|
class | Action |
| Base class for Action objects. More...
|
|
class | FiniteTimeAction |
| Base class actions that do have a finite time duration. More...
|
|
class | Speed |
| Changes the speed of an action, making it take longer (speed>1) or shorter (speed<1) time. More...
|
|
class | Follow |
| Follow is an action that "follows" a node. More...
|
|
class | ActionCamera |
| Base class for Camera actions. More...
|
|
class | OrbitCamera |
| OrbitCamera action. More...
|
|
class | PointArray |
| An Array that contain control points. More...
|
|
class | CardinalSplineTo |
| Cardinal Spline path. More...
|
|
class | CardinalSplineBy |
| Cardinal Spline path. More...
|
|
class | CatmullRomTo |
| An action that moves the target with a CatmullRom curve to a destination point. More...
|
|
class | CatmullRomBy |
| An action that moves the target with a CatmullRom curve by a certain distance. More...
|
|
class | ActionEase |
| Base class for Easing actions. More...
|
|
class | EaseRateAction |
| Base class for Easing actions with rate parameters. More...
|
|
class | EaseExponentialIn |
| Ease Exponential In action. More...
|
|
class | EaseExponentialOut |
| Ease Exponential Out. More...
|
|
class | EaseExponentialInOut |
| Ease Exponential InOut. More...
|
|
class | EaseSineIn |
| Ease Sine In. More...
|
|
class | EaseSineOut |
| Ease Sine Out. More...
|
|
class | EaseSineInOut |
| Ease Sine InOut. More...
|
|
class | EaseBounce |
| EaseBounce abstract class. More...
|
|
class | EaseBounceIn |
| EaseBounceIn action. More...
|
|
class | EaseBounceOut |
| EaseBounceOut action. More...
|
|
class | EaseBounceInOut |
| EaseBounceInOut action. More...
|
|
class | EaseBackIn |
| EaseBackIn action. More...
|
|
class | EaseBackOut |
| EaseBackOut action. More...
|
|
class | EaseBackInOut |
| EaseBackInOut action. More...
|
|
class | EaseQuadraticActionIn |
| Ease Quadratic In. More...
|
|
class | EaseQuadraticActionOut |
| Ease Quadratic Out. More...
|
|
class | EaseQuadraticActionInOut |
| Ease Quadratic InOut. More...
|
|
class | EaseQuarticActionIn |
| Ease Quartic In. More...
|
|
class | EaseQuarticActionOut |
| Ease Quartic Out. More...
|
|
class | EaseQuarticActionInOut |
| Ease Quartic InOut. More...
|
|
class | EaseQuinticActionIn |
| Ease Quintic In. More...
|
|
class | EaseQuinticActionOut |
| Ease Quintic Out. More...
|
|
class | EaseQuinticActionInOut |
| Ease Quintic InOut. More...
|
|
class | EaseCircleActionIn |
| Ease Circle In. More...
|
|
class | EaseCircleActionOut |
| Ease Circle Out. More...
|
|
class | EaseCircleActionInOut |
| Ease Circle InOut. More...
|
|
class | EaseCubicActionIn |
| Ease Cubic In. More...
|
|
class | EaseCubicActionOut |
| Ease Cubic Out. More...
|
|
class | EaseCubicActionInOut |
| Ease Cubic InOut. More...
|
|
class | EaseIn |
| EaseIn action with a rate. More...
|
|
class | EaseOut |
| EaseOut action with a rate. More...
|
|
class | EaseInOut |
| EaseInOut action with a rate. More...
|
|
class | EaseElastic |
| Ease Elastic abstract class. More...
|
|
class | EaseElasticIn |
| Ease Elastic In action. More...
|
|
class | EaseElasticOut |
| Ease Elastic Out action. More...
|
|
class | EaseElasticInOut |
| Ease Elastic InOut action. More...
|
|
class | EaseBezierAction |
| Ease Bezier. More...
|
|
class | GridAction |
| Base class for Grid actions. More...
|
|
class | Grid3DAction |
| Base class for Grid3D actions. More...
|
|
class | TiledGrid3DAction |
| Base class for TiledGrid3D actions. More...
|
|
class | AccelDeccelAmplitude |
| AccelDeccelAmplitude action. More...
|
|
class | AccelAmplitude |
| AccelAmplitude action. More...
|
|
class | DeccelAmplitude |
| DeccelAmplitude action. More...
|
|
class | StopGrid |
| StopGrid action. More...
