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Diffstat (limited to 'libs/cocos2d/CCNode.h')
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| diff --git a/libs/cocos2d/CCNode.h b/libs/cocos2d/CCNode.h new file mode 100755 index 0000000..64acdc5 --- /dev/null +++ b/libs/cocos2d/CCNode.h | |||
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| 1 | /* | ||
| 2 | * cocos2d for iPhone: http://www.cocos2d-iphone.org | ||
| 3 | * | ||
| 4 | * Copyright (c) 2009 Valentin Milea | ||
| 5 | * | ||
| 6 | * Copyright (c) 2008-2010 Ricardo Quesada | ||
| 7 | * Copyright (c) 2011 Zynga Inc. | ||
| 8 | * | ||
| 9 | * Permission is hereby granted, free of charge, to any person obtaining a copy | ||
| 10 | * of this software and associated documentation files (the "Software"), to deal | ||
| 11 | * in the Software without restriction, including without limitation the rights | ||
| 12 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
| 13 | * copies of the Software, and to permit persons to whom the Software is | ||
| 14 | * furnished to do so, subject to the following conditions: | ||
| 15 | * | ||
| 16 | * The above copyright notice and this permission notice shall be included in | ||
| 17 | * all copies or substantial portions of the Software. | ||
| 18 | * | ||
| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
| 20 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
| 22 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
| 23 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
| 24 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
| 25 | * THE SOFTWARE. | ||
| 26 | */ | ||
| 27 | |||
| 28 | #import <Availability.h> | ||
| 29 | |||
| 30 | #import "Platforms/CCGL.h" | ||
| 31 | #import "CCAction.h" | ||
| 32 | #import "ccTypes.h" | ||
| 33 | #import "CCTexture2D.h" | ||
| 34 | #import "CCProtocols.h" | ||
| 35 | #import "ccConfig.h" | ||
| 36 | #import "Support/CCArray.h" | ||
| 37 | |||
| 38 | enum { | ||
| 39 | kCCNodeTagInvalid = -1, | ||
| 40 | }; | ||
| 41 | |||
| 42 | @class CCCamera; | ||
| 43 | @class CCGridBase; | ||
| 44 | |||
| 45 | /** CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode. | ||
| 46 | The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu. | ||
| 47 | |||
| 48 | The main features of a CCNode are: | ||
| 49 | - They can contain other CCNode nodes (addChild, getChildByTag, removeChild, etc) | ||
| 50 | - They can schedule periodic callback (schedule, unschedule, etc) | ||
| 51 | - They can execute actions (runAction, stopAction, etc) | ||
| 52 | |||
| 53 | Some CCNode nodes provide extra functionality for them or their children. | ||
| 54 | |||
| 55 | Subclassing a CCNode usually means (one/all) of: | ||
| 56 | - overriding init to initialize resources and schedule callbacks | ||
| 57 | - create callbacks to handle the advancement of time | ||
| 58 | - overriding draw to render the node | ||
| 59 | |||
| 60 | Features of CCNode: | ||
| 61 | - position | ||
| 62 | - scale (x, y) | ||
| 63 | - rotation (in degrees, clockwise) | ||
| 64 | - CCCamera (an interface to gluLookAt ) | ||
| 65 | - CCGridBase (to do mesh transformations) | ||
| 66 | - anchor point | ||
| 67 | - size | ||
| 68 | - visible | ||
| 69 | - z-order | ||
| 70 | - openGL z position | ||
| 71 | |||
| 72 | Default values: | ||
| 73 | - rotation: 0 | ||
| 74 | - position: (x=0,y=0) | ||
| 75 | - scale: (x=1,y=1) | ||
