void CAView::updateDraw() { CAView* v = this->getSuperview(); CC_RETURN_IF(v == NULL); while (v == v->getSuperview()) { CC_BREAK_IF(v == NULL); CC_RETURN_IF(v->isVisible()); } SET_DIRTY_RECURSIVELY(); this->reViewlayout(); CAApplication::getApplication()->updateDraw(); }
void Sprite::setSkewY(float sy) { Node::setSkewY(sy); SET_DIRTY_RECURSIVELY(); }
void Sprite::setSkewX(float sx) { Node::setSkewX(sx); SET_DIRTY_RECURSIVELY(); }
void Sprite::setRotationSkewY(float fRotationY) { Node::setRotationSkewY(fRotationY); SET_DIRTY_RECURSIVELY(); }
void Sprite::setRotation(float rotation) { Node::setRotation(rotation); SET_DIRTY_RECURSIVELY(); }
void MGRBlurSprite::setRotationSkewX(float fRotationX) { Node::setRotationSkewX(fRotationX); SET_DIRTY_RECURSIVELY(); }
void Sprite::setAnchorPoint(const Vec2& anchor) { Node::setAnchorPoint(anchor); SET_DIRTY_RECURSIVELY(); }
void Sprite::setScale(float scaleX, float scaleY) { Node::setScale(scaleX, scaleY); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setAnchorPoint(CGPoint anchor) { CCNode::setAnchorPoint(anchor); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setVertexZ(float fVertexZ) { CCNode::setVertexZ(fVertexZ); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setScaleY(float fScaleY) { CCNode::setScaleY(fScaleY); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setRotation(float fRotation) { CCNode::setRotation(fRotation); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setPositionInPixels(CGPoint pos) { CCNode::setPositionInPixels(pos); SET_DIRTY_RECURSIVELY(); }
void MGRBlurSprite::setScaleY(float scaleY) { Node::setScaleY(scaleY); SET_DIRTY_RECURSIVELY(); }
void Sprite::setScaleX(float scaleX) { Node::setScaleX(scaleX); SET_DIRTY_RECURSIVELY(); }
void Sprite::setScale(float fScale) { Node::setScale(fScale); SET_DIRTY_RECURSIVELY(); }
void CCSprite::setIsVisible(bool bVisible) { CCNode::setIsVisible(bVisible); SET_DIRTY_RECURSIVELY(); }
void Sprite::setPositionZ(float fVertexZ) { Node::setPositionZ(fVertexZ); SET_DIRTY_RECURSIVELY(); }
void Sprite::setPosition(const Vec2& pos) { Node::setPosition(pos); SET_DIRTY_RECURSIVELY(); }
void Sprite::setVisible(bool bVisible) { Node::setVisible(bVisible); SET_DIRTY_RECURSIVELY(); }
void Sprite::setPosition(float x, float y) { Node::setPosition(x, y); SET_DIRTY_RECURSIVELY(); }