Layout Class

Extends Component

Module: cc

The Layout is a container component, use it to arrange child elements easily.
Note:
1.Scaling and rotation of child nodes are not considered.
2.After setting the Layout, the results need to be updated until the next frame, unless you manually call updateLayout

Index

Properties
  • type Layout.Type The layout type.
  • resizeMode Layout.ResizeMode The are three resize modes for Layout. None, resize Container and resize children.
  • cellSize Size The cell size for grid layout.
  • startAxis Layout.AxisDirection The start axis for grid layout. If you choose horizontal, then children will layout horizontally at first, and then break line on demand. Choose vertical if you want to layout vertically at first .
  • paddingLeft Number The left padding of layout, it only effect the layout in one direction.
  • paddingRight Number The right padding of layout, it only effect the layout in one direction.
  • paddingTop Number The top padding of layout, it only effect the layout in one direction.
  • paddingBottom Number The bottom padding of layout, it only effect the layout in one direction.
  • spacingX Number The distance in x-axis between each element in layout.
  • spacingY Number The distance in y-axis between each element in layout.
  • verticalDirection Layout.VerticalDirection Only take effect in Vertical layout mode. This option changes the start element's positioning.
  • horizontalDirection Layout.HorizontalDirection Only take effect in Horizontal layout mode. This option changes the start element's positioning.
  • padding Number The padding of layout, it effects the layout in four direction.
  • __eventTargets Array Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
  • node Node The node this component is attached to. A component is always attached to a node.
  • uuid String The uuid for editor.
  • _enabled Boolean
  • enabled Boolean indicates whether this component is enabled or not.
  • enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
  • _isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
  • _name String
  • _objFlags Number
  • name String The name of the object.
  • isValid Boolean Indicates whether the object is not yet destroyed.
Methods
  • updateLayout Perform the layout update
  • update Update is called every frame, if the Component is enabled.
  • lateUpdate LateUpdate is called every frame, if the Component is enabled.
  • __preload __preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.
  • onLoad When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
  • start Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.
  • onEnable Called when this component becomes enabled and its node is active.
  • onDisable Called when this component becomes disabled or its node becomes inactive.
  • onDestroy Called when this component will be destroyed.
  • onFocusInEditor
  • onLostFocusInEditor
  • resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
  • addComponent Adds a component class to the node. You can also add component to node by passing in the name of the script.
  • getComponent Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.
  • getComponents Returns all components of supplied Type in the node.
  • getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
  • getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
  • _getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
  • onRestore onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

    If the component contains the "internal state", short for "temporary member variables which not included
    in its CCClass properties", then you may need to implement this function.

    The editor will call the getset accessors of your component to record/restore the component's state
    for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    this function to manually synchronize your component's "internal states" with its public properties.
    Once you implement this function, all the getset accessors of your component will not be called when
    the user performs an undo/redo operation. Which means that only the properties with default value
    will be recorded or restored by editor.

    Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    to support the reset menu, you should manually synchronize your component's "internal states" with its
    properties in this function. Once you implement this function, all the getset accessors of your component
    will not be called during reset operation. Which means that only the properties with default value
    will be reset by editor.

This function is only called in editor mode.

  • schedule Schedules a custom selector.
    If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
  • scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
  • unschedule Unschedules a custom callback function.
  • unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
    Actions are not affected by this method.
  • destroy Destroy this Object, and release all its own references to other objects.
    Actual object destruction will delayed until before rendering.
    After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
  • _destruct Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

  • _onPreDestroy Called before the object being destroyed.
  • _serialize The customized serialization for this object. (Editor Only)
  • _deserialize Init this object from the custom serialized data.