|
|
class | ReuseGrid |
| ReuseGrid action. More...
|
|
class | Waves3D |
| Waves3D action. More...
|
|
class | FlipX3D |
| FlipX3D action. More...
|
|
class | FlipY3D |
| FlipY3D action. More...
|
|
class | Lens3D |
| Lens3D action. More...
|
|
class | Ripple3D |
| Ripple3D action. More...
|
|
class | Shaky3D |
| Shaky3D action. More...
|
|
class | Liquid |
| Liquid action. More...
|
|
class | Waves |
| Waves action. More...
|
|
class | Twirl |
| Twirl action. More...
|
|
class | ActionInstant |
| Instant actions are immediate actions. More...
|
|
class | Show |
| Show the node. More...
|
|
class | Hide |
| Hide the node. More...
|
|
class | ToggleVisibility |
| Toggles the visibility of a node. More...
|
|
class | RemoveSelf |
| Remove the node. More...
|
|
class | FlipX |
| Flips the sprite horizontally. More...
|
|
class | FlipY |
| Flips the sprite vertically. More...
|
|
class | Place |
| Places the node in a certain position. More...
|
|
class | CallFunc |
| Calls a 'callback'. More...
|
|
class | CallFuncN |
| Calls a 'callback' with the node as the first argument. More...
|
|
class | ActionInterval |
| An interval action is an action that takes place within a certain period of time. More...
|
|
class | Sequence |
| Runs actions sequentially, one after another. More...
|
|
class | Repeat |
| Repeats an action a number of times. More...
|
|
class | RepeatForever |
| Repeats an action for ever. More...
|
|
class | Spawn |
| Spawn a new action immediately. More...
|
|
class | RotateTo |
| Rotates a Node object to a certain angle by modifying it's rotation attribute. More...
|
|
class | RotateBy |
| Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More...
|
|
class | MoveBy |
| Moves a Node object x,y pixels by modifying it's position attribute. More...
|
|
class | MoveTo |
| Moves a Node object to the position x,y. More...
|
|
class | SkewTo |
| Skews a Node object to given angles by modifying it's skewX and skewY attributes. More...
|
|
class | SkewBy |
| Skews a Node object by skewX and skewY degrees. More...
|
|
class | ResizeTo |
| Resize a Node object to the final size by modifying it's Size attribute. More...
|
|
class | ResizeBy |
| Resize a Node object by a Size. More...
|
|
class | JumpBy |
| Moves a Node object simulating a parabolic jump movement by modifying it's position attribute. More...
|
|
class | JumpTo |
| Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute. More...
|
|
class | BezierBy |
| An action that moves the target with a cubic Bezier curve by a certain distance. More...
|
|
class | BezierTo |
| An action that moves the target with a cubic Bezier curve to a destination point. More...
|
|
class | ScaleTo |
| Scales a Node object to a zoom factor by modifying it's scale attribute. More...
|
|
class | ScaleBy |
| Scales a Node object a zoom factor by modifying it's scale attribute. More...
|
|
class | Blink |
| Blinks a Node object by modifying it's visible attribute. More...
|
|
class | FadeTo |
| Fades an object that implements the RGBAProtocol protocol. More...
|
|
class | FadeIn |
| Fades In an object that implements the RGBAProtocol protocol. More...
|
|
class | FadeOut |
| Fades Out an object that implements the RGBAProtocol protocol. More...
|
|
class | TintTo |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
|
|
class | TintBy |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
|
|
class | DelayTime |
| Delays the action a certain amount of seconds. More...
|
|
class | ReverseTime |
| Executes an action in reverse order, from time=duration to time=0. More...
|
|
class | Animate |
| Animates a sprite given the name of an Animation. More...
|
|
class | TargetedAction |
| Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction. More...
|
|
class | ActionFloat |
| Action used to animate any value in range [from,to] over specified time interval. More...
|
|
class | ActionManager |
| ActionManager is a singleton that manages all the actions. More...
|
|
class | PageTurn3D |
| This action simulates a page turn from the bottom right hand corner of the screen. More...
|
|
class | ProgressTo |
| Progress to percentage. More...
|
|
class | ProgressFromTo |
| Progress from a percentage to another percentage. More...
|
|
class | ShakyTiles3D |
| ShakyTiles3D action. More...
|
|
class | ShatteredTiles3D |
| ShatteredTiles3D action. More...
|
|
class | ShuffleTiles |
| ShuffleTiles action. More...
