cocos2d-x  3.0-rc0
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Bone Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_armatureBoneprotected
_armatureParentBoneBoneprotected
_blendDirtyBoneprotected
_blendFuncBoneprotected
_boneDataBoneprotected
_boneTransformDirtyBoneprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childArmatureBoneprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_dataVersionBoneprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_displayManagerBoneprotected
_eventDispatcherNodeprotected
_globalZOrderNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_ignoreMovementBoneDataBoneprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameBoneprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_parentBoneBoneprotected
_physicsBodyNodeprotected
_positionNodeprotected
_positionZNodeprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformUpdatedNodeprotected
_tweenBoneprotected
_tweenDataBoneprotected
_updateScriptHandlerNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_visibleNodeprotected
_worldInfoBoneprotected
_worldTransformBoneprotected
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, 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()Ref
Bone()Bone
boundingBox() const Nodeinlinevirtual
changeDisplayByIndex(int index, bool force)Bone
changeDisplayByName(const std::string &name, bool force)Bone
changeDisplayWithIndex(int index, bool force)Bone
changeDisplayWithName(const std::string &name, 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 std::string &name)Bonestatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)Nodevirtual
draw() finalNodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getArmature() const Bonevirtual
getBlendFunc(void)Boneinlinevirtual
getBoneData() const Bonevirtual
getBoundingBox() const Nodevirtual
getChildArmature() const Bonevirtual
getChildByTag(int tag)Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColliderDetector() const Bonevirtual
getColor(void) const Nodevirtual
getComponent(const std::string &pName)Node
getContentSize() const Nodevirtual
getDescription() const Nodevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getDisplayManager() const Boneinlinevirtual
getDisplayRenderNode()Bone
getDisplayRenderNodeType()Bone
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getIgnoreMovementBoneData() const Boneinlinevirtual
getLocalZOrder() const Nodeinlinevirtual
getName() const Boneinlinevirtual
getNodeToArmatureTransform() const Bonevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const overrideBonevirtual
getNumberOfRunningActions() const Node
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentBone()Bone
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Node
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene()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 Nodeinlinevirtual
getWorldInfo() const Boneinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init() overrideBonevirtual
init(const std::string &name)Bonevirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isBlendDirty(void)Boneinlinevirtual
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isIgnoreMovementBoneData() const Boneinlinevirtual
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isTransformDirty()Boneinlinevirtual
isVisible() const Nodevirtual
Node()Nodeprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
Ref()Refprotected
release()Ref
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 std::string &pName)Nodevirtual
removeDisplay(int index)Bone
removeFromParent(bool recursion)Bone
cocos2d::Node::removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Node
resumeSchedulerAndActions(void)Node
retain()Ref
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(kmMat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Point &anchorPoint)Nodevirtual
setArmature(Armature *armature)Bonevirtual
setBlendDirty(bool dirty)Boneinlinevirtual
setBlendFunc(const cocos2d::BlendFunc &blendFunc)Bonevirtual
setBoneData(BoneData *boneData)Bonevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setChildArmature(Armature *childArmature)Bonevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLServerState(int serverState)Nodeinline
setIgnoreMovementBoneData(bool ignore)Boneinlinevirtual
setLocalZOrder(int zOrder) overrideBonevirtual
setName(const std::string &name)Boneinlinevirtual
setNodeToParentTransform(const kmMat4 &transform)Nodevirtual
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool bValue)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setParentBone(Bone *parent)Bone
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Point &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vertex3F &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vertex3F &rotation)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *shaderProgram)Nodevirtual
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setTransformDirty(bool dirty)Boneinlinevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
transform(const kmMat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta) overrideBonevirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor() overrideBonevirtual
updateDisplayedColor(const cocos2d::Color3B &parentColor) overrideBonevirtual
updateDisplayedOpacity(GLubyte parentOpacity) overrideBonevirtual
updateTransform()Nodevirtual
updateZOrder()Bone
visit(Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Bone(void)Bonevirtual
~Node()Nodeprotectedvirtual
~Ref()Refvirtual