►Ncocos2d | Copyright 2013 BlackBerry Inc |
►Nexperimental | |
►Nui | |
CVideoPlayer | Displays a video file |
CWebView | A View that displays web pages |
CAudioEngine | Offers a interface to play audio |
CTMXLayer | FastTMXLayer represents the TMX layer |
CTMXTiledMap | FastTMXTiledMap knows how to parse and render a TMX map |
CViewport | Viewport is a normalized to FrameBufferObject But for default FBO, the size is absolute |
►Nextension | |
CAssetsManager | This class is used to auto update resources, such as pictures or scripts |
CAssetsManagerDelegateProtocol | This class is the delegate for receving events during update process of AssetsManager |
CAssetsManagerEx | This class is used for resources hot update, you can update images or scripts during runtime of the game |
CEventAssetsManagerEx | EventAssetsManagerEx is the event class which will be distributed during AssetsManagerEx updating process |
CEventListenerAssetsManagerEx | The event listener for receving events during AssetsManagerEx update process |
►CManifest | Manifest is an abstraction of the assets list |
CAsset | The asset object |
CAssetDiff | Object indicate the difference between two Assets |
CPhysicsDebugNode | A BaseData that draws the components of a physics engine |
CPhysicsSprite | A Sprite subclass that is bound to a physics body |
CScrollView | ScrollView support for cocos2d-x |
CTableView | UITableView support for cocos2d-x |
CTableViewCell | Abstract class for SWTableView cell node |
CTableViewDataSource | Data source that governs table backend data |
CTableViewDelegate | Sole purpose of this delegate is to single touch event in this version |
►Nnetwork | |
CHttpClient | Singleton that handles asynchronous http requests |
►CHttpRequest | Defines the object which users must packed for HttpClient::send(HttpRequest*) method |
C_prxy | This sub class is just for migration SEL_CallFuncND to SEL_HttpResponse,someday this way will be removed |
CHttpResponse | A HttpResponse class is wrapped to the related responsed data came back from the HttpClient |
CSIOClient | A single connection to a socket.io endpoint |
►CSocketIO | Singleton and wrapper class to provide static creation method as well as registry of all sockets |
CSIODelegate | The delegate class to process socket.io events |
►CWebSocket | @ WebSocket |
CData | Data structure for message |
CDelegate | The delegate class is used to process websocket events |
►Nui | |
CAbstractCheckButton | AbstractCheckButton is a specific type of two-states button that can be either checked or unchecked |
CButton | Represents a push-button widget |
CCheckBox | Checkbox is a specific type of two-states button that can be either checked or unchecked |
CEditBox | Class for edit box |
CEditBoxDelegate | Editbox delgate class |
CHBox | HBox is just a convenient wrapper class for horizontal layout type |
CHelper | Helper class for traversing children in widget tree |
CImageView | A widget to display images |
CLayout | A container for holding a few child widgets |
CLayoutComponent | A component class used for layout |
CLayoutManager | Base class for managing layout |
CLayoutParameter | Base class for various LayoutParameter |
CLayoutParameterProtocol | Protocol for getting a LayoutParameter |
CLinearLayoutParameter | Linear layout parameter |
CListView | ListView is a view group that displays a list of scrollable items |
CLoadingBar | Visual indicator of progress in some operation |
CMargin | Margin of widget's in point |
CPageView | Layout manager that allows the user to flip left & right and up & down through pages of data |
CRadioButton | RadioButton is a specific type of two-states button that is similar to CheckBox |
CRadioButtonGroup | RadioButtonGroup groups designated radio buttons to make them interact to each other |
CRelativeBox | RelativeBox is just a convenient wrapper class for relative layout type |
CRelativeLayoutParameter | Relative layout parameter |
CRichElement | Rich text element base class |
CRichElementCustomNode | Rich element for displaying custom node type |
CRichElementImage | Rich element for displaying images |
CRichElementNewLine | Rich element for new line |
CRichElementText | Rich element for displaying text |
CRichText | A container for displaying various RichElements |
CScale9Sprite | A 9-slice sprite for cocos2d-x |
CScrollView | Layout container for a view hierarchy that can be scrolled by the user, allowing it to be larger than the physical display |
CScrollViewBar | Scroll bar being attached to ScrollView layout container |