|
|
class | FadeOutTRTiles |
| FadeOutTRTiles action. More...
|
|
class | FadeOutBLTiles |
| FadeOutBLTiles action. More...
|
|
class | FadeOutUpTiles |
| FadeOutUpTiles action. More...
|
|
class | FadeOutDownTiles |
| FadeOutDownTiles action. More...
|
|
class | TurnOffTiles |
| TurnOffTiles action. More...
|
|
class | WavesTiles3D |
| WavesTiles3D action. More...
|
|
class | JumpTiles3D |
| JumpTiles3D action. More...
|
|
class | SplitRows |
| SplitRows action. More...
|
|
class | SplitCols |
| SplitCols action. More...
|
|
class | ActionTweenDelegate |
| The delegate class for ActionTween. More...
|
|
class | ActionTween |
| ActionTween. More...
|
|
class | AnimationFrame |
| A frame of the animation. More...
|
|
class | Animation |
| A Animation object is used to perform animations on the Sprite objects. More...
|
|
class | AnimationCache |
| Singleton that manages the Animations. More...
|
|
class | AtlasNode |
| AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More...
|
|
class | PolygonInfo |
| PolygonInfo is an object holding the required data to display Sprites. More...
|
|
class | AutoPolygon |
| AutoPolygon is a helper Object AutoPolygon's purpose is to process an image into 2d polygon mesh in runtime It has functions for each step in the process, from tracing all the points, to triangulation the result can be then passed to Sprite::create() to create a Polygon Sprite. More...
|
|
class | Camera |
| Defines a camera . More...
|
|
class | CameraBackgroundBrush |
| Defines a brush to clear the background of camera. More...
|
|
class | CameraBackgroundDepthBrush |
| Depth brush clear depth buffer with given depth. More...
|
|
class | CameraBackgroundColorBrush |
| Color brush clear buffer with given depth and color. More...
|
|
class | CameraBackgroundSkyBoxBrush |
| Skybox brush clear buffer with a skybox. More...
|
|
class | ClippingNode |
| ClippingNode is a subclass of Node. More...
|
|
class | ClippingRectangleNode |
| Clipping Rectangle Node. More...
|
|
class | DrawNode |
| Node that draws dots, segments and polygons. More...
|
|
class | FastTMXLayer |
| FastTMXLayer represents the TMX layer. More...
|
|
class | FastTMXTiledMap |
| FastTMXTiledMap knows how to parse and render a TMX map. More...
|
|
class | GridBase |
| Base class for Other grid. More...
|
|
class | Grid3D |
| Grid3D is a 3D grid implementation. More...
|
|
class | TiledGrid3D |
| TiledGrid3D is a 3D grid implementation. More...
|
|
class | Label |
| Label is a subclass of Node that knows how to render text labels. More...
|
|
class | LabelAtlas |
| LabelAtlas is a subclass of AtlasNode. More...
|
|
class | Layer |
| Layer is a subclass of Node that implements the TouchEventsDelegate protocol. More...
|
|
class | LayerColor |
| LayerColor is a subclass of Layer that implements the RGBAProtocol protocol. More...
|
|
class | LayerGradient |
| LayerGradient is a subclass of LayerColor that draws gradients across the background. More...
|
|
class | LayerRadialGradient |
| LayerRadialGradient is a subclass of Layer that draws radial gradients across the background. More...
|
|
class | LayerMultiplex |
| MultipleLayer is a Layer with the ability to multiplex it's children. More...
|
|
class | BaseLight |
| NA More...
|
|
class | DirectionLight |
| NA More...
|
|
class | PointLight |
| NA More...
|
|
class | SpotLight |
| NA More...
|
|
class | AmbientLight |
| NA More...
|
|
class | Menu |
| A Menu for touch handling. More...
|
|
class | MenuItem |
| MenuItem base class. More...
|
|
class | MenuItemLabel |
| An abstract class for "label" MenuItemLabel items. More...
|
|
class | MenuItemAtlasFont |
| A MenuItemAtlasFont. More...
|
|
class | MenuItemFont |
| A MenuItemFont. More...
|
|
class | MenuItemSprite |
| MenuItemSprite accepts Node<RGBAProtocol> objects as items. More...
|
|
class | MenuItemImage |
| MenuItemImage accepts images as items. More...
|
|
class | MenuItemToggle |
| A MenuItemToggle. More...
|
|
class | MotionStreak |
| Creates a trailing path. More...
