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ProgressTimer Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoReleaseCountObjectprotected
_barChangeRateProgressTimerprotected
_cameraNodeprotected
_cascadeColorEnabledNodeRGBAprotected
_cascadeOpacityEnabledNodeRGBAprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_displayedColorNodeRGBAprotected
_displayedOpacityNodeRGBAprotected
_eventDispatcherNodeprotected
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_luaIDObject
_midpointProgressTimerprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_percentageProgressTimerprotected
_positionNodeprotected
_realColorNodeRGBAprotected
_realOpacityNodeRGBAprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_reverseDirectionProgressTimerprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_spriteProgressTimerprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_typeProgressTimerprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexDataProgressTimerprotected
_vertexDataCountProgressTimerprotected
_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
boundaryTexCoord(char index)ProgressTimerprotected
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(Sprite *sp)ProgressTimerstatic
cocos2d::NodeRGBA::create(void)Nodestatic
description(void) const Node
detachChild(Node *child, long index, bool doCleanup)Nodeprotected
draw(void) overrideProgressTimervirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBarChangeRate() const ProgressTimerinline
getBoundingBox() const Nodevirtual
getCamera()Nodevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getColor() const overrideProgressTimervirtual
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
getDisplayedColor() const overrideNodeRGBAvirtual
getDisplayedOpacity() const overrideNodeRGBAvirtual
getEventDispatcher() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getGrid()Nodeinlinevirtual
getGrid() const Nodeinlinevirtual
getMidpoint() const ProgressTimer
getNodeToParentTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOpacity() const overrideProgressTimervirtual
getOrderOfArrival() const Nodevirtual
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeTransform() const Nodevirtual
getPercentage() const ProgressTimerinline
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 ProgressTimerinline
getTag() const Nodevirtual
getType() const ProgressTimerinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()NodeRGBAvirtual
initWithSprite(Sprite *sp)ProgressTimer
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const overrideNodeRGBAvirtual
isCascadeOpacityEnabled() const overrideNodeRGBAvirtual
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const overrideNodeRGBAinlinevirtual
isReverseDirection()ProgressTimerinline
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isVisible() const Nodevirtual
Node(void)Node
NodeRGBA()NodeRGBA
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
Object()Object
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
ProgressTimer()ProgressTimer
release()Objectinline
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
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
reorderChild(Node *child, int zOrder)Nodevirtual
resume(void)Node
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) overrideProgressTimervirtual
setBarChangeRate(const Point &barChangeRate)ProgressTimerinline
setCascadeColorEnabled(bool cascadeColorEnabled) overrideNodeRGBAvirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) overrideNodeRGBAvirtual
setColor(const Color3B &color) overrideProgressTimervirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGLServerState(int serverState)Nodeinline
setGrid(GridBase *grid)Nodevirtual
setMidpoint(const Point &point)ProgressTimer
setOpacity(GLubyte opacity) overrideProgressTimervirtual
setOpacityModifyRGB(bool bValue) overrideNodeRGBAinlinevirtual
setOrderOfArrival(int orderOfArrival)Nodevirtual
setParent(Node *parent)Nodevirtual
setPercentage(float fPercentage)ProgressTimer
setPosition(const Point &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setReverseDirection(bool value)ProgressTimerinline
setReverseProgress(bool reverse)ProgressTimer
setRotation(float rotation)Nodevirtual
setRotationX(float rotationX)Nodevirtual
setRotationY(float rotationY)Nodevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)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 *pSprite)ProgressTimer
setTag(int tag)Nodevirtual
setType(Type type)ProgressTimer
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
textureCoordFromAlphaPoint(Point alpha)ProgressTimerprotected
transform()Node
transformAncestors()Node
Type enum nameProgressTimer
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateBar(void)ProgressTimerprotected
updateColor(void)ProgressTimerprotected
updateDisplayedColor(const Color3B &parentColor) overrideNodeRGBAvirtual
updateDisplayedOpacity(GLubyte parentOpacity) overrideNodeRGBAvirtual
updateProgress(void)ProgressTimerprotected
updateRadial(void)ProgressTimerprotected
updateTransform()Nodevirtual
vertexFromAlphaPoint(Point alpha)ProgressTimerprotected
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node(void)Nodevirtual
~NodeRGBA()NodeRGBAvirtual
~Object()Objectvirtual
~ProgressTimer()ProgressTimervirtual
~RGBAProtocol()RGBAProtocolinlinevirtual