Axmol Engine 2.4.0-258ceca
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Menu Class Reference

A Menu for touch handling. More...

#include <Menu.h>

Inherits Node.

Public Types

enum class  State
 Menu state, it's used internally.
 

Public Member Functions

void alignItemsVertically ()
 Align items vertically.
 
void alignItemsVerticallyWithPadding (float padding)
 Align items vertically with padding.
 
void alignItemsHorizontally ()
 Align items horizontally.
 
void alignItemsHorizontallyWithPadding (float padding)
 Align items horizontally with padding.
 
void alignItemsInColumns (int columns,...) AX_REQUIRES_NULL_TERMINATION
 Align items in rows of columns.
 
void alignItemsInColumns (int columns, va_list args)
 Align items in rows of columns.
 
void alignItemsInColumnsWithArray (const ValueVector &rows)
 Align items in array of columns.
 
void alignItemsInRows (int rows,...) AX_REQUIRES_NULL_TERMINATION
 Align items in columns of rows.
 
void alignItemsInRows (int rows, va_list args)
 Align items in columns of rows.
 
void alignItemsInRowsWithArray (const ValueVector &columns)
 Align items in array of rows.
 
virtual bool isEnabled () const
 Determines if the menu is enabled.
 
virtual void setEnabled (bool value)
 Set whether the menu is enabled.
 
virtual void removeChild (Node *child, bool cleanup) override
 Removes a child from the container.
 
virtual void addChild (Node *child) override
 Adds a child to the container with z-order as 0.
 
virtual void addChild (Node *child, int zOrder) override
 Adds a child to the container with a local z-order.
 
virtual void addChild (Node *child, int zOrder, int tag) override
 Adds a child to the container with z order and tag.
 
virtual void addChild (Node *child, int zOrder, std::string_view name) override
 Adds a child to the container with z order and tag.
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'.
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'.
 
virtual void setOpacityModifyRGB (bool value) override
 If you want the opacity affect the color property, then set to true.
 
virtual bool isOpacityModifyRGB () const override
 If node opacity will modify the RGB color value, then you should override this method and return true.
 
virtual std::string getDescription () const override
 Gets the description string.
 
 Menu ()
 @js ctor
 
bool init () override
 initializes an empty Menu
 
bool initWithArray (const Vector< MenuItem * > &arrayOfItems)
 initializes a Menu with a NSArray of MenuItem objects
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running".
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script.
 
virtual void cleanup ()
 Stops all running actions and schedulers.
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively.
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node.
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
 
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene.
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene.
 
virtual uint8_t getOpacity () const
 Return the node's opacity.
 
virtual uint8_t getDisplayedOpacity () const
 Return the node's display opacity.
 
virtual void setOpacity (uint8_t opacity)
 Change node opacity.
 
virtual void updateDisplayedOpacity (uint8_t parentOpacity)
 Update the displayed opacity of node with it's parent opacity;.
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not.
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property.
 
virtual const Color3BgetColor () const
 Query node's color value.
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color.
 
virtual void setColor (const Color3B &color)
 Change the color of node.
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color.
 
virtual bool isCascadeColorEnabled () const
 Query whether cascadeColor is enabled or not.
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 If you want node's color affect the children node's color, then set it to true.
 
void setOnEnterCallback (const std::function< void()> &callback)
 Set the callback of event onEnter.
 
const std::function< void()> & getOnEnterCallback () const
 Get the callback of event onEnter.
 
void setOnExitCallback (const std::function< void()> &callback)
 Set the callback of event onExit.
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit.
 
void setOnEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish.
 
const std::function< void()> & getOnEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish.
 
void setOnExitTransitionDidStartCallback (const std::function< void()> &callback)
 Set the callback of event ExitTransitionDidStart.
 
const std::function< void()> & getOnExitTransitionDidStartCallback () const
 Get the callback of event ExitTransitionDidStart.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
 Modify the camera mask for current node.
 
void applyMaskOnEnter (bool applyChildren)
 Should addChild() make the child follow it's parent's mask?
 
virtual bool setProgramState (backend::ProgramState *programState, bool ownPS=false)
 Sets ProgramState with retain.
 
backend::ProgramState * setProgramStateByProgramId (uint64_t progId)
 Sets ProgramState by programId.
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings.
 
void updateOrderOfArrival ()
 !
 
virtual int getLocalZOrder () const
 Gets the local Z order of this node.
 
virtual void setGlobalZOrder (float globalZOrder)
 Defines the order in which the nodes are renderer.
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order.
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node.
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node.
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node.
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node.
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node.
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node.
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor.
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node.
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system.
 
virtual void setPositionNormalized (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1.
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system.
 
virtual const Vec2getPositionNormalized () const
 Returns the normalized position.
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system.
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object.
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position.
 
virtual float getPositionX () const
 Gets the x coordinate of the node in its parent's coordinate system.
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system.
 
virtual float getPositionY () const
 Gets the y coordinate of the node in its parent's coordinate system.
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system.
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system.
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position.
 
virtual float getPositionZ () const
 Gets position Z coordinate of this node.
 