CText | For creating a system font or a TTF font Text |
CTextAtlas | UI TextAtlas widget |
CTextBMFont | A widget for displaying BMFont label |
CTextField | A widget which allows users to input text |
CUICCTextField | A helper class which inherit from |
CVBox | VBox is just a convenient wrapper class for vertical layout type |
CWidget | Base class for all ui widgets |
CAABB | Axis Aligned Bounding Box (AABB), usually used to detect the collision at early step |
CAccelAmplitude | AccelAmplitude action |
CAccelDeccelAmplitude | AccelDeccelAmplitude action |
CAcceleration | The device accelerometer reports values for each axis in units of g-force |
CAction | Base class for Action objects |
CActionCamera | Base class for Camera actions |
CActionEase | Base class for Easing actions |
CActionFloat | Action used to animate any value in range [from,to] over specified time interval |
CActionInstant | Instant actions are immediate actions |
CActionInterval | An interval action is an action that takes place within a certain period of time |
CActionManager | ActionManager is a singleton that manages all the actions |
CActionObjectScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
CActionTween | ActionTween |
CActionTweenDelegate | The delegate class for ActionTween |
CAffineTransform | Affine transform a b 0 c d 0 tx ty 1 |
CAmbientLight | Ambient light simulates the light in the enviorment, it emits to all direction with the same intensity |
CAnimate | Animates a sprite given the Animation |
CAnimate3D | Animate3D, Animates a Sprite3D given with an Animation3D |
CAnimation | A Animation object is used to perform animations on the Sprite objects |
►CAnimation3D | Static animation data, shared |
CCurve | Animation curve, including translation, rotation, and scale |
CAnimation3DCache | Animation3DCache, used to caching Animation3D objects |
►CAnimation3DData | Animation data |
CQuatKey | Key frame for Quaternion |
CVec3Key | Key frame for vec3 |
CAnimationCache | Singleton that manages the Animations |
CAnimationCurve | Curve of bone's position, rotation or scale |
►CAnimationFrame | A frame of the animation |
CDisplayedEventInfo | When the animation display,Dispatches the event of UserData |
CAnimationFrameData | Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad |
CAsyncTaskPool | This class allows to perform background operations without having to manipulate threads |
CAtlasNode | AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol |
CAttachNode | Attach a node to a bone usage: auto sprite = Sprite3D::create("girl.c3b"); auto weapon = Sprite3D::create("weapon.c3b"); auto attachNode = sprite->getAttachNode("left hand"); attachNode->addChild(weapon); |
CAutoPolygon | AutoPolygon is a helper Object AutoPolygon's purpose is to process an image into 2d polygon mesh in runtime It has functions for each step in the process, from tracing all the points, to triangulation the result can be then passed to Sprite::create() to create a Polygon Sprite |
CBaseLight | BaseLight is the parent of all the lights |
CBasicScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
CBatchCommand | Command used to draw batches in one TextureAtlas |
CBezierBy | An action that moves the target with a cubic Bezier curve by a certain distance |
CBezierTo | An action that moves the target with a cubic Bezier curve to a destination point |
CBillBoard | Inherit from Sprite, achieve BillBoard |
CBlendFunc | Blend Function used for textures |
CBlink | Blinks a Node object by modifying it's visible attribute |
CBone3D | Defines a basic hierachial structure of transformation spaces |
CBundle3D | Defines a bundle file that contains a collection of assets |
CBundleReader | BundleReader is an interface for reading sequence of bytes |
CCallFunc | Calls a 'callback' |
CCallFuncN | Calls a 'callback' with the node as the first argument |
CCamera | Defines a camera |
CCameraBackgroundBrush | Defines a brush to clear the background of camera |
CCameraBackgroundColorBrush | Color brush clear buffer with given depth and color |
CCameraBackgroundDepthBrush | Depth brush clear depth buffer with given depth |
CCameraBackgroundSkyBoxBrush | Skybox brush clear buffer with a skybox |
CCardinalSplineBy | An action that moves the target with a Cardinal Spline curve by a certain distance |
CCardinalSplineTo | An action that moves the target with a Cardinal Spline curve to a destination point |
CCatmullRomBy | An action that moves the target with a CatmullRom curve by a certain distance |
