代码:
/** @class Node
* @brief Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it.
The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
// Node是场景图表的一个基础元素,场景图表的元素必须是Node或者其子类。
// 常用的Node对象有:Scene,Layer,Sprite,Menu ,Label
The main features of a Node are:
// Node的主要特性:
- They can contain other Node objects (`addChild`, `getChildByTag`, `removeChild`, etc)
他们可以包含其他的Node对象
- They can schedule periodic callback (`schedule`, `unschedule`, etc)
可以周期性的调用计时器回调
- They can execute actions (`runAction`, `stopAction`, etc)
可以执行动作
Subclassing a Node usually means (one/all) of:
Node的一个子类通常意味着:
- overriding init to initialize resources and schedule callbacks
- create callbacks to handle the advancement of time
- overriding `draw` to render the node
Properties of Node:
- position (default: x=0, y=0)
- scale (default: x=1, y=1)
- rotation (in degrees, clockwise) (default: 0)
- anchor point (default: x=0, y=0)
- contentSize (default: width=0, height=0)
- visible (default: true)
Limitations:
- A Node is a "void" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override `draw`.
*/
class CC_DLL Node : public Ref
{
public:
/** Default tag used for all the nodes */
static const int INVALID_TAG = -1;
enum {
FLAGS_TRANSFORM_DIRTY = (1 << 0),
FLAGS_CONTENT_SIZE_DIRTY = (1 << 1),
FLAGS_RENDER_AS_3D = (1 << 3),
FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY),
};
/// @{
/// @name Constructor, Destructor and Initializers
/**
* Allocates and initializes a node.
* @return A initialized node which is marked as "autorelease".
*/
// 创建一个node对象
static Node * create();
/**
* Gets the description string. It makes debugging easier.
* @return A string
* @js NA
* @lua NA
*/
// 得到描述
virtual std::string getDescription() const;
/// @} end of initializers
/// @{
/// @name Setters & Getters for Graphic Peroperties
/**
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value.
If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order )
And Nodes that have LocalZOder values < 0 are the "left" subtree
While Nodes with LocalZOder >=0 are the "right" subtree.
@see `setGlobalZOrder`
@see `setVertexZ`
*
* @param localZOrder The local Z order value.
*/
// 用于对节点以及其姊妹节点的排序
// 节点的父节点将基于localzorder对他所有的子节点进行排序
// 如果两个节点有相同的localzorder,那么,按他们加入父节点的顺进行排序
virtual void setLocalZOrder(int localZOrder);
CC_DEPRECATED_ATTRIBUTE virtual void setZOrder(int localZOrder) { setLocalZOrder(localZOrder); }
/*
Helper function used by `setLocalZOrder`. Don't use it unless you know what you are doing.
@js NA
*/
CC_DEPRECATED_ATTRIBUTE virtual void _setLocalZOrder(int z);
/**
* Gets the local Z order of this node.
*
* @see `setLocalZOrder(int)`
*
* @return The local (relative to its siblings) Z order.
*/
//得到节点的LocalZOrder
virtual int getLocalZOrder() const { return _localZOrder; }
CC_DEPRECATED_ATTRIBUTE virtual int getZOrder() const { return getLocalZOrder(); }
/**
Defines the oder in which the nodes are renderer.
Nodes that have a Global Z Order lower, are renderer first.
In case two or more nodes have the same Global Z Order, the oder is not guaranteed.
The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.
Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors.
And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.
@see `setLocalZOrder()`
@see `setVertexZ()`
@since v3.0
*
* @param globalZOrder The global Z order value.
*/
// 设置节点的GlobalZOrder
virtual void setGlobalZOrder(float globalZOrder);
/**
* Returns the Node's Global Z Order.
*
* @see `setGlobalZOrder(int)`
*
* @return The node's global Z order
*/
// 得到节点的GlobalZOrder
virtual float getGlobalZOrder() const { return _globalZOrder; }
/**
* Sets the scale (x) of the node.
*
* It is a scaling factor that multiplies the width of the node and its children.
*
* @param scaleX The scale factor on X axis.
*
* @warning The physics body doesn't support this.
*/
// 设置节点的X轴缩放
virtual void setScaleX(float scaleX);
/**
* Returns the scale factor on X axis of this node
*
* @see setScaleX(float)
*
* @return The scale factor on X axis.
*/
// 得到节点的X轴缩放
virtual float getScaleX() const;
/**
* Sets the scale (y) of the node.
*
* It is a scaling factor that multiplies the height of the node and its children.
*
* @param scaleY The scale factor on Y axis.
*
* @warning The physics body doesn't support this.
*/
// 设置节点的Y轴缩放
virtual void setScaleY(float scaleY);
/**
* Returns the scale factor on Y axis of this node
*
* @see `setScaleY(float)`
*
* @return The scale factor on Y axis.
*/
// 得到节点的Y轴缩放
virtual float getScaleY() const;
/**
* Changes the scale factor on Z axis of this node
*
* The Default value is 1.0 if you haven't changed it before.
*
* @param scaleZ The scale factor on Z axis.
*
* @warning The physics body doesn't support this.
*/
// 设置节点的Z轴缩放
virtual void setScaleZ(float scaleZ);
/**
* Returns the scale factor on Z axis of this node
*
* @see `setScaleZ(float)`
*
* @return The scale factor on Z axis.
*/
// 得到节点的Z轴缩放
virtual float getScaleZ() const;
/**
* Sets the scale (x,y,z) of the node.
*
* It is a scaling factor that multiplies the width, height and depth of the node and its children.
*
* @param scale The scale factor for both X and Y axis.
*
* @warning The physics body doesn't support this.
*/
// 设置节点的缩放
virtual void setScale(float scale);
/**
* Gets the scale factor of the node, when X and Y have the same scale factor.
*
* @warning Assert when `_scaleX != _scaleY`
* @see setScale(float)
*
* @return The scale factor of the node.