| 76 | - contentSize: (x=0,y=0) | ||
| 77 | - anchorPoint: (x=0,y=0) | ||
| 78 | |||
| 79 | Limitations: | ||
| 80 | - A CCNode is a "void" object. It doesn't have a texture | ||
| 81 | |||
| 82 | Order in transformations with grid disabled | ||
| 83 | -# The node will be translated (position) | ||
| 84 | -# The node will be rotated (rotation) | ||
| 85 | -# The node will be scaled (scale) | ||
| 86 | -# The node will be moved according to the camera values (camera) | ||
| 87 | |||
| 88 | Order in transformations with grid enabled | ||
| 89 | -# The node will be translated (position) | ||
| 90 | -# The node will be rotated (rotation) | ||
| 91 | -# The node will be scaled (scale) | ||
| 92 | -# The grid will capture the screen | ||
| 93 | -# The node will be moved according to the camera values (camera) | ||
| 94 | -# The grid will render the captured screen | ||
| 95 | |||
| 96 | Camera: | ||
| 97 | - Each node has a camera. By default it points to the center of the CCNode. | ||
| 98 | */ | ||
| 99 | @interface CCNode : NSObject | ||
| 100 | { | ||
| 101 | // rotation angle | ||
| 102 | float rotation_; | ||
| 103 | |||
| 104 | // scaling factors | ||
| 105 | float scaleX_, scaleY_; | ||
| 106 | |||
| 107 | // position of the node | ||
| 108 | CGPoint position_; | ||
| 109 | CGPoint positionInPixels_; | ||
| 110 | |||
| 111 | // skew angles | ||
| 112 | float skewX_, skewY_; | ||
| 113 | |||
| 114 | // is visible | ||
| 115 | BOOL visible_; | ||
| 116 | |||
| 117 | // anchor point in pixels | ||
| 118 | CGPoint anchorPointInPixels_; | ||
| 119 | // anchor point normalized | ||
| 120 | CGPoint anchorPoint_; | ||
| 121 | // If YES the transformtions will be relative to (-transform.x, -transform.y). | ||
| 122 | // Sprites, Labels and any other "small" object uses it. | ||
| 123 | // Scenes, Layers and other "whole screen" object don't use it. | ||
| 124 | BOOL isRelativeAnchorPoint_; | ||
| 125 | |||
| 126 | // untransformed size of the node | ||
| 127 | CGSize contentSize_; | ||
| 128 | CGSize contentSizeInPixels_; | ||
| 129 | |||
| 130 | // transform | ||
| 131 | CGAffineTransform transform_, inverse_; | ||
| 132 | #if CC_NODE_TRANSFORM_USING_AFFINE_MATRIX | ||
| 133 | GLfloat transformGL_[16]; | ||
| 134 | #endif | ||
| 135 | |||
| 136 | // openGL real Z vertex | ||
| 137 | float vertexZ_; | ||
| 138 | |||
| 139 | // a Camera | ||
| 140 | CCCamera *camera_; | ||
| 141 | |||
| 142 | // a Grid | ||
| 143 | CCGridBase *grid_; | ||
| 144 | |||
| 145 | // z-order value | ||
| 146 | NSInteger zOrder_; | ||
| 147 | |||
| 148 | // array of children | ||
| 149 | CCArray *children_; | ||
| 150 | |||
| 151 | // weakref to parent | ||
| 152 | CCNode *parent_; | ||
| 153 | |||
| 154 | // a tag. any number you want to assign to the node | ||
| 155 | NSInteger tag_; | ||
| 156 | |||
| 157 | // user data field | ||
| 158 | void *userData_; | ||
| 159 | |||
| 160 | // Is running | ||
| 161 | BOOL isRunning_; | ||
| 162 | |||
| 163 | // To reduce memory, place BOOLs that are not properties here: | ||
| 164 | BOOL isTransformDirty_:1; | ||
| 165 | BOOL isInverseDirty_:1; | ||
| 166 | #if CC_NODE_TRANSFORM_USING_AFFINE_MATRIX | ||
| 167 | BOOL isTransformGLDirty_:1; | ||
| 168 | #endif | ||
| 169 | } | ||
| 170 | |||
| 171 | /** The z order of the node relative to it's "brothers": children of the same parent */ | ||
| 172 | @property(nonatomic,readonly) NSInteger zOrder; | ||