|
|
class | Node |
| Node is the base element of the Scene Graph. More...
|
|
class | NodeGrid |
| Base class for Grid Node. More...
|
|
class | ParallaxNode |
| ParallaxNode: A node that simulates a parallax scroller. More...
|
|
class | ParticleBatchNode |
| ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
|
|
class | ParticleFire |
| A fire particle system. More...
|
|
class | ParticleFireworks |
| A fireworks particle system. More...
|
|
class | ParticleSun |
| A sun particle system. More...
|
|
class | ParticleGalaxy |
| A galaxy particle system. More...
|
|
class | ParticleFlower |
| A flower particle system. More...
|
|
class | ParticleMeteor |
| A meteor particle system. More...
|
|
class | ParticleSpiral |
| An spiral particle system. More...
|
|
class | ParticleExplosion |
| An explosion particle system. More...
|
|
class | ParticleSmoke |
| An smoke particle system. More...
|
|
class | ParticleSnow |
| An snow particle system. More...
|
|
class | ParticleRain |
| A rain particle system. More...
|
|
class | ParticleSystem |
| Particle System base class. More...
|
|
class | ParticleSystemQuad |
| ParticleSystemQuad is a subclass of ParticleSystem. More...
|
|
class | ProgressTimer |
| ProgressTimer is a subclass of Node. More...
|
|
class | ProtectedNode |
| A inner node type mainly used for UI module. More...
|
|
class | RenderTexture |
| RenderTexture is a generic rendering target. More...
|
|
class | Scene |
| Scene is a subclass of Node that is used only as an abstract concept. More...
|
|
class | Sprite |
| Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
|
|
class | SpriteBatchNode |
| SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
|
|
class | SpriteFrame |
| A SpriteFrame has: More...
|
|
class | SpriteFrameCache |
| Singleton that handles the loading of the sprite frames. More...
|
|
class | TextFieldDelegate |
| A input protocol for TextField. More...
|
|
class | TextFieldTTF |
| A simple text input field with TTF font. More...
|
|
class | TMXLayer |
| TMXLayer represents the TMX layer. More...
|
|
class | TMXObjectGroup |
| TMXObjectGroup represents the TMX object group. More...
|
|
class | TMXTiledMap |
| TMXTiledMap knows how to parse and render a TMX map. More...
|
|
class | TransitionEaseScene |
| TransitionEaseScene can ease the actions of the scene protocol. More...
|
|
class | TransitionScene |
| Base class for Transition scenes. More...
|
|
class | TransitionSceneOriented |
| A Transition that supports orientation like. More...
|
|
class | TransitionRotoZoom |
| TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
|
|
class | TransitionJumpZoom |
| TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
|
|
class | TransitionMoveInL |
| TransitionMoveInL: Move in from to the left the incoming scene. More...
|
|
class | TransitionMoveInR |
| TransitionMoveInR: Move in from to the right the incoming scene. More...
|
|
class | TransitionMoveInT |
| TransitionMoveInT: Move in from to the top the incoming scene. More...
|
|
class | TransitionMoveInB |
| TransitionMoveInB: Move in from to the bottom the incoming scene. More...
|
|
class | TransitionSlideInL |
| TransitionSlideInL: Slide in the incoming scene from the left border. More...
|
|
class | TransitionSlideInR |
| TransitionSlideInR: Slide in the incoming scene from the right border. More...
|
|
class | TransitionSlideInB |
| TransitionSlideInB: Slide in the incoming scene from the bottom border. More...
|
|
class | TransitionSlideInT |
| TransitionSlideInT: Slide in the incoming scene from the top border. More...
|
|
class | TransitionShrinkGrow |
| Shrink the outgoing scene while grow the incoming scene. More...
|
|
class | TransitionFlipX |
| TransitionFlipX: Flips the screen horizontally. More...
|
|
class | TransitionFlipY |
| TransitionFlipY: Flips the screen vertically. More...
|
|
class | TransitionFlipAngular |
| TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
|
|
class | TransitionZoomFlipX |
| TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene. More...
|
|
class | TransitionZoomFlipY |
| TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene. More...
|
|
class | TransitionZoomFlipAngular |
| TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More...
|
|
class | TransitionFade |
| TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
|
|
class | TransitionCrossFade |
| TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
|
|
class | TransitionTurnOffTiles |
| TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
|
|
class | TransitionSplitCols |
| TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More...
|
|
class | TransitionSplitRows |
| TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...