*/
// 得到节点的缩放
virtual float getScale() const;
/**
* Sets the scale (x,y) of the node.
*
* It is a scaling factor that multiplies the width and height of the node and its children.
*
* @param scaleX The scale factor on X axis.
* @param scaleY The scale factor on Y axis.
*
* @warning The physics body doesn't support this.
*/
// 分别设置节点的X,Y轴缩放
virtual void setScale(float scaleX, float scaleY);
/**
* Sets the position (x,y) of the node in its parent's coordinate system.
*
* Usually we use `Vec2(x,y)` to compose Vec2 object.
* This code snippet sets the node in the center of screen.
@code
Size size = Director::getInstance()->getWinSize();
node->setPosition(size.width/2, size.height/2);
@endcode
*
* @param position The position (x,y) of the node in OpenGL coordinates.
*/
// 设置节点的位置
virtual void setPosition(const Vec2 &position);
/** Sets the position (x,y) using values between 0 and 1.
The positions in pixels is calculated like the following:
@code
// pseudo code
void setNormalizedPosition(Vec2 pos) {
Size s = getParent()->getContentSize();
_position = pos * s;
}
@endcode
*
* @param position The normalized position (x,y) of the node, using value between 0 and 1.
*/
// 设置节点的格式化位置
virtual void setNormalizedPosition(const Vec2 &position);
/**
* Gets the position (x,y) of the node in its parent's coordinate system.
*
* @see setPosition(const Vec2&)
*
* @return The position (x,y) of the node in OpenGL coordinates.
* @code
* In js and lua return value is table which contains x,y.
* @endcode
*/
// 得到节点的位置
virtual const Vec2& getPosition() const;
/** Returns the normalized position.
*
* @return The normalized position.
*/
// 得到节点的格式化位置
virtual const Vec2& getNormalizedPosition() const;
/**
* Sets the position (x,y) of the node in its parent's coordinate system.
*
* Passing two numbers (x,y) is much efficient than passing Vec2 object.
* This method is bound 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 Vec2 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.
*/
// 设置节点的位置
virtual void setPosition(float x, float y);
/**
* Gets position in a more efficient way, returns two number instead of a Vec2 object.
*
* @see `setPosition(float, float)`
* In js,out value not return.
*
* @param x To receive x coordinate for position.
* @param y To receive y coordinate for position.
*/
// 得到节点的位置
virtual void getPosition(float* x, float* y) const;
/**
* Gets/Sets x or y coordinate individually for position.
* These methods are used in Lua and Javascript Bindings
*/
/** Sets the x coordinate of the node in its parent's coordinate system.
*
* @param x The x coordinate of the node.
*/
// 设置节点的X轴坐标
virtual void setPositionX(float x);
/** Gets the x coordinate of the node in its parent's coordinate system.
*
* @return The x coordinate of the node.
*/
// 得到节点的X轴坐标
virtual float getPositionX(void) const;
/** Sets the y coordinate of the node in its parent's coordinate system.
*
* @param y The y coordinate of the node.
*/
// 设置节点的Y轴坐标
virtual void setPositionY(float y);
/** Gets the y coordinate of the node in its parent's coordinate system.
*
* @return The y coordinate of the node.
*/
// 得到节点的Y轴坐标
virtual float getPositionY(void) const;
/**
* Sets the position (X, Y, and Z) in its parent's coordinate system.
*
* @param position The position (X, Y, and Z) in its parent's coordinate system.
* @js NA
*/
// 设置节点的3D坐标
virtual void setPosition3D(const Vec3& position);
/**
* Returns the position (X,Y,Z) in its parent's coordinate system.
*
* @return The position (X, Y, and Z) in its parent's coordinate system.
* @js NA
*/
// 得到节点的3D坐标
virtual Vec3 getPosition3D() const;
/**
* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
*
* The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on.
* In order to use this property correctly.
*
* `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.
*
* @see `setGlobalZValue()`
*
* @param positionZ OpenGL Z vertex of this node.
* @js setVertexZ
*/
// 设置节点Z轴的坐标
virtual void setPositionZ(float positionZ);
CC_DEPRECATED_ATTRIBUTE virtual void setVertexZ(float vertexZ) { setPositionZ(vertexZ); }
/**
* Gets position Z coordinate of this node.
*
* @see setPositionZ(float)
*
* @return The position Z coordinate of this node.
* @js getVertexZ
*/
// 得到节点Z轴的坐标
virtual float getPositionZ() const;
CC_DEPRECATED_ATTRIBUTE virtual float getVertexZ() const { return getPositionZ(); }
/**
* Changes the X skew angle of the node in degrees.
*
* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
* while the second one uses the real skew function.
*
* This angle describes the shear distortion in the X direction.
* Thus, it is the angle between the Y coordinate and the left edge of the shape
* The default skewX angle is 0. Positive values distort the node in a CW direction.
*
* @param skewX The X skew angle of the node in degrees.
*
* @warning The physics body doesn't support this.
*/
// 设置节点X轴的斜切
virtual void setSkewX(float skewX);
/**
* Returns the X skew angle of the node in degrees.
*
* @see `setSkewX(float)`
*
* @return The X skew angle of the node in degrees.
*/
// 得到节点X轴的斜切
virtual float getSkewX() const;
/**
* Changes the Y skew angle of the node in degrees.
*
* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
* while the second one uses the real skew function.
*
* This angle describes the shear distortion in the Y direction.
* Thus, it is the angle between the X coordinate and the bottom edge of the shape.
* The default skewY angle is 0. Positive values distort the node in a CCW direction.
*
* @param skewY The Y skew angle of the node in degrees.
*
* @warning The physics body doesn't support this.
*/
// 设置节点Y轴的斜切
virtual void setSkewY(float skewY);
/**
* Returns the Y skew angle of the node in degrees.