CCatmullRomTo | An action that moves the target with a CatmullRom curve to a destination point |
CClippingNode | ClippingNode is a subclass of Node |
CClippingRectangleNode | Clipping Rectangle Node |
CClonable | Interface that defines how to clone an Ref |
CColor3B | RGB color composed of bytes 3 bytes |
CColor4B | RGBA color composed of 4 bytes |
CColor4F | RGBA color composed of 4 floats |
CCommonScriptData | For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Ref") into the Lua stack as the parameter when the common event such as is triggered |
CConfiguration | Configuration contains some openGL variables |
CController | A Controller object represents a connected physical game controller |
CCustomCommand | Custom command is used for call custom openGL command which can not be done by other commands, such as stencil function, depth functions etc |
CDataPool | DataPool is a data pool, used for recycling data |
CDeccelAmplitude | DeccelAmplitude action |
CDelayTime | Delays the action a certain amount of seconds |
CDevice | A class for providing platform specific features |
CDirectionLight | DirectionLight simulates light that is being emitted from a source that is infinitely far away |
CDirector | Class that creates and handles the main Window and manages how and when to execute the Scenes |
CDisplayLinkDirector | DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display |
CDrawNode | Node that draws dots, segments and polygons |
CEaseBackIn | EaseBackIn action |
CEaseBackInOut | EaseBackInOut action |
CEaseBackOut | EaseBackOut action |
CEaseBezierAction | EaseBezierAction |
CEaseBounce | EaseBounce base action |
CEaseBounceIn | EaseBounceIn action |
CEaseBounceInOut | EaseBounceInOut action |
CEaseBounceOut | EaseBounceOut action |
CEaseCircleActionIn | EaseCircleIn action |
CEaseCircleActionInOut | EaseCircleInOut action |
CEaseCircleActionOut | EaseCircleOut action |
CEaseCubicActionIn | EaseCubicIn action |
CEaseCubicActionInOut | EaseCubicInOut action |
CEaseCubicActionOut | EaseCubicOut action |
CEaseElastic | EaseElastic base action |
CEaseElasticIn | EaseElasticIn action |
CEaseElasticInOut | EaseElasticInOut action |
CEaseElasticOut | EaseElasticOut action |
CEaseExponentialIn | EaseExponentialIn action |
CEaseExponentialInOut | EaseExponentialInOut action If time * 2 < 1, the timeline of inner action will be changed by: \(0.5*{ 2 }^{ 10*(time-1) }\) |
CEaseExponentialOut | EaseExponentialOut action The timeline of inner action will be changed by: |
CEaseIn | EaseIn action with a rate |
CEaseInOut | EaseInOut action with a rate If time * 2 < 1, the timeline of inner action will be changed by: \(0.5*{ time }^{ rate }\) |
CEaseOut | EaseOut action with a rate |
CEaseQuadraticActionIn | EaseQuadraticIn |
CEaseQuadraticActionInOut | EaseQuadraticInOut action |
CEaseQuadraticActionOut | EaseQuadraticOut action |
CEaseQuarticActionIn | EaseQuarticIn action |
CEaseQuarticActionInOut | EaseQuarticInOut action |
CEaseQuarticActionOut | EaseQuarticOut action |
CEaseQuinticActionIn | EaseQuinticIn action |
CEaseQuinticActionInOut | EaseQuinticInOut action |
CEaseQuinticActionOut | EaseQuinticOut action |
CEaseRateAction | Base class for Easing actions with rate parameters |
CEaseSineIn | EaseSineIn action The timeline of inner action will be changed by: |
CEaseSineInOut | EaseSineInOut action The timeline of inner action will be changed by: |
CEaseSineOut | EaseSineOut action The timeline of inner action will be changed by: |
CEvent | Base class of all kinds of events |
CEventAcceleration | Accelerometer event |
CEventCustom | Custom event |
CEventDispatcher | This class manages event listener subscriptions and event dispatching |
CEventFocus | Focus event |
CEventKeyboard | Keyboard event |
CEventListener | The base class of event listener |
CEventListenerAcceleration | Acceleration event listener |
CEventListenerController | |
CEventListenerCustom | Custom event listener |
CEventListenerFocus | Focus event listener |
CEventListenerKeyboard | Keyboard event listener |
CEventListenerMouse | Mouse event listener |
CEventListenerPhysicsContact | Contact listener |
CEventListenerPhysicsContactWithBodies | This event listener only be called when bodyA and bodyB have contacts |
CEventListenerPhysicsContactWithGroup | This event listener only be called when shapeA or shapeB is in the group your specified |
CEventListenerPhysicsContactWithShapes | This event listener only be called when shapeA and shapeB have contacts |
