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| TransitionSceneOriented () |
virtual | ~TransitionSceneOriented () |
bool | initWithDuration (float t, Scene *scene, Orientation orientation) |
| initializes a transition with duration and incoming scene More...
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| TransitionScene () |
| TransitionScene () |
| TransitionScene () |
virtual | ~TransitionScene () |
var | ~TransitionScene () |
local | ~TransitionScene () |
bool | initWithDuration (float t, Scene *scene) |
| initializes a transition with duration and incoming scene More...
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var | initWithDuration ( var t, var scene) |
| initializes a transition with duration and incoming scene More...
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local | initWithDuration ( local t, local scene) |
| initializes a transition with duration and incoming scene More...
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virtual void | sceneOrder () |
void | setNewScene (float dt) |
var | setNewScene ( var dt) |
local | setNewScene ( local dt) |
| Scene () |
| Scene () |
| Scene () |
virtual | ~Scene () |
var | ~Scene () |
local | ~Scene () |
virtual bool | init () override |
local | init () |
bool | initWithPhysics () |
var | initWithPhysics () |
local | initWithPhysics () |
void | addChildToPhysicsWorld (Node *child) |
var | addChildToPhysicsWorld ( var child) |
local | addChildToPhysicsWorld ( local child) |
| Node () |
| Node () |
| Node () |
virtual | ~Node () |
local | ~Node () |
void | childrenAlloc (void) |
| lazy allocs More...
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var | childrenAlloc () |
| lazy allocs More...
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local | childrenAlloc () |
| lazy allocs More...
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void | insertChild (Node *child, int z) |
| helper that reorder a child More...
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var | insertChild ( var child, var z) |
| helper that reorder a child More...
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local | insertChild ( local child, local z) |
| helper that reorder a child More...
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void | detachChild (Node *child, ssize_t index, bool doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
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var | detachChild ( var child, var index, var doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
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local | detachChild ( local child, local index, local doCleanup) |
| Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
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Point | convertToWindowSpace (const Point &nodePoint) const |
| Convert cocos2d coordinates to UI windows coordinate. More...
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var | convertToWindowSpace ( var nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More...
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local | convertToWindowSpace ( local nodePoint) |
| Convert cocos2d coordinates to UI windows coordinate. More...
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kmMat4 | transform (const kmMat4 &parentTransform) |
virtual void | updateCascadeOpacity () |
var | updateCascadeOpacity () |
local | updateCascadeOpacity () |
virtual void | disableCascadeOpacity () |
var | disableCascadeOpacity () |
local | disableCascadeOpacity () |
virtual void | updateCascadeColor () |
var | updateCascadeColor () |
local | updateCascadeColor () |
virtual void | disableCascadeColor () |
virtual void | updateColor () |
var | updateColor () |
local | updateColor () |
| Ref () |
| Constructor. More...
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| Ref () |
| Constructor. More...
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Orientation | _orientation |
Scene * | _inScene |
Scene * | _outScene |
var | _outScene |
local | _outScene |
float | _duration |
var | _duration |
local | _duration |
bool | _isInSceneOnTop |
var | _isInSceneOnTop |
local | _isInSceneOnTop |
bool | _isSendCleanupToScene |
var | _isSendCleanupToScene |
local | _isSendCleanupToScene |
PhysicsWorld * | _physicsWorld |
local | _physicsWorld |
float | _rotationX |
| rotation on the X-axis More...
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float | _rotationY |
| rotation on the Y-axis More...
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var | _rotationY |
| rotation on the Y-axis More...
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local | _rotationY |
| rotation on the Y-axis More...
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float | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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var | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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local | _rotationZ_X |
| rotation angle on Z-axis, component X More...
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float | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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var | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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local | _rotationZ_Y |
| rotation angle on Z-axis, component Y More...
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float | _scaleX |
| scaling factor on x-axis More...
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var | _scaleX |
| scaling factor on x-axis More...
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local | _scaleX |
| scaling factor on x-axis More...
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float | _scaleY |
| scaling factor on y-axis More...
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var | _scaleY |
| scaling factor on y-axis More...
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local | _scaleY |
| scaling factor on y-axis More...
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float | _scaleZ |
| scaling factor on z-axis More...
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var | _scaleZ |
| scaling factor on z-axis More...
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local | _scaleZ |
| scaling factor on z-axis More...
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Point | _position |
| position of the node More...
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var | _position |
| position of the node More...
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local | _position |
| position of the node More...
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float | _positionZ |
| OpenGL real Z position. More...
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var | _positionZ |
| OpenGL real Z position. More...
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local | _positionZ |
| OpenGL real Z position. More...
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float | _skewX |
| skew angle on x-axis More...
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var | _skewX |
| skew angle on x-axis More...
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local | _skewX |
| skew angle on x-axis More...
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float | _skewY |
| skew angle on y-axis More...
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var | _skewY |
| skew angle on y-axis More...
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local | _skewY |
| skew angle on y-axis More...
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Point | _anchorPointInPoints |
| anchor point in points More...
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var | _anchorPointInPoints |
| anchor point in points More...
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local | _anchorPointInPoints |
| anchor point in points More...
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Point | _anchorPoint |
| anchor point normalized (NOT in points) More...
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var | _anchorPoint |
| anchor point normalized (NOT in points) More...
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local | _anchorPoint |
| anchor point normalized (NOT in points) More...
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Size | _contentSize |
| untransformed size of the node More...
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var | _contentSize |
| untransformed size of the node More...