*
* @see `setSkewY(float)`
*
* @return The Y skew angle of the node in degrees.
*/
// 得到节点Y轴的斜切
virtual float getSkewY() const;
/**
* 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.
* @note If node has a physics body, the anchor must be in the middle, you cann't change this to other value.
*
* @param anchorPoint The anchor point of node.
*/
// 设置节点的锚点
virtual void setAnchorPoint(const Vec2& anchorPoint);
/**
* Returns the anchor point in percent.
*
* @see `setAnchorPoint(const Vec2&)`
*
* @return The anchor point of node.
*/
// 得到节点的锚点
virtual const Vec2& getAnchorPoint() const;
/**
* 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.
*/
// 得到节点的绝对锚点(以像素为单位)
virtual const Vec2& getAnchorPointInPoints() const;
/**
* 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.
*/
// 得到节点为转换的尺寸
virtual void setContentSize(const Size& contentSize);
/**
* Returns the untransformed size of the node.
*
* @see `setContentSize(const Size&)`
*
* @return The untransformed size of the node.
*/
// 设置节点为转换的尺寸
virtual const Size& 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.
*/
// 设置节点是否可见
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.
*/
// 得到节点是否可见
virtual bool isVisible() const;
/**
* 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 rotation The rotation of the node in degrees.
*/
// 设置节点的旋转角度
virtual void setRotation(float rotation);
/**
* Returns the rotation of the node in degrees.
*
* @see `setRotation(float)`
*
* @return The rotation of the node in degrees.
*/
// 得到节点的旋转角度
virtual float getRotation() const;
/**
* Sets the rotation (X,Y,Z) in degrees.
* Useful for 3d rotations.
*
* @warning The physics body doesn't support this.
*
* @param rotation The rotation of the node in 3d.
* @js NA
*/
// 设置节点的3D旋转角度
virtual void setRotation3D(const Vec3& rotation);
/**
* Returns the rotation (X,Y,Z) in degrees.
*
* @return The rotation of the node in 3d.
* @js NA
*/
// 得到节点的3D旋转角度
virtual Vec3 getRotation3D() const;
/**
* Set rotation by quaternion.
*
* @param quat The rotation in quaternion.
* @js NA
*/
// 通过四元数设置节点的旋转
virtual void setRotationQuat(const Quaternion& quat);
/**
* 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.
*
* @return The rotation in quaternion.
* @js NA
*/
// 得到节点的四元数旋转
virtual Quaternion getRotationQuat() const;
/**
* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
*
* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,
* while the second one uses the real skew function.
*
* 0 is the default rotation angle.
* Positive values rotate node clockwise, and negative values for anti-clockwise.
*
* @param rotationX The X rotation in degrees which performs a horizontal rotational skew.
*
* @warning The physics body doesn't support this.
* @js setRotationX
*/
// 设置节点的X轴斜切角度
virtual void setRotationSkewX(float rotationX);
CC_DEPRECATED_ATTRIBUTE virtual void setRotationX(float rotationX) { return setRotationSkewX(rotationX); }
/**
* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
*
* @see `setRotationSkewX(float)`
*
* @return The X rotation in degrees.
* @js getRotationX
*/
// 得到节点的X轴斜切角度
virtual float getRotationSkewX() const;
CC_DEPRECATED_ATTRIBUTE virtual float getRotationX() const { return getRotationSkewX(); }
/**
* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
*
* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,
* while the second one uses the real skew function.
*
* 0 is the default rotation angle.
* Positive values rotate node clockwise, and negative values for anti-clockwise.
*
* @param rotationY The Y rotation in degrees.
*
* @warning The physics body doesn't support this.
* @js setRotationY
*/
// 设置节点的Y轴斜切角度
virtual void setRotationSkewY(float rotationY);
CC_DEPRECATED_ATTRIBUTE virtual void setRotationY(float rotationY) { return setRotationSkewY(rotationY); }
/**
* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
*
* @see `setRotationSkewY(float)`
*
* @return The Y rotation in degrees.
* @js getRotationY
*/
// 得到节点的Y轴斜切角度
virtual float getRotationSkewY() const;
CC_DEPRECATED_ATTRIBUTE virtual float getRotationY() const { return getRotationSkewY(); }
/**
* 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 localZOrder sorting, don't change this manually
*
* @param orderOfArrival The arrival order.
*/
// 设置节点的添加顺序
void setOrderOfArrival(int orderOfArrival);
/**
* Returns the arrival order, indicates which children is added previously.
*
* @see `setOrderOfArrival(unsigned int)`
*
* @return The arrival order.
*/
// 得到节点的添加顺序
int getOrderOfArrival() const;
/** @deprecated No longer needed
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE void setGLServerState(int serverState) { /* ignore */ };
/** @deprecated No longer needed
* @lua NA
*/
CC_DEPRECATED_ATTRIBUTE int getGLServerState() const { return 0; }
/**
* Sets whether the anchor point will be (0,0) when you position this node.
*
* This is an internal method, only used by Layer and Scene. Don't call it outside framework.
* The default value is false, while in Layer and Scene are true.
*
* @param ignore true if anchor point will be (0,0) when you position this node.
* @todo This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set".
*/
// 设置是否忽略锚点设置位置
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.
*/
// 是否忽略锚点设置位置
virtual bool isIgnoreAnchorPointForPosition() const;
/// @} end of Setters & Getters for Graphic Properties
/// @{
/// @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.
*/
// 添加子节点
virtual void addChild(Node * child);
/**
* 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.
*
* @param child A child node.
* @param localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`.
*/
virtual void addChild(Node * child, int localZOrder);
/**
* 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 localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`.
* @param tag An integer to identify the node easily. Please refer to `setTag(int)`.
*
* Please use `addChild(Node* child, int localZOrder, const std::string &name)` instead.