CEventListenerTouchAllAtOnce | Multiple touches event listener |
CEventListenerTouchOneByOne | Single touch event listener |
CEventMouse | The mouse event |
CEventTouch | Touch event |
CFadeIn | Fades In an object that implements the RGBAProtocol protocol |
CFadeOut | Fades Out an object that implements the RGBAProtocol protocol |
CFadeOutBLTiles | FadeOutBLTiles action |
CFadeOutDownTiles | FadeOutDownTiles action |
CFadeOutTRTiles | FadeOutTRTiles action |
CFadeOutUpTiles | FadeOutUpTiles action |
CFadeTo | Fades an object that implements the RGBAProtocol protocol |
CFileUtils | Helper class to handle file operations |
CFiniteTimeAction | Base class actions that do have a finite time duration |
CFlipX | Flips the sprite horizontally |
CFlipX3D | FlipX3D action |
CFlipY | Flips the sprite vertically |
CFlipY3D | FlipY3D action |
CFollow | Follow is an action that "follows" a node |
CFontDefinition | Font attributes |
CFontShadow | Types used for defining fonts properties (i.e |
CFontStroke | Stroke attributes |
CFrustum | The frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity |
CGLProgram | Class that implements a openGL Program |
CGLProgramCache | Singleton that stores manages GLProgram objects (shaders) |
►CGLProgramState | GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram |
CAutoBindingResolver | An abstract base class that can be extended to support custom material auto bindings |
CGLProgramStateCache | Some GLprogram state could be shared |
CGLView | By GLView you can operate the frame information of EGL view through some function |
CGrabber | FBO class that grabs the the contents of the screen |
CGrid3D | Grid3D is a 3D grid implementation |
CGrid3DAction | Base class for Grid3D actions |
CGridAction | Base class for Grid actions |
CGridBase | Base class for Other grid |
CGroupCommand | GroupCommand is used to group several command together, and more, it can be nestd |
CHide | Hide the node |
CIMEDelegate | Input method editor delegate |
CIMEDispatcher | Input Method Edit Message Dispatcher |
CIMEKeyboardNotificationInfo | Keyboard notification event type |
CIndexBuffer | IndexBuffer is an abstraction of low level openGL Buffer Object |
CJumpBy | Moves a Node object simulating a parabolic jump movement by modifying it's position attribute |
CJumpTiles3D | JumpTiles3D action |
CJumpTo | Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute |
CKeypadScriptData | For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered |
CLabel | Label is a subclass of Node that knows how to render text labels |
CLabelAtlas | LabelAtlas is a subclass of AtlasNode |
CLayer | Layer is a subclass of Node that implements the TouchEventsDelegate protocol |
CLayerColor | LayerColor is a subclass of Layer that implements the RGBAProtocol protocol |
CLayerGradient | LayerGradient is a subclass of LayerColor that draws gradients across the background |
CLayerMultiplex | MultipleLayer is a Layer with the ability to multiplex it's children |
CLens3D | Lens3D action |
CLiquid | Liquid action |
CLuaBridge | Build bridge between ObjC and Lua |
CLuaCallFunc | The LuaCallFunc is wrapped to call the callback function in the Lua conveniently and don't insert useless code to processing the Lua in the CallFuncN |
CLuaEngine | The LuaEngine integrated into the cocos2d-x to process the interactive operation between lua and c++ |
CLuaObjcBridge | Build a bridge between ObjectC and Lua script |
CLuaStack | LuaStack is used to manager the operation on the lua_State,eg., push data onto the lua_State, execute the function depended on the lua_State, and so on |
CLuaValue | Wrap different general types of data into a same specific type named LuaValue |
CMap | Similar to std::unordered_map, but it will manage reference count automatically internally |
CMat4 | Defines a 4 x 4 floating point matrix representing a 3D transformation |
CMaterial | Material defines the apperance of the objects |
CMaterialData | Material data |
CMaterialDatas | Material datas, since 3.3 |
CMathUtil | Defines a math utility class |
CMenu | A Menu for touch handling |
CMenuItem | MenuItem base class |
CMenuItemAtlasFont | Helper class that creates a MenuItemLabel class with a LabelAtlas |
CMenuItemFont | A MenuItemFont |
CMenuItemImage | MenuItemImage accepts images as displayed items |
CMenuItemLabel | An base class for "label" MenuItemLabel items |
CMenuItemSprite | MenuItemSprite accepts Node<RGBAProtocol> objects as displayed items |
CMenuItemToggle | A MenuItemToggle |