| 173 | /** The real openGL Z vertex. | ||
| 174 | Differences between openGL Z vertex and cocos2d Z order: | ||
| 175 | - OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children | ||
| 176 | - OpenGL Z might require to set 2D projection | ||
| 177 | - cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0 | ||
| 178 | @warning: Use it at your own risk since it might break the cocos2d parent-children z order | ||
| 179 | @since v0.8 | ||
| 180 | */ | ||
| 181 | @property (nonatomic,readwrite) float vertexZ; | ||
| 182 | |||
| 183 | /** The X skew angle of the node in degrees. | ||
| 184 | This angle describes the shear distortion in the X direction. | ||
| 185 | Thus, it is the angle between the Y axis and the left edge of the shape | ||
| 186 | The default skewX angle is 0. Positive values distort the node in a CW direction. | ||
| 187 | */ | ||
| 188 | @property(nonatomic,readwrite,assign) float skewX; | ||
| 189 | |||
| 190 | /** The Y skew angle of the node in degrees. | ||
| 191 | This angle describes the shear distortion in the Y direction. | ||
| 192 | Thus, it is the angle between the X axis and the bottom edge of the shape | ||
| 193 | The default skewY angle is 0. Positive values distort the node in a CCW direction. | ||
| 194 | */ | ||
| 195 | @property(nonatomic,readwrite,assign) float skewY; | ||
| 196 | /** The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW. */ | ||
| 197 | @property(nonatomic,readwrite,assign) float rotation; | ||
| 198 | /** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */ | ||
| 199 | @property(nonatomic,readwrite,assign) float scale; | ||
| 200 | /** The scale factor of the node. 1.0 is the default scale factor. It only modifies the X scale factor. */ | ||
| 201 | @property(nonatomic,readwrite,assign) float scaleX; | ||
| 202 | /** The scale factor of the node. 1.0 is the default scale factor. It only modifies the Y scale factor. */ | ||
| 203 | @property(nonatomic,readwrite,assign) float scaleY; | ||
| 204 | /** Position (x,y) of the node in points. (0,0) is the left-bottom corner. */ | ||
| 205 | @property(nonatomic,readwrite,assign) CGPoint position; | ||
| 206 | /** Position (x,y) of the node in points. (0,0) is the left-bottom corner. */ | ||
| 207 | @property(nonatomic,readwrite,assign) CGPoint positionInPixels; | ||
| 208 | /** A CCCamera object that lets you move the node using a gluLookAt | ||
| 209 | */ | ||
| 210 | @property(nonatomic,readonly) CCCamera* camera; | ||
| 211 | /** Array of children */ | ||
| 212 | @property(nonatomic,readonly) CCArray *children; | ||
| 213 | /** A CCGrid object that is used when applying effects */ | ||
| 214 | @property(nonatomic,readwrite,retain) CCGridBase* grid; | ||
| 215 | /** Whether of not the node is visible. Default is YES */ | ||
| 216 | @property(nonatomic,readwrite,assign) BOOL visible; | ||
| 217 | /** anchorPoint is the point around which all transformations and positioning manipulations take place. | ||
| 218 | It's like a pin in the node where it is "attached" to its parent. | ||
| 219 | The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner. | ||
| 220 | But you can use values higher than (1,1) and lower than (0,0) too. | ||
| 221 | The default anchorPoint is (0,0). It starts in the bottom-left corner. CCSprite and other subclasses have a different default anchorPoint. | ||
| 222 | @since v0.8 | ||