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees.
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees.
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees.
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees.
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent.
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent.
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels.
 
virtual void setContentSize (const Vec2 &contentSize)
 Sets the untransformed size of the node.
 
virtual const Vec2getContentSize () const
 Returns the untransformed size of the node.
 
virtual bool hitTest (const Vec2 &worldPoint) const
 The basic node hit test, since axmol-1.0.
 
virtual void setVisible (bool visible)
 Sets whether the node is visible.
 
virtual bool isVisible () const
 Determines if the node is visible.
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees.
 
virtual float getRotation () const
 Returns the rotation of the node in degrees.
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees.
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees.
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion.
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
 
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
 
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
 
virtual void setIgnoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node.
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node.
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily.
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily.
 
virtual std::string_view getName () const
 Returns a string that is used to identify the node.
 
virtual void setName (std::string_view name)
 Changes the name that is used to identify the node easily.
 
virtual void * getUserData ()
 Returns a custom user data pointer.
 
virtual const void * getUserData () const
 @lua NA
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer.
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object.
 
virtual const ObjectgetUserObject () const
 @lua NA
 
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object.
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'.
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'.
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions.
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions.
 
virtual Action * runAction (Action *action)
 Executes an action, and returns the action that is executed.
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list.
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag.
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag.
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags.
 
Action * getActionByTag (int tag)
 Gets an action from the running action list by its tag.
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
 
ssize_t getNumberOfRunningActionsByTag (int tag) const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag.
 
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers.
 
virtual SchedulergetScheduler ()
 Gets a Scheduler object.
 
bool isScheduled (SEL_SCHEDULE selector) const
 Checks whether a selector is scheduled.
 
bool isScheduled (std::string_view key) const
 Checks whether a lambda function is scheduled.
 
void scheduleUpdate ()
 Schedules the "update" method.
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority.
 
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector.
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds.
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger.
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, std::string_view key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger.
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame.
 
void schedule (const std::function< void(float)> &callback, std::string_view key)
 Schedules a lambda function.
 
void schedule (const std::function< void(float)> &callback, float interval, std::string_view key)
 Schedules a lambda function.
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, std::string_view key)
 Schedules a lambda function.
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector.
 
void unschedule (std::string_view key)
 Unschedules a lambda function.
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
virtual void resume ()
 Resumes all scheduled selectors, actions and event listeners.
 
virtual void pause ()
 Pauses all scheduled selectors, actions and event listeners.
 
virtual void update (float delta)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively.
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually.
 
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
 
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix.
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix.
 
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates.
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates.
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates.
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points.
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2.
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate.
 
Vec2 getWorldPosition () const
 Gets position of node in world space.
 
void setWorldPosition (const Vec2 &position)
 Sets position of node in world space.
 
void setAdditionalTransform (const Mat4 *additionalTransform)
 Sets an additional transform matrix to the node.
 
Component * getComponent (std::string_view name)
 Gets a component by its name.
 
virtual bool addComponent (Component *component)
 Adds a component.
 
virtual bool removeComponent (std::string_view name)
 Removes a component by its name.
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer.
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag.
 
template<typename T>
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T.
 
virtual NodegetChildByName (std::string_view name) const
 Gets a child from the container with its name.
 
template<typename T>
getChildByName (std::string_view name) const
 Gets a child from the container with its name that can be cast to Type T.
 
virtual void enumerateChildren (std::string_view name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name.
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children.
 
virtual ssize_t getChildrenCount () const
 Returns the amount of children.
 
virtual void setParent (Node *parent)
 Sets the parent node.
 
virtual NodegetParent ()
 Returns a pointer to the parent node.
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup.
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node.
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value.
 
virtual void removeChildByName (std::string_view name, bool cleanup=true)
 Removes a child from the container by tag value.
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value.
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered.
 
- Public Member Functions inherited from Object
void retain ()
 Retains the ownership.
 
void release ()
 Releases the ownership immediately.
 
Objectautorelease ()
 Releases the ownership sometime soon automatically.
 
unsigned int getReferenceCount () const
 Returns the Object's current reference count.
 
virtual ~Object ()
 Destructor.
 