CMesh | Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on |
CMeshCommand | Command used to draw a mesh |
CMeshData | Mesh data |
CMeshDatas | Mesh datas |
CMeshIndexData | The MeshIndexData class |
CMeshInfo | Definition of a Mesh |
CMeshSkin | MeshSkin, A class maintain a collection of bones that affect Mesh vertex |
CMeshVertexAttrib | Mesh vertex attribute |
CMeshVertexData | The MeshVertexData class |
CModelData | Model node data, since 3.3 |
CMotionStreak | Creates a trailing path |
CMotionStreak3D | Creates a trailing path |
CMoveBy | Moves a Node object by x,y pixels by modifying it's position attribute |
CMoveTo | Moves a Node object to the position x,y |
CNinePatchImageParser | A class for paring Android .9 patch image |
CNMaterialData | New material data |
CNode | Node is the base element of the Scene Graph |
CNodeData | Node data, since 3.3 |
CNodeDatas | Node datas, since 3.3 |
CNodeGrid | Base class for Grid Node,the grid action's management class |
CNTextureData | New Texture data, since 3.3 |
COBB | Oritened Bounding Box(OBB) |
COrbitCamera | OrbitCamera action |
CPageTurn3D | This action simulates a page turn from the bottom right hand corner of the screen |
CParallaxNode | ParallaxNode: A node that simulates a parallax scroller |
CParticle3D | Particle3D is a container of particle Properties |
CParticle3DAffector | Particle3DAffector is a base class, define interfaces |
CParticle3DEmitter | Particle3DEmitter is a base class, define interfaces |
CParticle3DModelRender | Particle3DModelRender inherit from Particle3DRender, implement model rendering |
CParticle3DQuadRender | Particle3DQuadRender inherit from Particle3DRender, implement billboard rendering |
CParticle3DRender | Particle3DRender is a base class, define interfaces |
CParticleBatchNode | ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
CParticleExplosion | An explosion particle system |
CParticleFire | A fire particle system |
CParticleFireworks | A fireworks particle system |
CParticleFlower | A flower particle system |
CParticleGalaxy | A galaxy particle system |
CParticleMeteor | A meteor particle system |
CParticleRain | A rain particle system |
CParticleSmoke | An smoke particle system |
CParticleSnow | An snow particle system |
CParticleSpiral | An spiral particle system |
CParticleSun | A sun particle system |
CParticleSystem3D | ParticleSystem3D is a base class, define interfaces |
CParticleSystemQuad | ParticleSystemQuad is a subclass of ParticleSystem |
CPass | Material contains one or more techniques |
CPhysics3D6DofConstraint | This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (dof) |
CPhysics3DCollider | Inherit from Physics3DObject, the main class for Colliders |
CPhysics3DColliderDes | The description of Physics3DCollider |
CPhysics3DCollisionInfo | The collision information of Physics3DObject |
CPhysics3DComponent | A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body |
CPhysics3DConeTwistConstraint | It is a special point to point constraint that adds cone and twist axis limits |
CPhysics3DConstraint | Constraint affects the movement of physics object, it usually connet one or two physics object |
CPhysics3DDebugDrawer | Physics3DDebugDrawer: debug draw the physics object, used by Physics3DWorld |
CPhysics3DHingeConstraint | Hinge constraint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis |
CPhysics3DObject | Inherit from Ref, base class |
CPhysics3DPointToPointConstraint | Point to point constraint limits the translation so that the local pivot points of 2 rigidbodies match in worldspace |
CPhysics3DRigidBody | Inherit from Physics3DObject, the main class for rigid body objects |
CPhysics3DRigidBodyDes | The description of Physics3DRigidBody |
CPhysics3DShape | Create a physical shape(box, sphere, cylinder, capsule, convexhull, mesh and heightfield) |
CPhysics3DSliderConstraint | It allows the body to rotate around x axis and translate along this axis |
CPhysics3DWorld | The physics information container, include Physics3DObjects, Physics3DConstraints, collision information and so on |
CPhysics3DWorldDes | The description of Physics3DWorld |
CPhysicsBody | A body affect by physics |
CPhysicsContact | Contact infomation |
CPhysicsContactPostSolve | Postsolve value generated when onContactPostSolve called |
CPhysicsContactPreSolve | Presolve value generated when onContactPreSolve called |
CPhysicsDebugDraw | A physics helper class |
CPhysicsHelper | A physics helper class |
CPhysicsJoint | An PhysicsJoint object connects two physics bodies together |