*/
virtual void addChild(Node* child, int localZOrder, int tag);
/**
* 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 localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`.
* @param name A string to identify the node easily. Please refer to `setName(int)`.
*
*/
virtual void addChild(Node* child, int localZOrder, const std::string &name);
/**
* Gets a child from the container with its tag.
*
* @param tag An identifier to find the child node.
*
* @return a Node object whose tag equals to the input parameter.
*
* Please use `getChildByName()` instead.
*/
// 通过Tag得到子节点
virtual Node * getChildByTag(int tag) const;
/**
* Gets a child from the container with its name.
*
* @param name An identifier to find the child node.
*
* @return a Node object whose name equals to the input parameter.
*
* @since v3.2
*/
// 通过名字得到子节点
virtual Node* getChildByName(const std::string& name) const;
/**
* Gets a child from the container with its name that can be cast to Type T.
*
* @param name An identifier to find the child node.
*
* @return a Node with the given name that can be cast to Type T.
*/
// 通过名字得到子节点,同时对子节点进行类型转换
template
inline T getChildByName(const std::string& name) const { return static_cast(getChildByName(name)); }
/** Search the children of the receiving node to perform processing for nodes which share a name.
*
* @param name The name to search for, supports c++11 regular expression.
* Search syntax options:
* `//`: Can only be placed at the begin of the search string. This indicates that it will search recursively.
* `..`: The search should move up to the node's parent. Can only be placed at the end of string.
* `/` : When placed anywhere but the start of the search string, this indicates that the search should move to the node's children.
*
* @code
* enumerateChildren("//MyName", ...): This searches the children recursively and matches any node with the name `MyName`.
* enumerateChildren("[[:alnum:]]+", ...): This search string matches every node of its children.
* enumerateChildren("A[[:digit:]]", ...): This searches the node's children and returns any child named `A0`, `A1`, ..., `A9`.
* enumerateChildren("Abby/Normal", ...): This searches the node's grandchildren and returns any node whose name is `Normal`
* and whose parent is named `Abby`.
* enumerateChildren("//Abby/Normal", ...): This searches recursively and returns any node whose name is `Normal` and whose
* parent is named `Abby`.
* @endcode
*
* @warning Only support alpha or number for name, and not support unicode.
*
* @param callback A callback function to execute on nodes that match the `name` parameter. The function takes the following arguments:
* `node`
* A node that matches the name
* And returns a boolean result. Your callback can return `true` to terminate the enumeration.
*
* @since v3.2
*/
// 让指定名字的节点执行回调函数,只对指定名字的节点有效
virtual void enumerateChildren(const std::string &name, std::function callback) const;
/**
* Returns the array of the node's children.
*
* @return the array the node's children.
*/
// 得到子节点数组
virtual Vector& getChildren() { return _children; }
virtual const Vector& getChildren() const { return _children; }
/**
* Returns the amount of children.
*
* @return The amount of children.
*/
// 得到子节点的数量
virtual ssize_t getChildrenCount() const;
/**
* Sets the parent node.
*
* @param parent A pointer to the parent node.
*/
// 设置父节点
virtual void setParent(Node* parent);
/**
* Returns a pointer to the parent node.
*
* @see `setParent(Node*)`
*
* @returns A pointer to the parent node.
*/
// 得到父节点
virtual Node* getParent() { return _parent; }
virtual const Node* getParent() const { return _parent; }
// REMOVES //
/**
* Removes this node itself from its parent node with a cleanup.
* If the node orphan, then nothing happens.
* @see `removeFromParentAndCleanup(bool)`
*/
// 从父节点移除
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.
* @js removeFromParent
* @lua removeFromParent
*/
// 从父节点移除,并且移除其所有的动作和回调
virtual void removeFromParentAndCleanup(bool cleanup);
/**
* 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.
*/
// 移除指定的子节点
virtual void removeChild(Node* child, bool cleanup = true);
/**
* 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.
*
* Please use `removeChildByName` instead.
*/
// 通过Tag移除子节点
virtual void removeChildByTag(int tag, bool cleanup = true);
/**
* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.
*
* @param name A string that identifies a child node.
* @param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise.
*/
// 通过名字移除子节点
virtual void removeChildByName(const std::string &name, bool cleanup = true);
/**
* Removes all children from the container with a cleanup.
*
* @see `removeAllChildrenWithCleanup(bool)`
*/
// 移除所有的子节点
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.
* @js removeAllChildren
* @lua removeAllChildren
*/
// 移除所有的子节点并且,设置是否cleanup(停止所有的动作和回调)
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 localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int).
*/
// 根据新的Z值重新给子节点排序
virtual void reorderChild(Node * child, int localZOrder);
/**
* 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.
*/
//
// 排序所有的子节点
virtual void sortAllChildren();
/// @} end of Children and Parent
/// @{
/// @name Tag & User data
/**
* Returns a tag that is used to identify the node easily.
*
* @return An integer that identifies the node.
*
* Please use `getTag()` instead.
*/
// 得到节点的Tag
virtual int getTag() const;
/**
* Changes the tag that is used to identify the node easily.
*
* Please refer to getTag for the sample code.
*
* @param tag A integer that identifies the node.
*
* Please use `setName()` instead.
*/
// 设置节点的Tag
virtual void setTag(int tag);
/** Returns a string that is used to identify the node.
* @return A string that identifies the node.
*
* @since v3.2
*/
// 得到节点的名字
virtual std::string getName() const;
/** Changes the name that is used to identify the node easily.
* @param name A string that identifies the node.
*
* @since v3.2
*/
// 设置节点的名字
virtual void setName(const std::string& name);
/**
* 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.
* @lua NA
*/
// 得到节点的数据
virtual void* getUserData() { return _userData; }
/**
* @lua NA
*/
virtual const void* getUserData() const { return _userData; }
/**
* 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 memory manually,
* especially before you change this data pointer, and before this node is autoreleased.
