_actionManager | Node | protected |
_additionalTransform | Node | mutableprotected |
_additionalTransformDirty | Node | mutableprotected |
_anchorPoint | Node | protected |
_anchorPointInPoints | Node | protected |
_autoReleaseCount | Object | protected |
_camera | Node | protected |
_children | Node | protected |
_componentContainer | Node | protected |
_contentSize | Node | protected |
_duration | TransitionScene | protected |
_eventDispatcher | Node | protected |
_from | TransitionProgress | protected |
_grid | Node | protected |
_ID | Object | |
_ignoreAnchorPointForPosition | Node | protected |
_inScene | TransitionScene | protected |
_inverse | Node | mutableprotected |
_inverseDirty | Node | mutableprotected |
_isInSceneOnTop | TransitionScene | protected |
_isSendCleanupToScene | TransitionScene | protected |
_isTransitionFinished | Node | protected |
_luaID | Object | |
_orderOfArrival | Node | protected |
_outScene | TransitionScene | protected |
_parent | Node | protected |
_position | Node | protected |
_reference | Object | protected |
_reorderChildDirty | Node | protected |
_rotationX | Node | protected |
_rotationY | Node | protected |
_running | Node | protected |
_scaleX | Node | protected |
_scaleY | Node | protected |
_sceneToBeModified | TransitionProgress | protected |
_scheduler | Node | protected |
_scriptHandler | Node | protected |
_scriptType | Node | protected |
_setZOrder(int z) | Node | virtual |
_shaderProgram | Node | protected |
_skewX | Node | protected |
_skewY | Node | protected |
_tag | Node | protected |
_to | TransitionProgress | protected |
_transform | Node | mutableprotected |
_transformDirty | Node | mutableprotected |
_updateScriptHandler | Node | protected |
_userData | Node | protected |
_userObject | Node | protected |
_vertexZ | Node | protected |
_visible | Node | protected |
_ZOrder | Node | protected |
acceptVisitor(DataVisitor &visitor) | Object | virtual |
addChild(Node *child) | Node | virtual |
addChild(Node *child, int zOrder) | Node | virtual |
addChild(Node *child, int zOrder, int tag) | Node | virtual |
addComponent(Component *pComponent) | Node | virtual |
autorelease() | Object | |
boundingBox() const | Node | inlinevirtual |
childrenAlloc(void) | Node | protected |
cleanup() override | TransitionScene | virtual |
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 | Node | protected |
convertToWorldSpace(const Point &nodePoint) const | Node | |
convertToWorldSpaceAR(const Point &nodePoint) const | Node | |
create(float t, Scene *scene) | TransitionProgressRadialCCW | static |
cocos2d::Scene::create() | Scene | static |
description(void) const | Node | |
detachChild(Node *child, long index, bool doCleanup) | Node | protected |
draw() override | TransitionScene | virtual |
finish(void) | TransitionScene | |
getActionByTag(int tag) | Node | |
getActionManager() | Node | inlinevirtual |
getActionManager() const | Node | inlinevirtual |
getAnchorPoint() const | Node | virtual |
getAnchorPointInPoints() const | Node | virtual |
getBoundingBox() const | Node | virtual |
getCamera() | Node | virtual |
getChildByTag(int tag) | Node | |
getChildren() | Node | inlinevirtual |
getChildren() const | Node | inlinevirtual |
getChildrenCount() const | Node | |
getComponent(const char *pName) | Node | |
getContentSize() const | Node | virtual |
getEventDispatcher() const | Node | inlinevirtual |
getGLServerState() const | Node | inline |
getGrid() | Node | inlinevirtual |
getGrid() const | Node | inlinevirtual |
getNodeToParentTransform() const | Node | virtual |
getNodeToWorldTransform() const | Node | virtual |
getNumberOfRunningActions() const | Node | |
getOrderOfArrival() const | Node | virtual |
getParent() | Node | inlinevirtual |
getParent() const | Node | inlinevirtual |
getParentToNodeTransform() const | Node | virtual |
getPosition() const | Node | virtual |
getPosition(float *x, float *y) const | Node | virtual |
getPositionX(void) const | Node | virtual |
getPositionY(void) const | Node | virtual |
getRotation() const | Node | virtual |
getRotationX() const | Node | virtual |
getRotationY() const | Node | virtual |
getScale() const | Node | virtual |
getScaleX() const | Node | virtual |
getScaleY() const | Node | virtual |
getScheduler() | Node | inlinevirtual |
getScheduler() const | Node | inlinevirtual |
getShaderProgram() | Node | inlinevirtual |
getShaderProgram() const | Node | inlinevirtual |
getSkewX() const | Node | virtual |
getSkewY() const | Node | virtual |
getTag() const | Node | virtual |