CPhysicsJointDistance | Set the fixed distance with two bodies |
CPhysicsJointFixed | A fixed joint fuses the two bodies together at a reference point |
CPhysicsJointGear | Keeps the angular velocity ratio of a pair of bodies constant |
CPhysicsJointGroove | Attach body a to a line, and attach body b to a dot |
CPhysicsJointLimit | A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope |
CPhysicsJointMotor | Keeps the relative angular velocity of a pair of bodies constant |
CPhysicsJointPin | A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together |
CPhysicsJointRatchet | Works like a socket wrench |
CPhysicsJointRotaryLimit | Likes a limit joint, but works with rotary |
CPhysicsJointRotarySpring | Likes a spring joint, but works with rotary |
CPhysicsJointSpring | Connecting two physics bodies together with a spring |
CPhysicsShape | A shape for body, you can view PhysicsBody to see how to create it |
CPhysicsShapeBox | A box shape |
CPhysicsShapeCircle | A circle shape |
CPhysicsShapeEdgeBox | An edge box shape |
CPhysicsShapeEdgeChain | A chain shape |
CPhysicsShapeEdgePolygon | An edge polygon shape |
CPhysicsShapeEdgeSegment | A segment shape |
CPhysicsShapePolygon | A polygon shape |
CPhysicsSprite3D | Convenient class to create a rigid body with Sprite3D |
CPhysicsWorld | An PhysicsWorld object simulates collisions and other physical properties |
CPlace | Places the node in a certain position |
CPlane | Defines plane |
CPointArray | An Array that contain control points |
CPointLight | Point light has a position, and sends rays in all directions |
CPointSprite | The point data of Sprite which contains position, color & szie |
CPolygonInfo | PolygonInfo is an object holding the required data to display Sprites。 It can be a simple as a triangle, or as complex as a whole 3D mesh |
CPrimitive | Primitive can support sending points, lines and triangles to glpipeline, which is an abstraction of primitive data |
CPrimitiveCommand | Command used to render primitive, similar to QuadCommand |
CProgressFromTo | Progress from a percentage to another percentage |
CProgressTimer | ProgressTimer is a subclass of Node |
CProgressTo | Progress to percentage |
CProperties | Defines a properties file for loading text files |
CProtectedNode | A inner node type mainly used for UI module |
CPUAbstractNode | Internal class, The Abstract class of script element |
CPUAffector | PUAffector, the base class of pu affector, inherit from Particle3DAffector |
►CPUBillboardChain | Internal class, the tool class of PUBeamRender |
CElement | Contains the data of an element of the BillboardChain |
CPUControlPointSorter | Comparer used for sorting vector in ascending order |
CPUDynamicAttribute | This class provides a uniform interface for retrieving the value of an attribute, while the calculation of this value may vary |
CPUDynamicAttributeCurved | This is a more complex usage of the DynamicAttribute principle |
CPUDynamicAttributeFixed | This class is an implementation of the DynamicAttribute class in its most simple form |
CPUDynamicAttributeHelper | Helper class to do some generic calculation |
CPUDynamicAttributeOscillate | This class generates values based on an oscillating function (i.e |
CPUDynamicAttributeRandom | This class generates random values within a given minimum and maximum interval |
CPUEmitter | PUEmitter,the base class of pu emitter,inherit from Particle3DEmitter |
CPUForceField | Internal class, This class defines a force field to affect the particle direction |
CPUMeshSurfaceEmitter | The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh |
CPUObjectAbstractNode | Internal class, This specific abstract node represents a script object |
CPUParticle3D | PUParticle3D inherit from Particle3D, includes all properties of PU particles |
CPUParticle3DBoxRender | PUParticle3DBoxRender inherit from PUParticle3DEntityRender,implement pu box rendering |
CPUParticle3DEntityRender | PUParticle3DEntityRender, the base class of entity renderer, inherit from PURender |
CPUParticle3DModelRender | PUParticle3DModelRender inherit from PURender,implement pu model rendering |
CPUParticle3DQuadRender | PUParticle3DQuadRender inherit from PUParticle3DEntityRender,implement pu quad rendering |
CPUParticleSystem3D | PUParticleSystem3D, the class of pu particle system, inherit from ParticleSystem3D |
CPUPlane | Internal class£¬defines a plane in 3D space |
CPUPropertyAbstractNode | Internal class, This abstract node represents a script property |