Details

Properties

type

The layout type.

meta description
Type Layout.Type
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:189
resizeMode

The are three resize modes for Layout. None, resize Container and resize children.

meta description
Type Layout.ResizeMode
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:216
cellSize

The cell size for grid layout.

meta description
Type Size
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:247
startAxis

The start axis for grid layout. If you choose horizontal, then children will layout horizontally at first, and then break line on demand. Choose vertical if you want to layout vertically at first .

meta description
Type Layout.AxisDirection
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:262
paddingLeft

The left padding of layout, it only effect the layout in one direction.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:288
paddingRight

The right padding of layout, it only effect the layout in one direction.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:301
paddingTop

The top padding of layout, it only effect the layout in one direction.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:314
paddingBottom

The bottom padding of layout, it only effect the layout in one direction.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:327
spacingX

The distance in x-axis between each element in layout.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:340
spacingY

The distance in y-axis between each element in layout.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:353
verticalDirection

Only take effect in Vertical layout mode. This option changes the start element's positioning.

meta description
Type Layout.VerticalDirection
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:366
horizontalDirection

Only take effect in Horizontal layout mode. This option changes the start element's positioning.

meta description
Type Layout.HorizontalDirection
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:383
padding

The padding of layout, it effects the layout in four direction.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:960
__eventTargets

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

meta description
Type Array
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:61
node

The node this component is attached to. A component is always attached to a node.

meta description
Type Node
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:75
Examples
cc.log(comp.node);
uuid

The uuid for editor.

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:111
Examples
cc.log(comp.uuid);
_enabled
meta description
Type Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:159
enabled

indicates whether this component is enabled or not.

meta description
Type Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:166
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy

indicates whether this component is enabled and its node is also active in the hierarchy.

meta description
Type Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:197
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled

Returns a value which used to indicate the onLoad get called or not.

meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:213
Examples
cc.log(this._isOnLoadCalled > 0);
_name
meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:50
_objFlags
meta description
Type Number
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:57
name

The name of the object.

meta description
Type String
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:208
Examples
obj.name = "New Obj";
isValid

Indicates whether the object is not yet destroyed.

meta description
Type Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:225
Examples
cc.log(obj.isValid);

Methods

updateLayout

Perform the layout update

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCLayout.js:938
Examples
layout.type = cc.Layout.HORIZONTAL;
layout.node.addChild(childNode);
cc.log(childNode.x); // not yet changed
layout.updateLayout();
cc.log(childNode.x); // changed
update

Update is called every frame, if the Component is enabled.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:234
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
lateUpdate

LateUpdate is called every frame, if the Component is enabled.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:243
__preload

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:251
onLoad

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:262
start

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:273
onEnable

Called when this component becomes enabled and its node is active.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:284
onDisable

Called when this component becomes disabled or its node becomes inactive.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:292
onDestroy

Called when this component will be destroyed.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:300
onFocusInEditor
meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:308
onLostFocusInEditor
meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:313
resetInEditor

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:318
addComponent

Adds a component class to the node. You can also add component to node by passing in the name of the script.

meta description
Returns Component
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:328
Parameters
  • typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent

Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.

meta description
Returns Component
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:346
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents

Returns all components of supplied Type in the node.

meta description
Returns Component[]
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:370
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren

Returns the component of supplied type in any of its children using depth first search.

meta description
Returns Component
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:388
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren

Returns the components of supplied type in self or any of its children using depth first search.

meta description
Returns Component[]
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:406
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:426
Parameters
  • out_rect Rect the Rect to receive the bounding box
onRestore

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:439
schedule

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:541
Parameters
  • callback function The callback function
  • interval Number Tick interval in seconds. 0 means tick every frame.
  • repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce

Schedules a callback function that runs only once, with a delay of 0 or larger.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578
Parameters
  • callback function A function wrapped as a selector
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule

Unschedules a custom callback function.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595
Parameters
  • callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:611
Examples
this.unscheduleAllCallbacks();
destroy

Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.

meta description
Returns Boolean
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:246
Examples
obj.destroy();
_destruct

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:379
_onPreDestroy

Called before the object being destroyed.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:412
_serialize

The customized serialization for this object. (Editor Only)

meta description
Returns object
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437
Parameters
_deserialize

Init this object from the custom serialized data.

meta description
Defined in https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:447
Parameters
  • data Object the serialized json data
  • ctx _Deserializer

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