|
|
class | TransitionFadeTR |
| TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
|
|
class | TransitionFadeBL |
| TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
|
|
class | TransitionFadeUp |
| TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
|
|
class | TransitionFadeDown |
| TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
|
|
class | TransitionPageTurn |
| A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More...
|
|
class | TransitionProgress |
| A base class of progress transition. More...
|
|
class | TransitionProgressRadialCCW |
| TransitionRadialCCW transition. More...
|
|
class | TransitionProgressRadialCW |
| TransitionRadialCW transition. More...
|
|
class | TransitionProgressHorizontal |
| TransitionProgressHorizontal transition. More...
|
|
class | TransitionProgressVertical |
| TransitionProgressVertical transition. More...
|
|
class | TransitionProgressInOut |
| TransitionProgressInOut transition. More...
|
|
class | TransitionProgressOutIn |
| TransitionProgressOutIn transition. More...
|
|
class | AABB |
| Axis Aligned Bounding Box (AABB), usually calculate some rough but fast collision detection. More...
|
|
class | Animate3D |
| Animate3D, Animates a Sprite3D given with an Animation3D. More...
|
|
class | Animation3D |
| static animation data, shared More...
|
|
class | Animation3DCache |
| Animation3D Cache. More...
|
|
class | AnimationCurve |
| curve of bone's position, rotation or scale More...
|
|
class | AttachNode |
| attach a node to a bone usage: auto sprite = Sprite3D::create("girl.c3b"); auto weapon = Sprite3D::create("weapon.c3b"); auto attachNode = sprite->getAttachNode("left hand"); attachNode->addChild(weapon); More...
|
|
class | BillBoard |
| Inherit from Sprite, achieve BillBoard. More...
|
|
class | Bundle3D |
| Defines a bundle file that contains a collection of assets. More...
|
|
struct | MeshVertexAttrib |
| mesh vertex attribute NA NA More...
|
|
struct | ModelData |
| model node data, since 3.3 NA NA More...
|
|
struct | NodeData |
| Node data, since 3.3 NA NA. More...
|
|
struct | NodeDatas |
| node datas, since 3.3 NA NA More...
|
|
struct | MeshData |
| mesh data NA NA More...
|
|
struct | MeshDatas |
| mesh datas NA NA More...
|
|
struct | SkinData |
| skin data NA NA More...
|
|
struct | MaterialData |
| material data, NA NA More...
|
|
struct | NTextureData |
| new material, since 3.3 NA NA More...
|
|
struct | MaterialDatas |
| material datas, since 3.3 NA NA More...
|
|
struct | Animation3DData |
| animation data NA NA More...
|
|
struct | Reference |
| reference data NA NA More...
|
|
class | BundleReader |
| BundleReader is an interface for reading sequence of bytes. More...
|
|
class | Frustum |
| the frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity NA NA More...
|
|
class | Mesh |
| Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on. More...
|
|
class | MeshSkin |
| MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
|
|
class | MeshIndexData |
| the MeshIndexData class. More...
|
|
class | MeshVertexData |
| the MeshVertexData class. More...
|
|
class | MotionStreak3D |
| Creates a trailing path. More...
|
|
class | OBB |
| Oriented Bounding Box(OBB) More...
|
|
class | Plane |
| Defines plane NA NA. More...
|
|
class | Ray |
| Ray is a line with one end. More...
|
|
class | Bone3D |
| Defines a basic hierarchical structure of transformation spaces. More...
|
|
class | Skeleton3D |
| Skeleton. More...
|
|
class | Skybox |
| Sky box technology is usually used to simulate infinity sky, mountains and other phenomena. More...
|
|
class | Sprite3D |
| Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn as sprite. More...
|
|
class | Sprite3DCache |
| Sprite3DCache. More...
|
|
class | Sprite3DMaterial |
| Sprite3DMaterial: Material for Sprite3D. More...
|
|
class | Sprite3DMaterialCache |
| the sprite3D material is only texture for now NA NA More...
|
|
class | Terrain |
| Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
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class | VertexAttribBinding |
| Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect). More...
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class | AudioProfile |
| NA More...
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class | AudioEngine |
| Offers a interface to play audio. More...
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class | AsyncTaskPool |
| This class allows to perform background operations without having to manipulate threads. More...
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class | AutoreleasePool |
| A pool for managing autorelease objects. More...
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class | Configuration |
| Configuration contains some openGL variables. More...
