cocos2d-x  3.0-alpha0
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SpriteBatchNode Member List

This is the complete list of members for SpriteBatchNode, including all inherited members.

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoReleaseCountObjectprotected
_blendFuncSpriteBatchNodeprotected
_cameraNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_descendantsSpriteBatchNodeprotected
_eventPriorityNodeprotected
_globalEventPriorityIndexNodeprotectedstatic
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_luaIDObject
_oldEventPriorityNodeprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_positionNodeprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_textureAtlasSpriteBatchNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
_ZOrderNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addChild(Node *child) overrideSpriteBatchNodeinlinevirtual
addChild(Node *child, int zOrder) overrideSpriteBatchNodeinlinevirtual
addChild(Node *child, int zOrder, int tag) overrideSpriteBatchNodevirtual
addComponent(Component *pComponent)Nodevirtual
addSpriteWithoutQuad(Sprite *child, int z, int aTag)SpriteBatchNodeprotected
appendChild(Sprite *sprite)SpriteBatchNode
atlasIndexForChild(Sprite *sprite, int z)SpriteBatchNode
autorelease()Object
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
convertToNodeSpace(const Point &worldPoint) const Node
convertToNodeSpaceAR(const Point &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Point &nodePoint) const Nodeprotected
convertToWorldSpace(const Point &nodePoint) const Node
convertToWorldSpaceAR(const Point &nodePoint) const Node
create(const char *fileImage, int capacity=DEFAULT_CAPACITY)SpriteBatchNodestatic
cocos2d::Node::create(void)Nodestatic
createWithTexture(Texture2D *tex, int capacity=DEFAULT_CAPACITY)SpriteBatchNodestatic
description(void) const Node
detachChild(Node *child, int index, bool doCleanup)Nodeprotected
draw(void) overrideSpriteBatchNodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBlendFunc(void) const overrideSpriteBatchNodevirtual
getBoundingBox() const Nodevirtual
getCamera()Nodevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
getDescendants() const SpriteBatchNodeinline
getGLServerState() const Nodeinline
getGrid()Nodeinlinevirtual
getGrid() const Nodeinlinevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOrderOfArrival() const Nodevirtual
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeTransform() const Nodevirtual
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getRotation() const Nodevirtual
getRotationX() const Nodevirtual
getRotationY() const Nodevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram()Nodeinlinevirtual
getShaderProgram() const Nodeinlinevirtual
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getTag() const Nodevirtual
getTexture(void) const overrideSpriteBatchNodevirtual
getTextureAtlas(void)SpriteBatchNodeinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
highestAtlasIndexInChild(Sprite *sprite)SpriteBatchNode
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
increaseAtlasCapacity()SpriteBatchNode
init()SpriteBatchNodevirtual
initWithFile(const char *fileImage, int capacity)SpriteBatchNode
initWithTexture(Texture2D *tex, int capacity)SpriteBatchNode
insertChild(Node *child, int z)Nodeprotected
insertQuadFromSprite(Sprite *sprite, int index)SpriteBatchNodeprotected
INVALID_TAGNodestatic
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isVisible() const Nodevirtual
lowestAtlasIndexInChild(Sprite *sprite)SpriteBatchNode
Node(void)Node
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
Object()Object
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pauseSchedulerAndActions(void)Node
rebuildIndexInOrder(Sprite *parent, int index)SpriteBatchNode
release()Objectinline
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup) overrideSpriteBatchNodevirtual
removeAllComponents()Nodevirtual
removeAllEventListeners()Nodeprotected
removeChild(Node *child, bool cleanup) overrideSpriteBatchNodevirtual
removeChildAtIndex(int index, bool doCleanup)SpriteBatchNode
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const char *pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeSpriteFromAtlas(Sprite *sprite)SpriteBatchNode
reorderBatch(bool reorder)SpriteBatchNode
reorderChild(Node *child, int zOrder) overrideSpriteBatchNodevirtual
resumeSchedulerAndActions(void)Node
retain()Objectinline
retainCount() const Object
runAction(Action *action)Node
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Point &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSpriteBatchNodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setDirtyForAllEventListeners()Nodeprotected
setGLServerState(int serverState)Nodeinline
setGrid(GridBase *grid)Nodevirtual
setOrderOfArrival(int orderOfArrival)Nodevirtual
setParent(Node *parent)Nodevirtual
setPosition(const Point &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotationX(float rotationX)Nodevirtual
setRotationY(float rotationY)Nodevirtual
setScale(float scale)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *shaderProgram)Nodevirtual
setSkewX(float fSkewX)Nodevirtual
setSkewY(float fSkewY)Nodevirtual
setTag(int tag)Nodevirtual
setTexture(Texture2D *texture) overrideSpriteBatchNodevirtual
setTextureAtlas(TextureAtlas *textureAtlas)SpriteBatchNodeinline
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int zOrder)Nodevirtual
sortAllChildren() overrideSpriteBatchNodevirtual
SpriteBatchNode()SpriteBatchNode
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
swap(int oldIndex, int newIndex)SpriteBatchNodeprotected
transform()Node
transformAncestors()Node
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateAtlasIndex(Sprite *sprite, int *curIndex)SpriteBatchNodeprotected
updateBlendFunc()SpriteBatchNodeprotected
updateEventPriorityIndex()Nodeinlineprotected
updateQuadFromSprite(Sprite *sprite, int index)SpriteBatchNodeprotected
updateTransform()Nodevirtual
visit(void) overrideSpriteBatchNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node(void)Nodevirtual
~Object()Objectvirtual
~SpriteBatchNode()SpriteBatchNodevirtual