| 223 | */ | ||
| 224 | @property(nonatomic,readwrite) CGPoint anchorPoint; | ||
| 225 | /** The anchorPoint in absolute pixels. | ||
| 226 | Since v0.8 you can only read it. If you wish to modify it, use anchorPoint instead | ||
| 227 | */ | ||
| 228 | @property(nonatomic,readonly) CGPoint anchorPointInPixels; | ||
| 229 | |||
| 230 | /** The untransformed size of the node in Points | ||
| 231 | The contentSize remains the same no matter the node is scaled or rotated. | ||
| 232 | All nodes has a size. Layer and Scene has the same size of the screen. | ||
| 233 | @since v0.8 | ||
| 234 | */ | ||
| 235 | @property (nonatomic,readwrite) CGSize contentSize; | ||
| 236 | |||
| 237 | /** The untransformed size of the node in Pixels | ||
| 238 | The contentSize remains the same no matter the node is scaled or rotated. | ||
| 239 | All nodes has a size. Layer and Scene has the same size of the screen. | ||
| 240 | @since v0.8 | ||
| 241 | */ | ||
| 242 | @property (nonatomic,readwrite) CGSize contentSizeInPixels; | ||
| 243 | |||
| 244 | /** whether or not the node is running */ | ||
| 245 | @property(nonatomic,readonly) BOOL isRunning; | ||
| 246 | /** A weak reference to the parent */ | ||
| 247 | @property(nonatomic,readwrite,assign) CCNode* parent; | ||
| 248 | /** If YES the transformtions will be relative to it's anchor point. | ||
| 249 | * Sprites, Labels and any other sizeble object use it have it enabled by default. | ||
| 250 | * Scenes, Layers and other "whole screen" object don't use it, have it disabled by default. | ||
| 251 | */ | ||
| 252 | @property(nonatomic,readwrite,assign) BOOL isRelativeAnchorPoint; | ||
| 253 | /** A tag used to identify the node easily */ | ||
| 254 | @property(nonatomic,readwrite,assign) NSInteger tag; | ||
| 255 | /** A custom user data pointer */ | ||
| 256 | @property(nonatomic,readwrite,assign) void *userData; | ||
| 257 | |||
| 258 | // initializators | ||
| 259 | /** allocates and initializes a node. | ||
| 260 | The node will be created as "autorelease". | ||
| 261 | */ | ||
| 262 | +(id) node; | ||
| 263 | /** initializes the node */ | ||
| 264 | -(id) init; | ||
| 265 | |||
| 266 | |||
| 267 | // scene managment | ||
| 268 | |||
| 269 | /** callback that is called every time the CCNode enters the 'stage'. | ||
| 270 | If the CCNode enters the 'stage' with a transition, this callback is called when the transition starts. | ||
| 271 | During onEnter you can't a "sister/brother" node. | ||
| 272 | */ | ||
| 273 | -(void) onEnter; | ||
| 274 | /** callback that is called when the CCNode enters in the 'stage'. | ||
| 275 | If the CCNode enters the 'stage' with a transition, this callback is called when the transition finishes. | ||
| 276 | @since v0.8 | ||
| 277 | */ | ||
| 278 | -(void) onEnterTransitionDidFinish; | ||
| 279 | /** callback that is called every time the CCNode leaves the 'stage'. | ||
| 280 | If the CCNode leaves the 'stage' with a transition, this callback is called when the transition finishes. | ||
| 281 | During onExit you can't access a sibling node. | ||
| 282 | */ | ||
| 283 | -(void) onExit; | ||
| 284 | |||
| 285 | |||
| 286 | // composition: ADD | ||
| 287 | |||
| 288 | /** Adds a child to the container with z-order as 0. | ||
| 289 | If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. | ||
| 290 | @since v0.7.1 | ||
| 291 | */ | ||
| 292 | -(void) addChild: (CCNode*)node; | ||