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class | Controller |
| A Controller object represents a connected physical game controller. More...
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class | Director |
| Class that creates and handles the main Window and manages how and when to execute the Scenes. More...
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class | Event |
| Base class of all kinds of events. More...
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class | EventAcceleration |
| Accelerometer event. More...
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class | EventCustom |
| Custom event. More...
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class | EventDispatcher |
| This class manages event listener subscriptions and event dispatching. More...
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class | EventFocus |
| Focus event. More...
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class | EventKeyboard |
| Keyboard event. More...
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class | EventListener |
| The base class of event listener. More...
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class | EventListenerAcceleration |
| Acceleration event listener. More...
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class | EventListenerController |
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class | EventListenerCustom |
| Custom event listener. More...
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class | EventListenerFocus |
| Focus event listener. More...
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class | EventListenerKeyboard |
| Keyboard event listener. More...
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class | EventListenerMouse |
| Mouse event listener. More...
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class | EventListenerTouchOneByOne |
| Single touch event listener. More...
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class | EventListenerTouchAllAtOnce |
| Multiple touches event listener. More...
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class | EventMouse |
| The mouse event. More...
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class | EventTouch |
| Touch event. More...
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struct | IMEKeyboardNotificationInfo |
| Keyboard notification event type. More...
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class | IMEDelegate |
| Input method editor delegate. More...
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class | IMEDispatcher |
| Input Method Edit Message Dispatcher. More...
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class | Map |
| Similar to std::unordered_map, but it will manage reference count automatically internally. More...
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class | NinePatchImageParser |
| A class for paring Android .9 patch image. More...
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class | Properties |
| Defines a properties file for loading text files. More...
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class | RandomHelper |
| A helper class for creating random number. More...
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class | Clonable |
| Interface that defines how to clone an Ref. More...
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class | Ref |
| Ref is used for reference count management. More...
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class | Scheduler |
| Scheduler is responsible for triggering the scheduled callbacks. More...
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class | ScriptHandlerEntry |
| This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id NA. More...
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class | SchedulerScriptHandlerEntry |
| The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry. More...
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struct | BasicScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More...
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struct | ActionObjectScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More...
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struct | SchedulerScriptData |
| For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered. More...
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struct | TouchesScriptData |
| For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered. More...
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struct | TouchScriptData |
| For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered. More...
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struct | KeypadScriptData |
| For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered. More...
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struct | CommonScriptData |
| For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Ref") into the Lua stack as the parameter when the common event such as is triggered. More...
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struct | ScriptEvent |
| The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More...
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class | ScriptEngineProtocol |
| Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine. More...
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class | ScriptEngineManager |
| ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine. More...
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class | Touch |
| Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More...
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struct | Color3B |
| RGB color composed of bytes 3 bytes. More...
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struct | Color4B |
| RGBA color composed of 4 bytes. More...
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struct | Color4F |
| RGBA color composed of 4 floats. More...
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struct | Tex2F |
| A vertex composed of 2 floats: x, y. More...
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struct | PointSprite |
| Vec2 Sprite component. More...
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struct | Quad2 |
| A 2D Quad. More...
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struct | Quad3 |
| A 3D Quad. More...
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struct | V2F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V2F_C4F_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4F. More...
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struct | V3F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V3F_T2F |
| A Vec2 with a vertex point, a tex coord point. More...
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struct | V3F_C4F |
| A Vec3 with a vertex point, a color. More...
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struct | V2F_C4B_T2F_Triangle |
| A Triangle of V2F_C4B_T2F. More...
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struct | V2F_C4B_T2F_Quad |
| A Quad of V2F_C4B_T2F. More...
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struct | V3F_C4B_T2F_Quad |
| 4 Vertex3FTex2FColor4B. More...
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struct | V2F_C4F_T2F_Quad |
| 4 Vertex2FTex2FColor4F Quad. More...
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struct | BlendFunc |
| Blend Function used for textures. More...
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struct | T2F_Quad |
| Texture coordinates for a quad. More...
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struct | AnimationFrameData |
| Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad. More...
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struct | FontShadow |
| types used for defining fonts properties (i.e. More...
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struct | FontStroke |
| Stroke attributes. More...
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struct | FontDefinition |
| Font attributes. More...
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struct | Acceleration |
| The device accelerometer reports values for each axis in units of g-force. More...
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class | UserDefault |
| UserDefault acts as a tiny database. More...
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struct | AffineTransform |
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class | Rect |
| Rectangle area. More...
