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RenderTexture Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoDrawRenderTextureprotected
_beginCommandRenderTextureprotected
_beginWithClearCommandRenderTextureprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_clearColorRenderTextureprotected
_clearCommandRenderTextureprotected
_clearDepthRenderTextureprotected
_clearDepthCommandRenderTextureprotected
_clearFlagsRenderTextureprotected
_clearStencilRenderTextureprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_depthRenderBuffferRenderTextureprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_endCommandRenderTextureprotected
_eventDispatcherNodeprotected
_FBORenderTextureprotected
_fullRectRenderTextureprotected
_fullviewPortRenderTextureprotected
_globalZOrderNodeprotected
_groupCommandRenderTextureprotected
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_keepMatrixRenderTextureprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_oldFBORenderTextureprotected
_oldProjMatrixRenderTextureprotected
_oldTransMatrixRenderTextureprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_physicsBodyNodeprotected
_pixelFormatRenderTextureprotected
_positionNodeprotected
_positionZNodeprotected
_projectionMatrixRenderTextureprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_rtTextureRectRenderTextureprotected
_runningNodeprotected
_saveToFileCommandRenderTextureprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_spriteRenderTextureprotected
_tagNodeprotected
_textureRenderTextureprotected
_textureCopyRenderTextureprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformMatrixRenderTextureprotected
_transformUpdatedNodeprotected
_UITextureImageRenderTextureprotected
_updateScriptHandlerNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_visibleNodeprotected
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
autorelease()Ref
begin()RenderTexturevirtual
beginWithClear(float r, float g, float b, float a)RenderTexturevirtual
beginWithClear(float r, float g, float b, float a, float depthValue)RenderTexturevirtual
beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)RenderTexturevirtual
beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)RenderTextureprotectedvirtual
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
clear(float r, float g, float b, float a)RenderTexture
clearDepth(float depthValue)RenderTexturevirtual
clearStencil(int stencilValue)RenderTexturevirtual
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(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)RenderTexturestatic
create(int w, int h, Texture2D::PixelFormat format)RenderTexturestatic
create(int w, int h)RenderTexturestatic
cocos2d::Node::create(void)Nodestatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) overrideRenderTexturevirtual
cocos2d::Node::draw() finalNodevirtual
end()RenderTexturevirtual
endToLua()RenderTextureinline
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBoundingBox() const Nodevirtual
getChildByTag(int tag)Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getClearColor() const RenderTextureinline
getClearDepth() const RenderTextureinline
getClearFlags() const RenderTextureinline
getClearStencil() const RenderTextureinline
getColor(void) const Nodevirtual
getComponent(const std::string &pName)Node
getContentSize() const Nodevirtual
getDescription() const Nodevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
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
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
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
getSprite() const RenderTextureinline
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()Nodeprotectedvirtual
initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format)RenderTexture
initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)RenderTexture
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isAutoDraw() const RenderTextureinline
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isVisible() const Nodevirtual
listenToBackground(EventCustom *event)RenderTexture
listenToForeground(EventCustom *event)RenderTexture
newCCImage(bool flipImage=true)RenderTextureinline
newImage(bool flipImage=true)RenderTexture
Node()Nodeprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onBegin()RenderTextureprotected
onClear()RenderTextureprotected
onClearDepth()RenderTextureprotected
onEnd()RenderTextureprotected
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
onSaveToFile(const std::string &fileName)RenderTextureprotected
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
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
RenderTexture()RenderTexture
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Node
resumeSchedulerAndActions(void)Node
retain()Ref
runAction(Action *action)Node
s_globalOrderOfArrivalNodeprotectedstatic
saveToFile(const std::string &filename)RenderTexture
saveToFile(const std::string &filename, Image::Format format)RenderTexture
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
setAutoDraw(bool isAutoDraw)RenderTextureinline
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setClearColor(const Color4F &clearColor)RenderTextureinline
setClearDepth(float clearDepth)RenderTextureinline
setClearFlags(unsigned int clearFlags)RenderTextureinline
setClearStencil(int clearStencil)RenderTextureinline
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLServerState(int serverState)Nodeinline
setKeepMatrix(bool keepMatrix)RenderTexture
setLocalZOrder(int localZOrder)Nodevirtual
setNodeToParentTransform(const kmMat4 &transform)Nodevirtual
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool bValue)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
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
setSprite(Sprite *sprite)RenderTextureinline
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVirtualViewport(const Point &rtBegin, const Rect &fullRect, const Rect &fullViewport)RenderTexture
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)Nodevirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updateTransform()Nodevirtual
visit(Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated) overrideRenderTexturevirtual
cocos2d::Node::visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node()Nodeprotectedvirtual
~Ref()Refvirtual
~RenderTexture()RenderTexturevirtual