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local | _contentSize |
| untransformed size of the node More...
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kmMat4 | _modelViewTransform |
| ModelView transform of the Node. More...
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var | _modelViewTransform |
| ModelView transform of the Node. More...
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local | _modelViewTransform |
| ModelView transform of the Node. More...
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kmMat4 | _transform |
| transform More...
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var | _transform |
| transform More...
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local | _transform |
| transform More...
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bool | _transformDirty |
| transform dirty flag More...
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var | _transformDirty |
| transform dirty flag More...
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local | _transformDirty |
| transform dirty flag More...
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kmMat4 | _inverse |
| inverse transform More...
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var | _inverse |
| inverse transform More...
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local | _inverse |
| inverse transform More...
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bool | _inverseDirty |
| inverse transform dirty flag More...
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var | _inverseDirty |
| inverse transform dirty flag More...
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local | _inverseDirty |
| inverse transform dirty flag More...
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kmMat4 | _additionalTransform |
| transform More...
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var | _additionalTransform |
| transform More...
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local | _additionalTransform |
| transform More...
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bool | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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var | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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local | _useAdditionalTransform |
| The flag to check whether the additional transform is dirty. More...
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bool | _transformUpdated |
| Whether or not the Transform object was updated since the last frame. More...
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int | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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var | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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local | _localZOrder |
| Local order (relative to its siblings) used to sort the node. More...
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float | _globalZOrder |
| Global order used to sort the node. More...
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var | _globalZOrder |
| Global order used to sort the node. More...
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local | _globalZOrder |
| Global order used to sort the node. More...
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Vector< Node * > | _children |
| array of children nodes More...
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local | _children |
| array of children nodes More...
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Node * | _parent |
| weak reference to parent node More...
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var | _parent |
| weak reference to parent node More...
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local | _parent |
| weak reference to parent node More...
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int | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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var | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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local | _tag |
| a tag. Can be any number you assigned just to identify this node More...
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std::string | _name |
| a string label, an user defined string to identify this node More...
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var | _name |
| a string label, an user defined string to identify this node More...
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local | _name |
| a string label, an user defined string to identify this node More...
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void * | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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var | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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local | _userData |
| A user assingned void pointer, Can be point to any cpp object. More...
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Ref * | _userObject |
| A user assigned Object. More...
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var | _userObject |
| A user assigned Object. More...
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local | _userObject |
| A user assigned Object. More...
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GLProgram * | _shaderProgram |
| OpenGL shader. More...
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var | _shaderProgram |
| OpenGL shader. More...
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local | _shaderProgram |
| OpenGL shader. More...
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int | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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var | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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local | _orderOfArrival |
| used to preserve sequence while sorting children with the same localZOrder More...
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Scheduler * | _scheduler |
| scheduler used to schedule timers and updates More...
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var | _scheduler |
| scheduler used to schedule timers and updates More...
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local | _scheduler |
| scheduler used to schedule timers and updates More...
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ActionManager * | _actionManager |
| a pointer to ActionManager singleton, which is used to handle all the actions More...
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var | _actionManager |
| a pointer to ActionManager singleton, which is used to handle all the actions More...
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local | _actionManager |
| a pointer to ActionManager singleton, which is used to handle all the actions More...
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EventDispatcher * | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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var | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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local | _eventDispatcher |
| event dispatcher used to dispatch all kinds of events More...
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bool | _running |
| is running More...
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bool | _visible |
| is this node visible More...
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var | _visible |
| is this node visible More...
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local | _visible |
| is this node visible More...
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bool | _ignoreAnchorPointForPosition |
| true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
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var | _ignoreAnchorPointForPosition |
| true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
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local | _ignoreAnchorPointForPosition |
| true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
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bool | _reorderChildDirty |
| children order dirty flag More...
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bool | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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var | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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local | _isTransitionFinished |
| flag to indicate whether the transition was finished More...
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int | _scriptHandler |
| script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
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var | _scriptHandler |
| script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
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local | _scriptHandler |
| script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
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int | _updateScriptHandler |
| script handler for update() callback per frame, which is invoked from lua & javascript. More...
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var | _updateScriptHandler |
| script handler for update() callback per frame, which is invoked from lua & javascript. More...
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local | _updateScriptHandler |
| script handler for update() callback per frame, which is invoked from lua & javascript. More...
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ccScriptType | _scriptType |
| type of script binding, lua or javascript More...
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var | _scriptType |
| type of script binding, lua or javascript More...
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local | _scriptType |
| type of script binding, lua or javascript More...
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ComponentContainer * | _componentContainer |
| Dictionary of components. More...
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var | _componentContainer |
| Dictionary of components. More...
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local | _componentContainer |
| Dictionary of components. More...
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PhysicsBody * | _physicsBody |
| the physicsBody the node have More...
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GLubyte | _displayedOpacity |
var | _displayedOpacity |
local | _displayedOpacity |
GLubyte | _realOpacity |
var | _realOpacity |
local | _realOpacity |
Color3B | _displayedColor |
var | _displayedColor |
local | _displayedColor |
Color3B | _realColor |
var | _realColor |
local | _realColor |
bool | _cascadeColorEnabled |
var | _cascadeColorEnabled |
local | _cascadeColorEnabled |
bool | _cascadeOpacityEnabled |
var | _cascadeOpacityEnabled |
local | _cascadeOpacityEnabled |
unsigned int | _referenceCount |
| count of references More...
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A Transition that supports orientation like.
Possible orientation: LeftOver, RightOver, UpOver, DownOver