More...
 
var  m_bVisible
  is this node visible More...
 
local  m_bVisible
  is this node visible More...
 
  true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
  true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
  true if the Anchor Point will be (0,0) when you position the CCNode, false otherwise. More...
 
  children order dirty flag More...
 
  children order dirty flag More...
 
  children order dirty flag More...
 
  script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
  script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
  script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
  script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
  script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
  script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
  type of script binding, lua or javascript More...
 
  type of script binding, lua or javascript More...
 
local  m_eScriptType
  type of script binding, lua or javascript More...
 
  Dictionary of components. More...
 
  Dictionary of components. More...
 
  Dictionary of components. More...
 
- Protected Attributes inherited from CCObject
unsigned int  m_uReference
unsigned int  m_uAutoReleaseCount

Constructor & Destructor Documentation

~ModalLayer ( )
var ~ModalLayer ( )
local ~ModalLayer ( )

Member Function Documentation

virtual bool ccTouchBegan ( cocos2d::CCTouchpTouch,
cocos2d::CCEventpEvent 
)
virtual

Reimplemented from CCLayer.

var ccTouchBegan ( var  pTouch,
var  pEvent 
)
virtual

Reimplemented from CCLayer.

local ccTouchBegan ( local  pTouch,
local  pEvent 
)
virtual

Reimplemented from CCLayer.

CREATE_FUNC ( ModalLayer  )
var CREATE_FUNC ( var  )
local CREATE_FUNC ( local  )
virtual bool init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCLayer.

var init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCLayer.

local init ( )
virtual

Initializes the instance of CCNode.

Returns
Whether the initialization was successful.

Reimplemented from CCLayer.

void menuCloseCallback ( CCObjectpSender )
var menuCloseCallback ( var  pSender )
local menuCloseCallback ( local  pSender )
void setMessage ( const char *  pszMsg )
var setMessage ( var  pszMsg )
local setMessage ( local  pszMsg )

The documentation for this class was generated from the following file:
  • /Users/guanghui/cocos2d-x/cocos2dx/platform/wp8/ModalLayer.h

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