| 293 | |||
| 294 | /** Adds a child to the container with a z-order. | ||
| 295 | If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. | ||
| 296 | @since v0.7.1 | ||
| 297 | */ | ||
| 298 | -(void) addChild: (CCNode*)node z:(NSInteger)z; | ||
| 299 | |||
| 300 | /** Adds a child to the container with z order and tag. | ||
| 301 | If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately. | ||
| 302 | @since v0.7.1 | ||
| 303 | */ | ||
| 304 | -(void) addChild: (CCNode*)node z:(NSInteger)z tag:(NSInteger)tag; | ||
| 305 | |||
| 306 | // composition: REMOVE | ||
| 307 | |||
| 308 | /** Remove itself from its parent node. If cleanup is YES, then also remove all actions and callbacks. | ||
| 309 | If the node orphan, then nothing happens. | ||
| 310 | @since v0.99.3 | ||
| 311 | */ | ||
| 312 | -(void) removeFromParentAndCleanup:(BOOL)cleanup; | ||
| 313 | |||
| 314 | /** Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter. | ||
| 315 | @since v0.7.1 | ||
| 316 | */ | ||
| 317 | -(void) removeChild: (CCNode*)node cleanup:(BOOL)cleanup; | ||
| 318 | |||
| 319 | /** Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter | ||
| 320 | @since v0.7.1 | ||
| 321 | */ | ||
| 322 | -(void) removeChildByTag:(NSInteger) tag cleanup:(BOOL)cleanup; | ||
| 323 | |||
| 324 | /** Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter. | ||
| 325 | @since v0.7.1 | ||
| 326 | */ | ||
| 327 | -(void) removeAllChildrenWithCleanup:(BOOL)cleanup; | ||
| 328 | |||
| 329 | // composition: GET | ||
| 330 | /** Gets a child from the container given its tag | ||
| 331 | @return returns a CCNode object | ||
| 332 | @since v0.7.1 | ||
| 333 | */ | ||
| 334 | -(CCNode*) getChildByTag:(NSInteger) tag; | ||
| 335 | |||
| 336 | /** Reorders a child according to a new z value. | ||
| 337 | * The child MUST be already added. | ||
| 338 | */ | ||
| 339 | -(void) reorderChild:(CCNode*)child z:(NSInteger)zOrder; | ||
| 340 | |||
| 341 | /** Stops all running actions and schedulers | ||
| 342 | @since v0.8 | ||
| 343 | */ | ||
| 344 | -(void) cleanup; | ||
| 345 | |||
| 346 | // draw | ||
| 347 | |||
| 348 | /** Override this method to draw your own node. | ||
| 349 | The following GL states will be enabled by default: | ||
| 350 | - glEnableClientState(GL_VERTEX_ARRAY); | ||
| 351 | - glEnableClientState(GL_COLOR_ARRAY); | ||
| 352 | - glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||
| 353 | - glEnable(GL_TEXTURE_2D); | ||
| 354 | |||
| 355 | AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE | ||
| 356 | |||
| 357 | But if you enable any other GL state, you should disable it after drawing your node. | ||
| 358 | */ | ||
| 359 | -(void) draw; | ||
| 360 | /** recursive method that visit its children and draw them */ | ||
| 361 | -(void) visit; | ||
| 362 | |||
| 363 | // transformations | ||
| 364 | |||
| 365 | /** performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. */ | ||
| 366 | -(void) transform; | ||
| 367 | |||
| 368 | /** performs OpenGL view-matrix transformation of it's ancestors. | ||
| 369 | Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) | ||
| 370 | it's necessary to transform the ancestors again. | ||
| 371 | @since v0.7.2 | ||
| 372 | */ | ||
| 373 | -(void) transformAncestors; | ||
| 374 | |||
| 375 | /** returns a "local" axis aligned bounding box of the node in points. | ||