*
* @param userData A custom user data pointer.
* @lua NA
*/
// 设置节点的数据
virtual void setUserData(void *userData);
/**
* Returns a user assigned Object.
*
* Similar to userData, but instead of holding a void* it holds an object.
*
* @return A user assigned Object.
* @lua NA
*/
// 得到节点的数据
virtual Ref* getUserObject() { return _userObject; }
/**
* @lua NA
*/
virtual const Ref* getUserObject() const { return _userObject; }
/**
* Returns a user assigned Object.
*
* 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 released.
* The UserObject will be released in Node's destructor.
*
* @param userObject A user assigned Object.
*/
virtual void setUserObject(Ref *userObject);
/// @} end of Tag & User Data
/// @{
/// @name GLProgram
/**
* Return the GLProgram (shader) currently used for this node.
*
* @return The GLProgram (shader) currently used for this node.
*/
// 得到节点的GLProgram
GLProgram* getGLProgram() const;
CC_DEPRECATED_ATTRIBUTE GLProgram* getShaderProgram() const { return getGLProgram(); }
/**
* 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->setGLrProgram(GLProgramCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
@endcode
*
* @param glprogram The shader program.
*/
// 设置节点的GLProgram
virtual void setGLProgram(GLProgram *glprogram);
CC_DEPRECATED_ATTRIBUTE void setShaderProgram(GLProgram *glprogram) { setGLProgram(glprogram); }
/**
* Return the GLProgramState currently used for this node.
*
* @return The GLProgramState currently used for this node.
*/
// 得到节点当前的GLProgramState
GLProgramState *getGLProgramState() const;
/**
* Set the GLProgramState for this node.
*
* @param glProgramState The GLProgramState for this node.
*/
// 设置节点的GLProgramState
virtual void setGLProgramState(GLProgramState *glProgramState);
/// @} end of Shader Program
/**
* Returns whether or not the node is "running".
*
* If the node is running it will accept event callbacks like onEnter(), onExit(), update().
*
* @return Whether or not the node is running.
*/
// 节点是否在运行
virtual bool isRunning() const;
/**
* Schedules for lua script.
* @js NA
*
* @param handler The key to search lua function.
* @param priority A given priority value.
*/
// 定时调用Lua脚本
void scheduleUpdateWithPriorityLua(int handler, int priority);
/// @} end Script Bindings
/// @{
/// @name Event Callbacks
/**
* 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
*/
// 如果有变换,在变换前调用
virtual void onEnter();
/** Event callback that is invoked when the Node enters in the 'stage'.
* If the Node 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. Node::onEnterTransitionDidFinish()
* @lua NA
*/
// 如果有变换在变换后调用
virtual void onEnterTransitionDidFinish();
/**
* 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
*/
// 如果有变换,在变换结束后调用
virtual void onExit();
/**
* Event callback that is called every time the Node leaves the 'stage'.
* If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
* @lua NA
*/
// 如果有变换在变换调用前调用
virtual void onExitTransitionDidStart();
/// @} end of event callbacks.
/**
* Stops all running actions and schedulers
*/
// 停止所有的动作和计时器
virtual void cleanup();
/**
* 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.
*
* @param renderer A given renderer.
* @param transform A transform matrix.
* @param flags Renderer flag.
*/
// 绘制
virtual void draw(Renderer *renderer, const Mat4& transform, uint32_t flags);
virtual void draw() final;
/**
* Visits this node's children and draw them recursively.
*
* @param renderer A given renderer.
* @param parentTransform A transform matrix.
* @param parentFlags Renderer flag.
*/
// 访问节点的子节点,并且按递归的方式绘制他们
virtual void visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags);
virtual void visit() final;
/** Returns the Scene that contains the Node.
It returns `nullptr` if the node doesn't belong to any Scene.
This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
*
* @return The Scene that contains the node.
*/
// 得到包含节点的场景
virtual Scene* getScene() const;
/**
* Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
*
* @return An AABB (axis-aligned bounding-box) in its parent's coordinate system
*/
// 在父节点的坐标系中得到AABB
virtual Rect getBoundingBox() const;
/** @deprecated Use getBoundingBox instead */
CC_DEPRECATED_ATTRIBUTE inline virtual Rect boundingBox() const { return getBoundingBox(); }
/** Set event dispatcher for scene.
*
* @param dispatcher The event dispatcher of scene.
*/
// 为场景设置事件分发器
virtual void setEventDispatcher(EventDispatcher* dispatcher);
/** Get the event dispatcher of scene.
*
* @return The event dispatcher of scene.
*/
// 得到场景的时间分发器
virtual EventDispatcher* getEventDispatcher() const { return _eventDispatcher; };
/// @{
/// @name Actions
/**
* Sets the ActionManager object that is used by all actions.
*
* @warning If you set a new ActionManager, then previously created actions will be removed.
*
* @param actionManager A ActionManager object that is used by all actions.
*/
// 设置动作管理者
virtual void setActionManager(ActionManager* actionManager);
/**
* Gets the ActionManager object that is used by all actions.
* @see setActionManager(ActionManager*)
* @return A ActionManager object.
*/
// 得到动作管理者
virtual ActionManager* getActionManager() { return _actionManager; }
virtual const ActionManager* getActionManager() const { return _actionManager; }
/**
* Executes an action, and returns the action that is executed.
*
* This node becomes the action's target. Refer to Action::getTarget().
* @warning Actions don't retain their target.
*
* @param action An Action pointer.
*/
// 运行一个动作
virtual Action* runAction(Action* action);
/**
* Stops and removes all actions from the running action list .
*/
// 停止所有的动作
void stopAllActions();
/**
* Stops and removes an action from the running action list.
*
* @param action The action object to be removed.
*/
void stopAction(Action* action);
/**
* Removes an action from the running action list by its tag.
*
* @param tag A tag that indicates the action to be removed.