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class | Mat4 |
| Defines a 4 x 4 floating point matrix representing a 3D transformation. More...
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class | MathUtil |
| Defines a math utility class. More...
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class | Quaternion |
| Defines a 4-element quaternion that represents the orientation of an object in space. More...
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class | Vec2 |
| Defines a 2-element floating point vector. More...
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class | Vec3 |
| Defines a 3-element floating point vector. More...
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class | Vec4 |
| Defines 4-element floating point vector. More...
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class | PhysicsBody |
| A body affect by physics. More...
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class | PhysicsContact |
| Contact information. More...
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class | PhysicsContactPreSolve |
| Presolve value generated when onContactPreSolve called. More...
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class | PhysicsContactPostSolve |
| Postsolve value generated when onContactPostSolve called. More...
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class | EventListenerPhysicsContact |
| Contact listener. More...
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class | EventListenerPhysicsContactWithBodies |
| This event listener only be called when bodyA and bodyB have contacts. More...
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class | EventListenerPhysicsContactWithShapes |
| This event listener only be called when shapeA and shapeB have contacts. More...
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class | EventListenerPhysicsContactWithGroup |
| This event listener only be called when shapeA or shapeB is in the group your specified. More...
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class | PhysicsHelper |
| A physics helper class. More...
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class | PhysicsJoint |
| An PhysicsJoint object connects two physics bodies together. More...
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class | PhysicsJointFixed |
| A fixed joint fuses the two bodies together at a reference point. More...
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class | PhysicsJointLimit |
| A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope. More...
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class | PhysicsJointPin |
| A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together. More...
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class | PhysicsJointDistance |
| Set the fixed distance with two bodies. More...
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class | PhysicsJointSpring |
| Connecting two physics bodies together with a spring. More...
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class | PhysicsJointGroove |
| Attach body a to a line, and attach body b to a dot. More...
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class | PhysicsJointRotarySpring |
| Likes a spring joint, but works with rotary. More...
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class | PhysicsJointRotaryLimit |
| Likes a limit joint, but works with rotary. More...
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class | PhysicsJointRatchet |
| Works like a socket wrench. More...
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class | PhysicsJointGear |
| Keeps the angular velocity ratio of a pair of bodies constant. More...
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class | PhysicsJointMotor |
| Keeps the relative angular velocity of a pair of bodies constant. More...
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class | PhysicsShape |
| A shape for body. More...
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class | PhysicsShapeCircle |
| A circle shape. More...
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class | PhysicsShapePolygon |
| A polygon shape. More...
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class | PhysicsShapeBox |
| A box shape. More...
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class | PhysicsShapeEdgeSegment |
| A segment shape. More...
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class | PhysicsShapeEdgePolygon |
| An edge polygon shape. More...
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class | PhysicsShapeEdgeBox |
| An edge box shape. More...
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class | PhysicsShapeEdgeChain |
| A chain shape. More...
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class | PhysicsWorld |
| An PhysicsWorld object simulates collisions and other physical properties. More...
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class | FileUtils |
| Helper class to handle file operations. More...
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class | GLView |
| By GLView you can operate the frame information of EGL view through some function. More...
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class | CallbackCommand |
| Callback command is used to invoke a callback function when this command is executed. More...
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class | CaptureScreenCallbackCommand |
| CaptureScreenCallbackCommand is used to capture the screen. More...
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class | CustomCommand |
| Custom command is used to draw all things except triangle commands. More...
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class | GroupCommand |
| GroupCommand is used to group several command together, and more, it can be nested. More...
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class | Material |
| Material. More...
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class | QuadCommand |
| Command used to render one or more Quads, similar to TrianglesCommand. More...
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class | RenderCommand |
| Base class of the RenderCommand hierarchy. More...
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class | RenderQueue |
| Class that knows how to sort RenderCommand objects. More...
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class | RenderState |
| Defines the rendering state of the graphics device. More...
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class | Technique |
| Technique. More...
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class | Texture2D |
| Texture2D class. More...
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class | TextureAtlas |
| A class that implements a Texture Atlas. More...
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class | TextureCache |
| Singleton that handles the loading of textures. More...
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class | TextureCube |
| TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More...
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class | LuaBridge |
| Build bridge between ObjC and Lua. More...
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class | LuaEngine |
| The Lua engine integrated into the cocos2d-x to process the interactive operation between lua and c++. More...