| 376 | The returned box is relative only to its parent. | ||
| 377 | The returned box is in Points. | ||
| 378 | |||
| 379 | @since v0.8.2 | ||
| 380 | */ | ||
| 381 | - (CGRect) boundingBox; | ||
| 382 | |||
| 383 | /** returns a "local" axis aligned bounding box of the node in pixels. | ||
| 384 | The returned box is relative only to its parent. | ||
| 385 | The returned box is in Points. | ||
| 386 | |||
| 387 | @since v0.99.5 | ||
| 388 | */ | ||
| 389 | - (CGRect) boundingBoxInPixels; | ||
| 390 | |||
| 391 | |||
| 392 | // actions | ||
| 393 | |||
| 394 | /** Executes an action, and returns the action that is executed. | ||
| 395 | The node becomes the action's target. | ||
| 396 | @warning Starting from v0.8 actions don't retain their target anymore. | ||
| 397 | @since v0.7.1 | ||
| 398 | @return An Action pointer | ||
| 399 | */ | ||
| 400 | -(CCAction*) runAction: (CCAction*) action; | ||
| 401 | /** Removes all actions from the running action list */ | ||
| 402 | -(void) stopAllActions; | ||
| 403 | /** Removes an action from the running action list */ | ||
| 404 | -(void) stopAction: (CCAction*) action; | ||
| 405 | /** Removes an action from the running action list given its tag | ||
| 406 | @since v0.7.1 | ||
| 407 | */ | ||
| 408 | -(void) stopActionByTag:(NSInteger) tag; | ||
| 409 | /** Gets an action from the running action list given its tag | ||
| 410 | @since v0.7.1 | ||
| 411 | @return the Action the with the given tag | ||
| 412 | */ | ||
| 413 | -(CCAction*) getActionByTag:(NSInteger) tag; | ||
| 414 | /** Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). | ||
| 415 | * Composable actions are counted as 1 action. Example: | ||
| 416 | * If you are running 1 Sequence of 7 actions, it will return 1. | ||
| 417 | * If you are running 7 Sequences of 2 actions, it will return 7. | ||
| 418 | */ | ||
| 419 | -(NSUInteger) numberOfRunningActions; | ||
| 420 | |||
| 421 | // timers | ||
| 422 | |||
| 423 | /** check whether a selector is scheduled. */ | ||
| 424 | //-(BOOL) isScheduled: (SEL) selector; | ||
| 425 | |||
| 426 | /** schedules the "update" method. It will use the order number 0. This method will be called every frame. | ||
| 427 | Scheduled methods with a lower order value will be called before the ones that have a higher order value. | ||
| 428 | Only one "udpate" method could be scheduled per node. | ||
| 429 | |||
| 430 | @since v0.99.3 | ||
| 431 | */ | ||
| 432 | -(void) scheduleUpdate; | ||
| 433 | |||
| 434 | /** schedules the "update" selector with a custom priority. This selector will be called every frame. | ||
| 435 | Scheduled selectors with a lower priority will be called before the ones that have a higher value. | ||
| 436 | Only one "udpate" selector could be scheduled per node (You can't have 2 'update' selectors). | ||
| 437 | |||
| 438 | @since v0.99.3 | ||
| 439 | */ | ||
| 440 | -(void) scheduleUpdateWithPriority:(NSInteger)priority; | ||
| 441 | |||
| 442 | /* unschedules the "update" method. | ||
| 443 | |||
| 444 | @since v0.99.3 | ||
| 445 | */ | ||
| 446 | -(void) unscheduleUpdate; | ||
| 447 | |||
| 448 | |||
| 449 | /** schedules a selector. | ||
| 450 | The scheduled selector will be ticked every frame | ||
| 451 | */ | ||
| 452 | -(void) schedule: (SEL) s; | ||
| 453 | /** schedules a custom selector with an interval time in seconds. | ||
| 454 | If time is 0 it will be ticked every frame. | ||
