cocos2d-x  3.0alpha1
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Bone Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_armatureBoneprotected
_armatureParentBoneBoneprotected
_autoReleaseCountObjectprotected
_blendTypeBoneprotected
_boneDataBoneprotected
_boneTransformDirtyBoneprotected
_cameraNodeprotected
_cascadeColorEnabledNodeRGBAprotected
_cascadeOpacityEnabledNodeRGBAprotected
_childArmatureBoneprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_dataVersionBoneprotected
_displayedColorNodeRGBAprotected
_displayedOpacityNodeRGBAprotected
_displayManagerBoneprotected
_eventDispatcherNodeprotected
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_ignoreMovementBoneDataBoneprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_luaIDObject
_nameBoneprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_parentBoneBoneprotected
_positionNodeprotected
_realColorNodeRGBAprotected
_realOpacityNodeRGBAprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_tweenBoneprotected
_tweenDataBoneprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
_worldInfoBoneprotected
_worldTransformBoneprotected
_ZOrderNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addChild(Node *child)Nodevirtual
addChild(Node *child, int zOrder)Nodevirtual
addChild(Node *child, int zOrder, int tag)Nodevirtual
addChildBone(Bone *child)Bone
addComponent(Component *pComponent)Nodevirtual
addDisplay(DisplayData *displayData, int index)Bone
addDisplay(cocos2d::Node *display, int index)Bone
applyParentTransform(Bone *parent)Boneprotected
autorelease()Object
Bone()Bone
boundingBox() const Nodeinlinevirtual
changeDisplayByIndex(int index, bool force)Bone
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()Bonestatic
create(const char *name)Bonestatic
description(void) const Node
detachChild(Node *child, long index, bool doCleanup)Nodeprotected
draw()Nodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getArmature() const Bonevirtual
getBlendType() const Boneinlinevirtual
getBoneData() const Bonevirtual
getBoundingBox() const Nodevirtual
getCamera()Nodevirtual
getChildArmature() const Bonevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getColliderBodyList()Bonevirtual
getColliderFilter()Bonevirtual
getColor(void) const overrideNodeRGBAvirtual
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
getDisplayedColor() const overrideNodeRGBAvirtual
getDisplayedOpacity() const overrideNodeRGBAvirtual
getDisplayManager() const Boneinlinevirtual
getDisplayRenderNode()Bone
getDisplayRenderNodeType()Bone
getEventDispatcher() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getGrid()Nodeinlinevirtual
getGrid() const Nodeinlinevirtual
getIgnoreMovementBoneData() const Boneinlinevirtual
getName() const Boneinlinevirtual
getNodeToArmatureTransform() const Bonevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldTransform() const overrideBonevirtual
getNumberOfRunningActions() const Node
getOpacity() const overrideNodeRGBAvirtual
getOrderOfArrival() const Nodevirtual
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentBone()Bone
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
getTween()Bone
getTweenData() const Boneinlinevirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldInfo() const Boneinlinevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init() overrideBonevirtual
init(const char *name)Bonevirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const overrideNodeRGBAvirtual
isCascadeOpacityEnabled() const overrideNodeRGBAvirtual
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isIgnoreMovementBoneData() const Boneinlinevirtual
isOpacityModifyRGB() const overrideNodeRGBAinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isTransformDirty()Boneinlinevirtual
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
release()Objectinline
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildBone(Bone *bone, bool recursion)Bone
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const char *pName)Nodevirtual
removeDisplay(int index)Bone
removeFromParent(bool recursion)Bone
cocos2d::NodeRGBA::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)Nodevirtual
setArmature(Armature *armature)Bonevirtual
setBlendType(BlendType type)Boneinlinevirtual
setBoneData(BoneData *boneData)Bonevirtual
setCascadeColorEnabled(bool cascadeColorEnabled) overrideNodeRGBAvirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) overrideNodeRGBAvirtual
setChildArmature(Armature *childArmature)Bonevirtual
setColliderFilter(ColliderFilter *filter)Bonevirtual
setColor(const cocos2d::Color3B &color) overrideBonevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGLServerState(int serverState)Nodeinline
setGrid(GridBase *grid)Nodevirtual
setIgnoreMovementBoneData(bool ignore)Boneinlinevirtual
setName(const std::string &name)Boneinlinevirtual
setOpacity(GLubyte opacity) overrideBonevirtual
setOpacityModifyRGB(bool bValue) overrideNodeRGBAinlinevirtual
setOrderOfArrival(int orderOfArrival)Nodevirtual
setParent(Node *parent)Nodevirtual
setParentBone(Bone *parent)Bone
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
setTag(int tag)Nodevirtual
setTransformDirty(bool dirty)Boneinlinevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int zOrder) overrideBonevirtual
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) overrideBonevirtual
updateColor()Bone
updateDisplayedColor(const cocos2d::Color3B &parentColor) overrideBonevirtual
updateDisplayedOpacity(GLubyte parentOpacity) overrideBonevirtual
updateTransform()Nodevirtual
updateZOrder()Bone
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Bone(void)Bonevirtual
~Node(void)Nodevirtual
~NodeRGBA()NodeRGBAvirtual
~Object()Objectvirtual
~RGBAProtocol()RGBAProtocolinlinevirtual