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class | LuaStack |
| LuaStack is used to manager the operation on the lua_State,eg., push data onto the lua_State, execute the function depended on the lua_State. More...
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class | LuaValue |
| Wrap different general types of data into a same specific type named LuaValue. More...
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class | LuaCallFunc |
| The LuaCallFunc is wrapped to call the callback function in the Lua Conveniently and don't insert useless code to processing the lua in the CallFuncN. More...
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class | ScriptHandlerMgr |
| In order to reduce the coupling of lua script engine and native c++ engine. More...
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class | LuaObjcBridge |
| Build a bridge between ObjectC and Lua script. More...
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Vec2 | ccCardinalSplineAt (const Vec2 &p0, const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, float tension, float t) |
| Returns the Cardinal Spline position for a given set of control points, tension and time.
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bool | isScreenPointInRect (const Vec2 &pt, const Camera *camera, const Mat4 &w2l, const Rect &rect, Vec3 *p) |
| This is a helper function, checks a GL screen point is in content rectangle space.
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Rect | RectFromString (const std::string &str) |
| Returns a Core Graphics rectangle structure corresponding to the data in a given string.
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Vec2 | PointFromString (const std::string &str) |
| Returns a Core Graphics point structure corresponding to the data in a given string.
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Size | SizeFromString (const std::string &str) |
| Returns a Core Graphics size structure corresponding to the data in a given string.
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template<typename T > |
T | random (T min, T max) |
| Returns a random value between min and max .
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int | random () |
| Returns a random int between 0 and RAND_MAX.
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float | rand_minus1_1 () |
| Returns a random float between -1 and 1.
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float | rand_0_1 () |
| Returns a random float between 0 and 1.
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int | ccNextPOT (int value) |
| Returns the Next Power of Two value.
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AffineTransform | __CCAffineTransformMake (float a, float b, float c, float d, float tx, float ty) |
| Make affine transform.
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Vec2 | __CCPointApplyAffineTransform (const Vec2 &point, const AffineTransform &t) |
| Multiply point (x,y,1) by a affine transform.
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Size | __CCSizeApplyAffineTransform (const Size &size, const AffineTransform &t) |
| Multiply size (width,height,0) by a affine transform.
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AffineTransform | AffineTransformMakeIdentity () |
| Make identity affine transform.
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Rect | RectApplyAffineTransform (const Rect &rect, const AffineTransform &anAffineTransform) |
| Transform Rect, which will transform the four vertices of the point.
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AffineTransform | AffineTransformTranslate (const AffineTransform &t, float tx, float ty) |
| Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1.
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AffineTransform | AffineTransformRotate (const AffineTransform &aTransform, float anAngle) |
| Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.
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AffineTransform | AffineTransformScale (const AffineTransform &t, float sx, float sy) |
| Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.
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AffineTransform | AffineTransformConcat (const AffineTransform &t1, const AffineTransform &t2) |
| Concat two affine transform, t1 * t2.
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bool | AffineTransformEqualToTransform (const AffineTransform &t1, const AffineTransform &t2) |
| Compare affine transform.
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AffineTransform | AffineTransformInvert (const AffineTransform &t) |
| Get the inverse of affine transform.
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Mat4 | TransformConcat (const Mat4 &t1, const Mat4 &t2) |
| Concat Mat4, return t1 * t2.
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void | ccVertexLineToPolygon (Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints) |
| converts a line to a polygon
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bool | ccVertexLineIntersect (float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Dx, float Dy, float *T) |
| returns whether or not the line intersects
|
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Vec3 & | operator*= (Vec3 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix.
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Vec3 | operator* (const Mat4 &m, const Vec3 &v) |
| Transforms the given vector by the given matrix.
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Vec4 & | operator*= (Vec4 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix.
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Vec4 | operator* (const Mat4 &m, const Vec4 &v) |
| Transforms the given vector by the given matrix.
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float | clampf (float value, float min_inclusive, float max_inclusive) |
| Clamp a value between from and to.
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Vec2 | operator* (float x, const Vec2 &v) |
| Calculates the scalar product of the given vector with the given value.
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Vec3 | operator* (float x, const Vec3 &v) |
| Calculates the scalar product of the given vector with the given value.
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Vec4 | operator* (float x, const Vec4 &v) |
| Calculates the scalar product of the given vector with the given value.
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Rect | RectApplyTransform (const Rect &rect, const Mat4 &transform) |
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void | CGAffineToGL (const AffineTransform &t, float *m) |
|