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Class Layout

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

Hierarchy

Index

Constructors

constructor

  • newLayout(name?: string): Layout

Properties

Protected _N$layoutType

_N$layoutType: Type = Type.NONE

Protected _N$padding

_N$padding: number = 0

Protected _affectedByScale

_affectedByScale: boolean = false

Protected _cellSize

_cellSize: Size = new Size(40, 40)

Private _enabled

_enabled: boolean = true

Protected _horizontalDirection

_horizontalDirection: HorizontalDirection = HorizontalDirection.LEFT_TO_RIGHT

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _isAlign

_isAlign: boolean = false

Protected _layoutDirty

_layoutDirty: boolean = true

Protected _layoutSize

_layoutSize: Size = new Size(300, 200)

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _paddingBottom

_paddingBottom: number = 0

Protected _paddingLeft

_paddingLeft: number = 0

Protected _paddingRight

_paddingRight: number = 0

Protected _paddingTop

_paddingTop: number = 0

Protected _resizeMode

_resizeMode: ResizeMode = ResizeMode.NONE

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _spacingX

_spacingX: number = 0

Protected _spacingY

_spacingY: number = 0

Protected _startAxis

_startAxis: AxisDirection = AxisDirection.HORIZONTAL

Protected _verticalDirection

_verticalDirection: VerticalDirection = VerticalDirection.TOP_TO_BOTTOM

node

node: Node = NullNode

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

example
import { log } from 'cc';
log(comp.node);

Static AxisDirection

AxisDirection: AxisDirection = AxisDirection

Static HorizontalDirection

HorizontalDirection: HorizontalDirection = HorizontalDirection

Static ResizeMode

ResizeMode: ResizeMode = ResizeMode

Static Type

Type: Type = Type

Static VerticalDirection

VerticalDirection: VerticalDirection = VerticalDirection

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

affectedByScale

  • get affectedByScale(): boolean
  • set affectedByScale(value: boolean): void

cellSize

  • get cellSize(): Readonly<Size>
  • set cellSize(value: {}): void

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

horizontalDirection

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

name

  • get name(): string
  • set name(value: string): void

padding

  • get padding(): number
  • set padding(value: number): void

paddingBottom

  • get paddingBottom(): number
  • set paddingBottom(value: number): void

paddingLeft

  • get paddingLeft(): number
  • set paddingLeft(value: number): void

paddingRight

  • get paddingRight(): number
  • set paddingRight(value: number): void

paddingTop

  • get paddingTop(): number
  • set paddingTop(value: number): void

resizeMode

spacingX

  • get spacingX(): number
  • set spacingX(value: number): void

spacingY

  • get spacingY(): number
  • set spacingY(value: number): void

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 .

    Returns 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 .

    Parameters

    Returns void

type

  • get type(): Type
  • set type(value: Type): void

uuid

  • get uuid(): string

verticalDirection

Methods

Optional Private preload

  • __preload(): void
  • __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.

    Returns void

Protected addChildrenEventListeners

  • _addChildrenEventListeners(): void

Protected addEventListeners

  • _addEventListeners(): void

Protected childAdded

  • childAdded(child: Node): void

Protected childRemoved

  • childRemoved(child: Node): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Protected doLayout

  • _doLayout(): void

Protected doLayoutBasic

  • _doLayoutBasic(): void

Protected doLayoutDirty

  • _doLayoutDirty(): void

Protected doLayoutGrid

  • _doLayoutGrid(): void

Protected doLayoutGridAxisHorizontal

  • doLayoutGridAxisHorizontal(layoutAnchor: any, layoutSize: any): void

Protected doLayoutGridAxisVertical

  • doLayoutGridAxisVertical(layoutAnchor: Vec2, layoutSize: Size): void

Protected doLayoutHorizontally

  • doLayoutHorizontally(baseWidth: number, rowBreak: boolean, fnPositionY: Function, applyChildren: boolean): number

Protected doLayoutVertically

  • doLayoutVertically(baseHeight: number, columnBreak: boolean, fnPositionX: Function, applyChildren: boolean): number

Protected doScaleDirty

Protected getHorizontalBaseWidth

  • getHorizontalBaseWidth(children: Readonly<Node[]>): number

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

Protected getUsedScaleValue

  • getUsedScaleValue(value: any): number

Protected getVerticalBaseHeight

  • getVerticalBaseHeight(children: Readonly<Node[]>): number

instantiate

  • instantiate(cloned: any): any

Protected migratePaddingData

  • _migratePaddingData(): void

onPreDestroy

  • _onPreDestroy(): void

Protected removeChildrenEventListeners

  • _removeChildrenEventListeners(): void

Protected removeEventListeners

  • _removeEventListeners(): void

Protected resized

  • _resized(): void

Protected transformDirty

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

destroy

  • destroy(): boolean

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

Protected Optional onDestroy

  • onDestroy(): void
  • Called when this component will be destroyed.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Protected onDisable

  • onDisable(): void

Protected onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

Protected Optional start

  • start(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

updateLayout

  • updateLayout(): void
  • Perform the layout update.

    example
    import { Layout, log } from 'cc';
    layout.type = Layout.HORIZONTAL;
    layout.node.addChild(childNode);
    log(childNode.x); // not yet changed
    layout.updateLayout();
    log(childNode.x); // changed

    Returns void

Static deferredDestroy

  • _deferredDestroy(): void

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