| 455 | If time is 0, it is recommended to use 'scheduleUpdate' instead. | ||
| 456 | |||
| 457 | If the selector is already scheduled, then the interval parameter will be updated without scheduling it again. | ||
| 458 | */ | ||
| 459 | -(void) schedule: (SEL) s interval:(ccTime)seconds; | ||
| 460 | /** unschedules a custom selector.*/ | ||
| 461 | -(void) unschedule: (SEL) s; | ||
| 462 | |||
| 463 | /** unschedule all scheduled selectors: custom selectors, and the 'update' selector. | ||
| 464 | Actions are not affected by this method. | ||
| 465 | @since v0.99.3 | ||
| 466 | */ | ||
| 467 | -(void) unscheduleAllSelectors; | ||
| 468 | |||
| 469 | /** resumes all scheduled selectors and actions. | ||
| 470 | Called internally by onEnter | ||
| 471 | */ | ||
| 472 | -(void) resumeSchedulerAndActions; | ||
| 473 | /** pauses all scheduled selectors and actions. | ||
| 474 | Called internally by onExit | ||
| 475 | */ | ||
| 476 | -(void) pauseSchedulerAndActions; | ||
| 477 | |||
| 478 | |||
| 479 | // transformation methods | ||
| 480 | |||
| 481 | /** Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. | ||
| 482 | The matrix is in Pixels. | ||
| 483 | @since v0.7.1 | ||
| 484 | */ | ||
| 485 | - (CGAffineTransform)nodeToParentTransform; | ||
| 486 | /** Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. | ||
| 487 | The matrix is in Pixels. | ||
| 488 | @since v0.7.1 | ||
| 489 | */ | ||
| 490 | - (CGAffineTransform)parentToNodeTransform; | ||
| 491 | /** Retrusn the world affine transform matrix. The matrix is in Pixels. | ||
| 492 | @since v0.7.1 | ||
| 493 | */ | ||
| 494 | - (CGAffineTransform)nodeToWorldTransform; | ||
| 495 | /** Returns the inverse world affine transform matrix. The matrix is in Pixels. | ||
| 496 | @since v0.7.1 | ||
| 497 | */ | ||
| 498 | - (CGAffineTransform)worldToNodeTransform; | ||
| 499 | /** Converts a Point to node (local) space coordinates. The result is in Points. | ||
| 500 | @since v0.7.1 | ||
| 501 | */ | ||
| 502 | - (CGPoint)convertToNodeSpace:(CGPoint)worldPoint; | ||
| 503 | /** Converts a Point to world space coordinates. The result is in Points. | ||
| 504 | @since v0.7.1 | ||
| 505 | */ | ||
| 506 | - (CGPoint)convertToWorldSpace:(CGPoint)nodePoint; | ||
| 507 | /** Converts a Point to node (local) space coordinates. The result is in Points. | ||
| 508 | treating the returned/received node point as anchor relative. | ||
| 509 | @since v0.7.1 | ||
| 510 | */ | ||
| 511 | - (CGPoint)convertToNodeSpaceAR:(CGPoint)worldPoint; | ||
| 512 | /** Converts a local Point to world space coordinates.The result is in Points. | ||
| 513 | treating the returned/received node point as anchor relative. | ||
| 514 | @since v0.7.1 | ||
| 515 | */ | ||
| 516 | - (CGPoint)convertToWorldSpaceAR:(CGPoint)nodePoint; | ||
| 517 | |||
| 518 | #ifdef __IPHONE_OS_VERSION_MAX_ALLOWED | ||
| 519 | /** Converts a UITouch to node (local) space coordinates. The result is in Points. | ||
| 520 | @since v0.7.1 | ||
| 521 | */ | ||
| 522 | - (CGPoint)convertTouchToNodeSpace:(UITouch *)touch; | ||
| 523 | /** Converts a UITouch to node (local) space coordinates. The result is in Points. | ||
| 524 | This method is AR (Anchor Relative).. | ||
| 525 | @since v0.7.1 | ||
| 526 | */ | ||
| 527 | - (CGPoint)convertTouchToNodeSpaceAR:(UITouch *)touch; | ||
| 528 | #endif // __IPHONE_OS_VERSION_MAX_ALLOWED | ||
| 529 | @end | ||