getUserData() | Node | inlinevirtual |
getUserData() const | Node | inlinevirtual |
getUserObject() | Node | inlinevirtual |
getUserObject() const | Node | inlinevirtual |
getVertexZ() const | Node | virtual |
getWorldToNodeTransform() const | Node | virtual |
getZOrder() const | Node | virtual |
hideOutShowIn(void) | TransitionScene | |
ignoreAnchorPointForPosition(bool ignore) | Node | virtual |
init() | Scene | virtual |
initWithDuration(float t, Scene *scene) | TransitionScene | |
insertChild(Node *child, int z) | Node | protected |
INVALID_TAG | Node | static |
isEqual(const Object *object) | Object | virtual |
isIgnoreAnchorPointForPosition() const | Node | virtual |
isRunning() const | Node | virtual |
isScheduled(SEL_SCHEDULE selector) | Node | |
isSingleReference() const | Object | |
isVisible() const | Node | virtual |
cocos2d::Node::Node(void) | Node | |
nodeToParentTransform() const | Node | inlinevirtual |
nodeToWorldTransform() const | Node | inlinevirtual |
numberOfRunningActions() const | Node | inline |
Object() | Object | |
onEnter() override | TransitionProgress | virtual |
onEnterTransitionDidFinish() | Node | virtual |
onExit() override | TransitionProgress | virtual |
onExitTransitionDidStart() | Node | virtual |
Orientation enum name | TransitionScene | |
parentToNodeTransform() const | Node | inlinevirtual |
pause(void) | Node | |
pauseSchedulerAndActions(void) | Node | |
progressTimerNodeWithRenderTexture(RenderTexture *texture) override | TransitionProgressRadialCCW | protectedvirtual |
release() | Object | inline |
removeAllChildren() | Node | virtual |
removeAllChildrenWithCleanup(bool cleanup) | Node | virtual |
removeAllComponents() | Node | virtual |
removeChild(Node *child, bool cleanup=true) | Node | virtual |
removeChildByTag(int tag, bool cleanup=true) | Node | virtual |
removeComponent(const char *pName) | Node | virtual |
removeFromParent() | Node | virtual |
removeFromParentAndCleanup(bool cleanup) | Node | virtual |
reorderChild(Node *child, int zOrder) | Node | virtual |
resume(void) | Node | |
resumeSchedulerAndActions(void) | Node | |
retain() | Object | inline |
retainCount() const | Object | |
runAction(Action *action) | Node | |
Scene() | Scene | |
sceneOrder() override | TransitionProgress | protectedvirtual |
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) | Node | virtual |
setAdditionalTransform(const AffineTransform &additionalTransform) | Node | |
setAnchorPoint(const Point &anchorPoint) | Node | virtual |
setContentSize(const Size &contentSize) | Node | virtual |
setEventDispatcher(EventDispatcher *dispatcher) | Node | virtual |
setGLServerState(int serverState) | Node | inline |
setGrid(GridBase *grid) | Node | virtual |
setOrderOfArrival(int orderOfArrival) | Node | virtual |
setParent(Node *parent) | Node | virtual |
setPosition(const Point &position) | Node | virtual |
setPosition(float x, float y) | Node | virtual |
setPositionX(float x) | Node | virtual |
setPositionY(float y) | Node | virtual |
setRotation(float rotation) | Node | virtual |
setRotationX(float rotationX) | Node | virtual |
setRotationY(float rotationY) | Node | virtual |
setScale(float scale) | Node | virtual |
setScale(float scaleX, float scaleY) | Node | virtual |
setScaleX(float scaleX) | Node | virtual |
setScaleY(float scaleY) | Node | virtual |
setScheduler(Scheduler *scheduler) | Node | virtual |
setShaderProgram(GLProgram *shaderProgram) | Node | virtual |
setSkewX(float fSkewX) | Node | virtual |
setSkewY(float fSkewY) | Node | virtual |
setTag(int tag) | Node | virtual |
setupTransition() | TransitionProgress | protectedvirtual |
setUserData(void *userData) | Node | virtual |
setUserObject(Object *userObject) | Node | virtual |
setVertexZ(float vertexZ) | Node | virtual |
setVisible(bool visible) | Node | virtual |
setZOrder(int zOrder) | Node | virtual |
sortAllChildren() | Node | virtual |
stopAction(Action *action) | Node | |
stopActionByTag(int tag) | Node | |
stopAllActions() | Node | |
transform() | Node | |
transformAncestors() | Node | |
TransitionProgress() | TransitionProgress | |
TransitionScene() | TransitionScene | |
unschedule(SEL_SCHEDULE selector) | Node | |
unscheduleAllSelectors(void) | Node | |
unscheduleUpdate(void) | Node | |
update(float delta) | Node | virtual |
updateTransform() | Node | virtual |
visit() | Node | virtual |
worldToNodeTransform() const | Node | inlinevirtual |
~Node(void) | Node | virtual |
~Object() | Object | virtual |
~Scene() | Scene | virtual |
~TransitionScene() | TransitionScene | virtual |