*/
// 通过tag停止动作
void stopActionByTag(int tag);
/**
* Removes all actions from the running action list by its tag.
*
* @param tag A tag that indicates the action to be removed.
*/
// 通过tag停止所有动作
void stopAllActionsByTag(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.
*/
// 通过tag得到动作
Action* 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.
*/
// 得到正在运行的动作
ssize_t getNumberOfRunningActions() const;
/** @deprecated Use getNumberOfRunningActions() instead */
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions() const { return getNumberOfRunningActions(); };
/// @} end of Actions
/// @{
/// @name Scheduler and Timer
/**
* Sets a Scheduler object that is used to schedule all "updates" and timers.
*
* @warning If you set a new Scheduler, then previously created timers/update are going to be removed.
* @param scheduler A Shdeduler object that is used to schedule all "update" and timers.
*/
// 设置计时器
virtual void setScheduler(Scheduler* scheduler);
/**
* Gets a Sheduler object.
*
* @see setScheduler(Scheduler*)
* @return A Scheduler object.
*/
// 得到计时器
virtual Scheduler* getScheduler() { return _scheduler; }
virtual const Scheduler* getScheduler() const { return _scheduler; }
/**
* Checks whether a selector is scheduled.
*
* @param selector A function selector
* @return Whether the funcion selector is scheduled.
* @js NA
* @lua NA
*/
// 判断计时器是否启动
bool isScheduled(SEL_SCHEDULE selector);
/**
* Checks whether a lambda function is scheduled.
*
* @param key key of the callback
* @return Whether the lambda function selector is scheduled.
* @js NA
* @lua NA
*/
//判断一个lambda表达式是否启迪哦那个
bool isScheduled(const std::string &key);
/**
* 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.
* @lua NA
*/
// 启动update函数
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).
* @lua NA
*
* @param priority A given priority value.
*/
// 通过优先级启动update函数
void scheduleUpdateWithPriority(int priority);
/*
* Unschedules the "update" method.
* @see scheduleUpdate();
*/
// 停止update函数
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(CC_SCHEDULE_SELECTOR(MyNode::TickMe), 0, 0, 0);
@endcode
*
* @param selector The SEL_SCHEDULE selector to be scheduled.
* @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 CC_REPEAT_FOREVER for tick infinitely.
* @param delay The amount of time that the first tick will wait before execution.
* @lua NA
*/
// 启动一个计时器
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 The SEL_SCHEDULE selector to be scheduled.
* @param interval Callback interval time in seconds. 0 means tick every frame,
* @lua NA
*/
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 The SEL_SCHEDULE selector to be scheduled.
* @param delay The amount of time that the first tick will wait before execution.
* @lua NA
*/
// 启动一个只调用一次的计时器
void scheduleOnce(SEL_SCHEDULE selector, float delay);
/**
* Schedules a lambda function that runs only once, with a delay of 0 or larger
*
* @param callback The lambda function to be scheduled.
* @param delay The amount of time that the first tick will wait before execution.
* @param key The key of the lambda function. To be used if you want to unschedule it.
* @lua NA
*/
void scheduleOnce(const std::function& callback, float delay, const std::string &key);
/**
* 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
* @lua NA
*/
void schedule(SEL_SCHEDULE selector);
/**
* Schedules a lambda function. The scheduled lambda function will be called every frame.
*
* @param callback The lambda function to be scheduled.
* @param key The key of the lambda function. To be used if you want to unschedule it.
* @lua NA
*/
void schedule(const std::function& callback, const std::string &key);
/**
* Schedules a lambda function. The scheduled lambda function will be called every "interval" seconds
*
* @param callback The lambda function to be scheduled
* @param interval Callback interval time in seconds. 0 means every frame,
* @param key The key of the lambda function. To be used if you want to unschedule it
* @lua NA
*/
void schedule(const std::function& callback, float interval, const std::string &key);
/**
* Schedules a lambda function.
*
* @param callback The lambda function to be schedule.
* @param interval Tick interval in seconds. 0 means tick every frame.
* @param repeat The selector will be executed (repeat + 1) times, you can use CC_REPEAT_FOREVER for tick infinitely.
* @param delay The amount of time that the first tick will wait before execution.
* @param key The key of the lambda function. To be used if you want to unschedule it.
* @lua NA
*/
void schedule(const std::function& callback, float interval, unsigned int repeat, float delay, const std::string &key);
/**
* Unschedules a custom selector.
* @see `schedule(SEL_SCHEDULE, float, unsigned int, float)`
*
* @param selector A function wrapped as a selector.
* @lua NA
*/
// 停止一个计时器
void unschedule(SEL_SCHEDULE selector);
/**
* Unschedules a lambda function.
*
* @param key The key of the lambda function to be unscheduled.
* @lua NA
*/
void unschedule(const std::string &key);
/**
* Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
* Actions are not affected by this method.
* @lua NA
*/
void unscheduleAllCallbacks();
CC_DEPRECATED_ATTRIBUTE void unscheduleAllSelectors() { unscheduleAllCallbacks(); }
/**
* Resumes all scheduled selectors, actions and event listeners.
* This method is called internally by onEnter.
*/
// 恢复
virtual void resume(void);
/**
* Pauses all scheduled selectors, actions and event listeners.
* This method is called internally by onExit.
*/
// 暂停
virtual void pause(void);
/**
* Resumes all scheduled selectors, actions and event listeners.
* This method is called internally by onEnter.
*/
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions();
/**
* Pauses all scheduled selectors, actions and event listeners.
* This method is called internally by onExit.
*/
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions();
/**
* Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
* @param delta In seconds.
*/
// 更新
virtual void update(float delta);
/// @} end of Scheduler and Timer
/// @{
/// @name Transformations
/**
* Calls children's updateTransform() method recursively.
*
* This method is moved from Sprite, so it's no longer specific to Sprite.
