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LayerColor Member List

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

_accelerationListenerLayerprotected
_accelerometerEnabledLayerprotected
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoReleaseCountObjectprotected
_blendFuncLayerColorprotected
_cameraNodeprotected
_cascadeColorEnabledLayerRGBAprotected
_cascadeOpacityEnabledLayerRGBAprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_displayedColorLayerRGBAprotected
_displayedOpacityLayerRGBAprotected
_eventDispatcherNodeprotected
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_keyboardEnabledLayerprotected
_keyboardListenerLayerprotected
_luaIDObject
_orderOfArrivalNodeprotected
_parentNodeprotected
_positionNodeprotected
_realColorLayerRGBAprotected
_realOpacityLayerRGBAprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_squareColorsLayerColorprotected
_squareVerticesLayerColorprotected
_tagNodeprotected
_touchEnabledLayerprotected
_touchListenerLayerprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_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
boundingBox() const Nodeinlinevirtual
ccTouchBegan(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchCancelled(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchEnded(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchesBegan(Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesCancelled(Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesEnded(Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesMoved(Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchMoved(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
changeHeight(GLfloat h)LayerColor
changeWidth(GLfloat w)LayerColor
changeWidthAndHeight(GLfloat w, GLfloat h)LayerColor
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()LayerColorstatic
create(const Color4B &color, GLfloat width, GLfloat height)LayerColorstatic
create(const Color4B &color)LayerColorstatic
CREATE_FUNC(LayerRGBA)LayerRGBA
description(void) const Node
detachChild(Node *child, long index, bool doCleanup)Nodeprotected
didAccelerate(Acceleration *accelerationValue) finalLayerinlinevirtual
draw() overrideLayerColorvirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBlendFunc() const overrideLayerColorvirtual
getBoundingBox() const Nodevirtual
getCamera()Nodevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getColor() const overrideLayerRGBAvirtual
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
getDisplayedColor() const overrideLayerRGBAvirtual
getDisplayedOpacity() const overrideLayerRGBAvirtual
getEventDispatcher() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getGrid()Nodeinlinevirtual
getGrid() const Nodeinlinevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOpacity() const overrideLayerRGBAvirtual
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
getTouchMode() const Layervirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()LayerColorvirtual
initWithColor(const Color4B &color, GLfloat width, GLfloat height)LayerColor
initWithColor(const Color4B &color)LayerColor
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isAccelerometerEnabled() const Layervirtual
isCascadeColorEnabled() const overrideLayerRGBAvirtual
isCascadeOpacityEnabled() const overrideLayerRGBAvirtual
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isKeyboardEnabled() const Layervirtual
isKeypadEnabled() const finalLayerinlinevirtual
isOpacityModifyRGB() const overrideLayerRGBAinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isSwallowsTouches() const Layervirtual
isTouchEnabled() const Layer
isVisible() const Nodevirtual
keyBackClicked() finalLayerinlinevirtual
keyMenuClicked() finalLayerinlinevirtual
keyPressed(int keyCode) finalLayerinlinevirtual
keyReleased(int keyCode) finalLayerinlinevirtual
Layer()Layer
LayerColor()LayerColor
LayerRGBA()LayerRGBA
Node(void)Node
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
Object()Object
onAcceleration(Acceleration *acc, Event *unused_event)Layervirtual
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
onKeyPressed(EventKeyboard::KeyCode keyCode, Event *event)Layervirtual
onKeyReleased(EventKeyboard::KeyCode keyCode, Event *event)Layervirtual
onTouchBegan(Touch *touch, Event *unused_event)Layervirtual
onTouchCancelled(Touch *touch, Event *unused_event)Layervirtual
onTouchEnded(Touch *touch, Event *unused_event)Layervirtual
onTouchesBegan(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesCancelled(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesEnded(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesMoved(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchMoved(Touch *touch, Event *unused_event)Layervirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
registerWithTouchDispatcher() finalLayerinlinevirtual
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
setAccelerometerEnabled(bool value)Layervirtual
setAccelerometerInterval(double interval)Layervirtual
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Point &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideLayerColorvirtual
setCascadeColorEnabled(bool cascadeColorEnabled) overrideLayerRGBAvirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) overrideLayerRGBAvirtual
setColor(const Color3B &color) overrideLayerColorvirtual
setContentSize(const Size &var) overrideLayerColorvirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGLServerState(int serverState)Nodeinline
setGrid(GridBase *grid)Nodevirtual
setKeyboardEnabled(bool value)Layervirtual
setKeypadEnabled(bool value)Layervirtual
setOpacity(GLubyte opacity) overrideLayerColorvirtual
setOpacityModifyRGB(bool bValue) overrideLayerRGBAinlinevirtual
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
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
setSwallowsTouches(bool swallowsTouches)Layervirtual
setTag(int tag)Nodevirtual
setTouchEnabled(bool value)Layer
setTouchMode(Touch::DispatchMode mode)Layervirtual
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
updateColor()LayerColorprotectedvirtual
updateDisplayedColor(const Color3B &parentColor) overrideLayerRGBAvirtual
updateDisplayedOpacity(GLubyte parentOpacity) overrideLayerRGBAvirtual
updateTransform()Nodevirtual
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~BlendProtocol()BlendProtocolinlinevirtual
~Layer()Layervirtual
~LayerColor()LayerColorvirtual
~LayerRGBA()LayerRGBAvirtual
~Node(void)Nodevirtual
~Object()Objectvirtual
~RGBAProtocol()RGBAProtocolinlinevirtual