Static Public Member Functions

static Menucreate ()
 Creates an empty Menu.
 
static Menucreate (MenuItem *item,...) AX_REQUIRES_NULL_TERMINATION
 Creates a Menu with MenuItem objects.
 
static MenucreateWithArray (const Vector< MenuItem * > &arrayOfItems)
 Creates a Menu with a Array of MenuItem objects.
 
static MenucreateWithItem (MenuItem *item)
 Creates a Menu with it's item, then use addChild() to add other items.
 
static MenucreateWithItems (MenuItem *firstItem, va_list args)
 Creates a Menu with MenuItem objects.
 
static Nodecreate ()
 Allocates and initializes a node.
 
static int getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
template<typename _T>
static void sortNodes (ax::Vector< _T * > &nodes)
 Sorts helper function.
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 

Detailed Description

A Menu for touch handling.

Features and Limitation:

  • You can add MenuItem objects in runtime using addChild.
  • But the only accepted children are MenuItem objects.

Member Function Documentation

◆ createWithArray()

static Menu * createWithArray ( const Vector< MenuItem * > & arrayOfItems)
static

Creates a Menu with a Array of MenuItem objects.

@js NA

◆ createWithItem()

static Menu * createWithItem ( MenuItem * item)
static

Creates a Menu with it's item, then use addChild() to add other items.

It is used for script, it can't be initialized with undetermined number of variables. @js NA

◆ createWithItems()

static Menu * createWithItems ( MenuItem * firstItem,
va_list args )
static

Creates a Menu with MenuItem objects.

@js NA

◆ alignItemsVerticallyWithPadding()

void alignItemsVerticallyWithPadding ( float padding)

Align items vertically with padding.

Since
v0.7.2

◆ alignItemsHorizontallyWithPadding()

void alignItemsHorizontallyWithPadding ( float padding)

Align items horizontally with padding.

Since
v0.7.2

◆ alignItemsInColumnsWithArray()

void alignItemsInColumnsWithArray ( const ValueVector & rows)

Align items in array of columns.

@js NA

◆ alignItemsInRowsWithArray()

void alignItemsInRowsWithArray ( const ValueVector & columns)

Align items in array of rows.

@js NA

◆ isEnabled()

virtual bool isEnabled ( ) const
inlinevirtual

Determines if the menu is enabled.

See also
setEnabled(bool).
Returns
whether the menu is enabled or not.

◆ setEnabled()

virtual void setEnabled ( bool value)
inlinevirtual

Set whether the menu is enabled.

If set to false, interacting with the menu will have no effect. The default value is true, a menu is enabled by default.

Parameters
valuetrue if menu is to be enabled, false if menu is to be disabled.

◆ removeChild()

virtual void removeChild ( Node * child,
bool cleanup )
overridevirtual

Removes a child from the container.

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

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

Reimplemented from Node.

◆ addChild() [1/4]

virtual void addChild ( Node * child)
overridevirtual

Adds a child to the container with z-order as 0.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.

Reimplemented from Node.

◆ addChild() [2/4]

virtual void addChild ( Node * child,
int localZOrder )
overridevirtual

Adds a child to the container with a local z-order.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).

Reimplemented from Node.

◆ addChild() [3/4]

virtual void addChild ( Node * child,
int localZOrder,
int tag )
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
tagAn integer to identify the node easily. Please refer to setTag(int).

Please use addChild(Node* child, int localZOrder, const std::string &name) instead.

Reimplemented from Node.

◆ addChild() [4/4]

virtual void addChild ( Node * child,
int localZOrder,
std::string_view name )
overridevirtual

Adds a child to the container with z order and tag.

If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.

Parameters
childA child node.
localZOrderZ order for drawing priority. Please refer to setLocalZOrder(int).
nameA string to identify the node easily. Please refer to setName(int).

Reimplemented from Node.

◆ onEnter()

virtual void onEnter ( )
overridevirtual

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

If the Node 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., Node::onEnter(). @lua NA

Reimplemented from Node.

◆ onExit()

virtual void onExit ( )
overridevirtual

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

If the Node 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., Node::onExit(). @lua NA

Reimplemented from Node.

◆ setOpacityModifyRGB()

virtual void setOpacityModifyRGB ( bool value)
overridevirtual

If you want the opacity affect the color property, then set to true.

Parameters
valueA boolean value.

Reimplemented from Node.

◆ isOpacityModifyRGB()

virtual bool isOpacityModifyRGB ( ) const
overridevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented from Node.

◆ getDescription()

virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string @js NA @lua NA

Reimplemented from Node.


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