* As the result, you apply SpriteBatchNode's optimization on your customed Node.
* e.g., `batchNode->addChild(myCustomNode)`, while you can only addChild(sprite) before.
*/
// 根性变换
virtual void updateTransform();
/**
* Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
* The matrix is in Pixels.
*
* @return The transformation matrix.
*/
// 得到从子节点到父节点的变化
virtual const Mat4& getNodeToParentTransform() const;
virtual AffineTransform getNodeToParentAffineTransform() const;
/**
* Sets the transformation matrix manually.
*
* @param transform A given transformation matrix.
*/
// 设置从子节点到父节点的变化
virtual void setNodeToParentTransform(const Mat4& transform);
/** @deprecated use getNodeToParentTransform() instead */
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToParentTransform() const { return getNodeToParentAffineTransform(); }
/**
* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
* The matrix is in Pixels.
*
* @return The transformation matrix.
*/
// 得到从父节点到子节点的变换
virtual const Mat4& getParentToNodeTransform() const;
virtual AffineTransform getParentToNodeAffineTransform() const;
/** @deprecated Use getParentToNodeTransform() instead */
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform parentToNodeTransform() const { return getParentToNodeAffineTransform(); }
/**
* Returns the world affine transform matrix. The matrix is in Pixels.
*
* @return transformation matrix, in pixels.
*/
// 得到从节点到世界的变化
virtual Mat4 getNodeToWorldTransform() const;
virtual AffineTransform getNodeToWorldAffineTransform() const;
/** @deprecated Use getNodeToWorldTransform() instead */
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform nodeToWorldTransform() const { return getNodeToWorldAffineTransform(); }
/**
* Returns the inverse world affine transform matrix. The matrix is in Pixels.
*
* @return The transformation matrix.
*/
// 得到从世界到节点的变化
virtual Mat4 getWorldToNodeTransform() const;
virtual AffineTransform getWorldToNodeAffineTransform() const;
/** @deprecated Use getWorldToNodeTransform() instead */
CC_DEPRECATED_ATTRIBUTE inline virtual AffineTransform worldToNodeTransform() const { return getWorldToNodeAffineTransform(); }
/// @} end of Transformations
/// @{
/// @name Coordinate Converters
/**
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
*
* @param worldPoint A given coordinate.
* @return A point in node (local) space coordinates.
*/
// 将坐标转化为节点的坐标
Vec2 convertToNodeSpace(const Vec2& worldPoint) const;
/**
* Converts a Vec2 to world space coordinates. The result is in Points.
*
* @param nodePoint A given coordinate.
* @return A point in world space coordinates.
*/
// 将左边转换为世界坐标
Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
/**
* Converts a Vec2 to node (local) space coordinates. The result is in Points.
* treating the returned/received node point as anchor relative.
*
* @param worldPoint A given coordinate.
* @return A point in node (local) space coordinates, anchor relative.
*/
// 根据锚点将坐标转换为节点坐标
Vec2 convertToNodeSpaceAR(const Vec2& worldPoint) const;
/**
* Converts a local Vec2 to world space coordinates.The result is in Points.
* treating the returned/received node point as anchor relative.
*
* @param nodePoint A given coordinate.
* @return A point in world space coordinates, anchor relative.
*/
// 根据锚点,将坐标转化为世界坐标
Vec2 convertToWorldSpaceAR(const Vec2& nodePoint) const;
/**
* convenience methods which take a Touch instead of Vec2.
*
* @param touch A given touch.
* @return A point in world space coordinates.
*/
// 将点击转化为节点坐标
Vec2 convertTouchToNodeSpace(Touch * touch) const;
/**
* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
*
* @param touch A given touch.
* @return A point in world space coordinates, anchor relative.
*/
// 根据锚点将点击转化为节点坐标
Vec2 convertTouchToNodeSpaceAR(Touch * touch) const;
/**
* Sets an additional transform matrix to the node.
*
* In order to remove it, call it again with the argument `nullptr`.
*
* @note The additional transform will be concatenated at the end of getNodeToParentTransform.
* It could be used to simulate `parent-child` relationship between two nodes (e.g. one is in BatchNode, another isn't).
*
* @param additionalTransform An additional transform matrix.
*/
// 设置额外的变换
void setAdditionalTransform(Mat4* additionalTransform);
void setAdditionalTransform(const AffineTransform& additionalTransform);
/// @} end of Coordinate Converters
/// @{
/// @name component functions
/**
* Gets a component by its name.
*
* @param name A given name of component.
* @return The Component by name.
*/
// 得到组件
Component* getComponent(const std::string& name);
/**
* Adds a component.
*
* @param component A given component.
* @return True if added success.
*/
// 添加组件
virtual bool addComponent(Component *component);
/**
* Removes a component by its name.
*
* @param name A given name of component.
* @return True if removed success.
*/
// 移除组件
virtual bool removeComponent(const std::string& name);
/**
* Removes a component by its pointer.
*
* @param component A given component.
* @return True if removed success.
*/
virtual bool removeComponent(Component *component);
/**
* Removes all components
*/
// 移除所有组件
virtual void removeAllComponents();
/// @} end of component functions
#if CC_USE_PHYSICS
/**
* Set the PhysicsBody that let the sprite effect with physics.
* @note This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
*
* @param body A given physics body.
*/
// 设置物理身体
void setPhysicsBody(PhysicsBody* body);
/**
* Get the PhysicsBody the sprite have.
*
* @return The PhysicsBody the sprite have.
*/
// 得到物理身体
PhysicsBody* getPhysicsBody() const { return _physicsBody; }
/**
* Remove this node from physics world. it will remove all the physics bodies in it's children too.
*/
// 从物理世界移除
void removeFromPhysicsWorld();
/**
* Update the transform matrix from physics.
