cocos2d-x  3.0-beta2
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Sprite Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_atlasIndexSpriteprotected
_batchNodeSpriteprotected
_blendFuncSpriteprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_dirtySpriteprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_eventDispatcherNodeprotected
_flippedXSpriteprotected
_flippedYSpriteprotected
_globalZOrderNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_localZOrderNodeprotected
_luaIDObject
_modelViewTransformNodeprotected
_offsetPositionSpriteprotected
_opacityModifyRGBSpriteprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_physicsBodyNodeprotected
_positionNodeprotected
_quadSpriteprotected
_quadCommandSpriteprotected
_realColorNodeprotected
_realOpacityNodeprotected
_rectSpriteprotected
_rectRotatedSpriteprotected
_recursiveDirtySpriteprotected
_referenceCountObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_shouldBeHiddenSpriteprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_textureSpriteprotected
_textureAtlasSpriteprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformToBatchSpriteprotected
_unflippedOffsetPositionFromCenterSpriteprotected
_updateScriptHandlerNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addChild(Node *child, int zOrder, int tag) overrideSpritevirtual
cocos2d::Node::addChild(Node *child)Nodevirtual
cocos2d::Node::addChild(Node *child, int localZOrder)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
autorelease()Object
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()Spritestatic
create(const std::string &filename)Spritestatic
create(const std::string &filename, const Rect &rect)Spritestatic
createWithSpriteFrame(SpriteFrame *pSpriteFrame)Spritestatic
createWithSpriteFrameName(const std::string &spriteFrameName)Spritestatic
createWithTexture(Texture2D *texture)Spritestatic
createWithTexture(Texture2D *texture, const Rect &rect, bool rotated=false)Spritestatic
culling() const Spriteprotected
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
displayFrame() const Spriteinlinevirtual
draw(void) overrideSpritevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAtlasIndex(void) const Spriteinline
getBatchNode(void)Spritevirtual
getBlendFunc() const overrideSpriteinlinevirtual
getBoundingBox() const Nodevirtual
getChildByTag(int tag)Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor(void) const Nodevirtual
getComponent(const std::string &pName)Node
getContentSize() const Nodevirtual
getDescription() const overrideSpritevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getDisplayFrame() const Spriteinlinevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getLocalZOrder() const Nodeinlinevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOffsetPosition(void) const Spriteinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Node
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getQuad(void) const Spriteinline
getReferenceCount() const Object
getRotation() const Nodevirtual
getRotationX() const Nodevirtual
getRotationY() const Nodevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScene()Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram()Nodeinlinevirtual
getShaderProgram() const Nodeinlinevirtual
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSpriteFrame() const Spritevirtual
getTag() const Nodevirtual
getTexture() const overrideSpritevirtual
getTextureAtlas(void)Spriteinline
getTextureRect(void)Spriteinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool value) overrideSpritevirtual
INDEX_NOT_INITIALIZEDSpritestatic
init(void)Spriteprotectedvirtual
initWithFile(const std::string &filename)Spriteprotectedvirtual
initWithFile(const std::string &filename, const Rect &rect)Spriteprotectedvirtual
initWithSpriteFrame(SpriteFrame *pSpriteFrame)Spriteprotectedvirtual
initWithSpriteFrameName(const std::string &spriteFrameName)Spriteprotectedvirtual
initWithTexture(Texture2D *texture)Spriteprotectedvirtual
initWithTexture(Texture2D *texture, const Rect &rect)Spriteprotectedvirtual
initWithTexture(Texture2D *texture, const Rect &rect, bool rotated)Spriteprotectedvirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isDirty(void) const Spriteinlinevirtual
isEqual(const Object *object)Objectvirtual
isFlippedX(void) const Sprite
isFlippedY(void) const Sprite
isFlipX()Spriteinline
isFlipY()Spriteinline
isFrameDisplayed(SpriteFrame *pFrame) const Spritevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB(void) const overrideSpritevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isTextureRectRotated(void) const Spriteinline
isVisible() const Nodevirtual
Node()Nodeprotected
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()Object
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup) overrideSpritevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup) overrideSpritevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
reorderChild(Node *child, int zOrder) overrideSpritevirtual
resume(void)Node
resumeSchedulerAndActions(void)Node
retain()Objectinline
retainCount() const Objectinline
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
setAdditionalTransform(const kmMat4 &additionalTransform)Node
setAnchorPoint(const Point &anchor) overrideSpritevirtual
setAtlasIndex(ssize_t atlasIndex)Spriteinline
setBatchNode(SpriteBatchNode *spriteBatchNode)Spritevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSpriteinlinevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setDirty(bool bDirty)Spriteinlinevirtual
setDirtyRecursively(bool bValue)Spriteprotectedvirtual
setDisplayFrame(SpriteFrame *newFrame)Spriteinlinevirtual
setDisplayFrameWithAnimationName(const std::string &animationName, ssize_t frameIndex)Spritevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setFlippedX(bool flippedX)Sprite
setFlippedY(bool flippedY)Sprite
setFlipX(bool flippedX)Spriteinline
setFlipY(bool flippedY)Spriteinline
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLServerState(int serverState)Nodeinline
setLocalZOrder(int localZOrder)Nodevirtual
setNodeToParentTransform(const kmMat4 &transform)Nodevirtual
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool modify) overrideSpritevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Point &pos) overrideSpritevirtual
setPosition(float x, float y) overrideSpritevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setReorderChildDirtyRecursively(void)Spriteprotectedvirtual
setRotation(float rotation) overrideSpritevirtual
setRotationX(float rotationX) overrideSpritevirtual
setRotationY(float rotationY) overrideSpritevirtual
setScale(float scaleX, float scaleY) overrideSpritevirtual
setScale(float scale) overrideSpritevirtual
setScaleX(float scaleX) overrideSpritevirtual
setScaleY(float scaleY) overrideSpritevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *shaderProgram)Nodevirtual
setSkewX(float sx) overrideSpritevirtual
setSkewY(float sy) overrideSpritevirtual
setSpriteFrame(const std::string &spriteFrameName)Spritevirtual
setSpriteFrame(SpriteFrame *newFrame)Spritevirtual
setTag(int tag)Nodevirtual
setTexture(const std::string &filename)Spritevirtual
setTexture(Texture2D *texture) overrideSpritevirtual
setTextureAtlas(TextureAtlas *pobTextureAtlas)Spriteinline
setTextureCoords(Rect rect)Spriteprotectedvirtual
setTextureRect(const Rect &rect)Spritevirtual
setTextureRect(const Rect &rect, bool rotated, const Size &untrimmedSize)Spritevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexRect(const Rect &rect)Spritevirtual
setVertexZ(float vertexZ) overrideSpritevirtual
setVisible(bool bVisible) overrideSpritevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren() overrideSpritevirtual
Sprite(void)Spriteprotected
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
updateBlendFunc(void)Spriteprotectedvirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor(void)Spriteprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsTransform()Nodevirtual
updateQuadVertices()Spritevirtual
updateTransform(void)Spritevirtual
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~BlendProtocol()BlendProtocolinlinevirtual
~Node()Nodeprotectedvirtual
~Object()Objectvirtual
~Sprite(void)Spriteprotectedvirtual
~TextureProtocol()TextureProtocolinlinevirtual