cocos2d-x  3.0-alpha0
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RenderTexture Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoDrawRenderTextureprotected
_autoReleaseCountObjectprotected
_cameraNodeprotected
_childrenNodeprotected
_clearColorRenderTextureprotected
_clearDepthRenderTextureprotected
_clearFlagsRenderTextureprotected
_clearStencilRenderTextureprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_depthRenderBuffferRenderTextureprotected
_eventPriorityNodeprotected
_FBORenderTextureprotected
_globalEventPriorityIndexNodeprotectedstatic
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_luaIDObject
_oldEventPriorityNodeprotected
_oldFBORenderTextureprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_pixelFormatRenderTextureprotected
_positionNodeprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_spriteRenderTextureprotected
_tagNodeprotected
_textureRenderTextureprotected
_textureCopyRenderTextureprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_UITextureImageRenderTextureprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
_ZOrderNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addChild(Node *child)Nodevirtual
addChild(Node *child, int zOrder)Nodevirtual
addChild(Node *child, int zOrder, int tag)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
autorelease()Object
begin()RenderTexture
beginWithClear(float r, float g, float b, float a)RenderTexture
beginWithClear(float r, float g, float b, float a, float depthValue)RenderTexture
beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)RenderTexture
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
clear(float r, float g, float b, float a)RenderTexture
clearDepth(float depthValue)RenderTexture
clearStencil(int stencilValue)RenderTexture
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(int w, int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)RenderTexturestatic
create(int w, int h, Texture2D::PixelFormat eFormat)RenderTexturestatic
create(int w, int h)RenderTexturestatic
cocos2d::Node::create(void)Nodestatic
description(void) const Node
detachChild(Node *child, int index, bool doCleanup)Nodeprotected
draw() overrideRenderTexturevirtual
end()RenderTexture
endToLua()RenderTextureinline
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBoundingBox() const Nodevirtual
getCamera()Nodevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getClearColor() const RenderTextureinline
getClearDepth() const RenderTextureinline
getClearFlags() const RenderTextureinline
getClearStencil() const RenderTextureinline
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
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
getSprite() const RenderTextureinline
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()Nodevirtual
initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat eFormat)RenderTexture
initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)RenderTexture
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isAutoDraw() const RenderTextureinline
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isVisible() const Nodevirtual
listenToBackground(Object *obj)RenderTexture
listenToForeground(Object *obj)RenderTexture
newCCImage(bool flipImage=true)RenderTextureinline
newImage(bool flipImage=true)RenderTexture
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
release()Objectinline
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeAllEventListeners()Nodeprotected
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const char *pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
RenderTexture()RenderTexture
reorderChild(Node *child, int zOrder)Nodevirtual
resumeSchedulerAndActions(void)Node
retain()Objectinline
retainCount() const Object
runAction(Action *action)Node
saveToFile(const char *szFilePath)RenderTexture
saveToFile(const char *name, Image::Format format)RenderTexture
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
setAutoDraw(bool isAutoDraw)RenderTextureinline
setClearColor(const Color4F &clearColor)RenderTextureinline
setClearDepth(float clearDepth)RenderTextureinline
setClearFlags(unsigned int clearFlags)RenderTextureinline
setClearStencil(int clearStencil)RenderTextureinline
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
setSprite(Sprite *sprite)RenderTextureinline
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int zOrder)Nodevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
transform()Node
transformAncestors()Node
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateEventPriorityIndex()Nodeinlineprotected
updateTransform()Nodevirtual
visit() overrideRenderTexturevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node(void)Nodevirtual
~Object()Objectvirtual
~RenderTexture()RenderTexturevirtual