*/
// 根据物理世界更新变换
void updateTransformFromPhysics(const Mat4& parentTransform, uint32_t parentFlags);
/**
* Update physics body transform matrix.
*/
// 根据变换更新物理身体
virtual void updatePhysicsBodyTransform(const Mat4& parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY);
#endif
// overrides
virtual GLubyte getOpacity() const;
virtual GLubyte getDisplayedOpacity() const;
virtual void setOpacity(GLubyte opacity);
virtual void updateDisplayedOpacity(GLubyte parentOpacity);
virtual bool isCascadeOpacityEnabled() const;
virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled);
virtual const Color3B& getColor() const;
virtual const Color3B& getDisplayedColor() const;
virtual void setColor(const Color3B& color);
virtual void updateDisplayedColor(const Color3B& parentColor);
virtual bool isCascadeColorEnabled() const;
virtual void setCascadeColorEnabled(bool cascadeColorEnabled);
virtual void setOpacityModifyRGB(bool value) {CC_UNUSED_PARAM(value);}
virtual bool isOpacityModifyRGB() const { return false; };
void setOnEnterCallback(const std::function& callback) { _onEnterCallback = callback; }
const std::function& getOnEnterCallback() const { return _onEnterCallback; }
void setOnExitCallback(const std::function& callback) { _onExitCallback = callback; }
const std::function& getOnExitCallback() const { return _onExitCallback; }
void setonEnterTransitionDidFinishCallback(const std::function& callback) { _onEnterTransitionDidFinishCallback = callback; }
const std::function& getonEnterTransitionDidFinishCallback() const { return _onEnterTransitionDidFinishCallback; }
void setonExitTransitionDidStartCallback(const std::function& callback) { _onExitTransitionDidStartCallback = callback; }
const std::function& getonExitTransitionDidStartCallback() const { return _onExitTransitionDidStartCallback; }
/** get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true */
unsigned short getCameraMask() const { return _cameraMask; }
virtual void setCameraMask(unsigned short mask, bool applyChildren = true);
CC_CONSTRUCTOR_ACCESS:
// Nodes should be created using create();
Node();
virtual ~Node();
virtual bool init();
protected:
/// lazy allocs
// 分配子节点
void childrenAlloc(void);
/// helper that reorder a child
// 插入子节点
void insertChild(Node* child, int z);
/// Removes a child, call child->onExit(), do cleanup, remove it from children array.
// 分离子节点
void detachChild(Node *child, ssize_t index, bool doCleanup);
/// Convert cocos2d coordinates to UI windows coordinate.
// 转换为屏幕坐标
Vec2 convertToWindowSpace(const Vec2& nodePoint) const;
// 变换
Mat4 transform(const Mat4 &parentTransform);
uint32_t processParentFlags(const Mat4& parentTransform, uint32_t parentFlags);
virtual void updateCascadeOpacity();
virtual void disableCascadeOpacity();
virtual void updateCascadeColor();
virtual void disableCascadeColor();
virtual void updateColor() {}
bool doEnumerate(std::string name, std::function callback) const;
bool doEnumerateRecursive(const Node* node, const std::string &name, std::function callback) const;
//check whether this camera mask is visible by the current visiting camera
// 在可见的摄像机中是否可见
bool isVisitableByVisitingCamera() const;
// update quaternion from Rotation3D
void updateRotationQuat();
// update Rotation3D from quaternion
void updateRotation3D();
private:
void addChildHelper(Node* child, int localZOrder, int tag, const std::string &name, bool setTag);
protected:
float _rotationX; ///< rotation on the X-axis
float _rotationY; ///< rotation on the Y-axis
// rotation Z is decomposed in 2 to simulate Skew for Flash animations
float _rotationZ_X; ///< rotation angle on Z-axis, component X
float _rotationZ_Y; ///< rotation angle on Z-axis, component Y
Quaternion _rotationQuat; ///rotation using quaternion, if _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX, else _rotationQuat = RotationY * RotationX
float _scaleX; ///< scaling factor on x-axis
float _scaleY; ///< scaling factor on y-axis
float _scaleZ; ///< scaling factor on z-axis
Vec2 _position; ///< position of the node
float _positionZ; ///< OpenGL real Z position
Vec2 _normalizedPosition;
bool _usingNormalizedPosition;
bool _normalizedPositionDirty;
float _skewX; ///< skew angle on x-axis
float _skewY; ///< skew angle on y-axis
Vec2 _anchorPointInPoints; ///< anchor point in points
Vec2 _anchorPoint; ///< anchor point normalized (NOT in points)
Size _contentSize; ///< untransformed size of the node
bool _contentSizeDirty; ///< whether or not the contentSize is dirty
Mat4 _modelViewTransform; ///< ModelView transform of the Node.
// "cache" variables are allowed to be mutable
mutable Mat4 _transform; ///< transform
mutable bool _transformDirty; ///< transform dirty flag
mutable Mat4 _inverse; ///< inverse transform
mutable bool _inverseDirty; ///< inverse transform dirty flag
mutable Mat4 _additionalTransform; ///< transform
bool _useAdditionalTransform; ///< The flag to check whether the additional transform is dirty
bool _transformUpdated; ///< Whether or not the Transform object was updated since the last frame
int _localZOrder; ///< Local order (relative to its siblings) used to sort the node
float _globalZOrder; ///< Global order used to sort the node
Vector _children; ///< array of children nodes
Node *_parent; ///< weak reference to parent node
Director* _director; //cached director pointer to improve rendering performance
int _tag; ///< a tag. Can be any number you assigned just to identify this node
std::string _name; /// _onEnterCallback;
std::function _onExitCallback;
std::function _onEnterTransitionDidFinishCallback;
std::function _onExitTransitionDidStartCallback;
private:
CC_DISALLOW_COPY_AND_ASSIGN(Node);
#if CC_USE_PHYSICS
friend class Scene;
#endif //CC_USTPS
};