CPURealTimeForceFieldCalculationFactory | Internal class, Factory class to calculate forces in realtime |
CPURender | PURender, the base class of pu renderer, inherit from Particle3DRender |
CPUScriptCompiler | Internal class, The compiler of scrip |
CPUScriptLexer | Internal class, this struct represents a lexer of Script |
CPUScriptToken | Internal class, this struct represents a token, which is an ID'd lexeme from the parsing input stream |
CPUScriptTranslator | Script translator |
CPUSortAscending | Comparer used for sorting vector in ascending order |
CPUSortDescending | Comparer used for sorting vector in descending order |
CPUSphere | Internal class£¬A sphere primitive, mostly used for bounds checking¡£ A sphere in math texts is normally represented by the function x^2 + y^2 + z^2 = r^2 (for sphere's centered on the origin) |
CPUSphereRender | PUSphereRender inherit from PUParticle3DEntityRender,implement pu sphere rendering |
►CPUTriangle | Definition of a Triangle |
CPositionAndNormal | The struct is used to return both the position and the normal |
CQuad2 | A 2D Quad |
CQuad3 | A 3D Quad |
CQuadCommand | Command used to render one or more Quads, similar to TrianglesCommand |
CQuaternion | Defines a 4-element quaternion that represents the orientation of an object in space |
CRandomHelper | A helper class for creating random number |
CRay | Ray is a line with a start point |
CRect | Rectangle area |
CRef | Ref is used for reference count management |
CReference | Reference data used for bundle header |
CRemoveSelf | Remove the node |
CRenderCommand | Base class of the RenderCommand hierarchy |
CRenderQueue | Class that knows how to sort RenderCommand objects |
►CRenderState | Defines the rendering state of the graphics device |
CStateBlock | Defines a block of fixed-function render states that can be applied to a RenderState object |
CRenderTexture | RenderTexture is a generic rendering target |
CRepeat | Repeats an action a number of times |
CRepeatForever | Repeats an action forever |
CReuseGrid | ReuseGrid action |
CReverseTime | Executes an action in reverse order, from time=duration to time=0 |
CRipple3D | Ripple3D action |
CRotateBy | Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute |
CRotateTo | Rotates a Node object to a certain angle by modifying it's rotation attribute |
CScaleBy | Scales a Node object a zoom factor by modifying it's scale attribute |
CScaleTo | Scales a Node object to a zoom factor by modifying it's scale attribute |
CScene | Scene is a subclass of Node that is used only as an abstract concept |
CScheduler | Scheduler is responsible for triggering the scheduled callbacks |
CSchedulerScriptData | For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered |
CSchedulerScriptHandlerEntry | The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry |
CScriptEngineManager | ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocl, such as LuaEngine |
CScriptEngineProtocol | Don't make ScriptEngineProtocol inherits from Ref since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine |
CScriptEvent | The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct |
CScriptHandlerEntry | This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id |
CScriptHandlerMgr | In order to reduce the coupling of lua script engine and native c++ engine |
CSequence | Runs actions sequentially, one after another |
CShaky3D | Shaky3D action |
CShakyTiles3D | ShakyTiles3D action |
CShatteredTiles3D | ShatteredTiles3D action |
CShow | Show the node instantly |
CShuffleTiles | ShuffleTiles action |
CSize | A size, which has width and height, could be used to represent the size in 2D |
CSkeleton3D | Skeleton, a set contain all bones |
CSkewBy | Skews a Node object by skewX and skewY degrees |
CSkewTo | Skews a Node object to given angles by modifying it's skewX and skewY attributes |
CSkinData | Skin data |
CSkybox | Sky box technology usually used to simulate infinity sky, mountains and other phenomena |
CSpawn | Spawn a group of actions |
CSpeed | Changes the speed of an action, making it take longer (speed>1) or less (speed<1) time |
CSplitCols | SplitCols action |
CSplitRows | SplitRows action |
CSpotLight | Spot light is a special light that all light rays are restricted to a cone of light |
CSprite | Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) |
CSprite3D | Sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite |
CSprite3DCache | Cache data of Sprite3D, use to speed up Sprite3D::create |
CSprite3DMaterial | Sprite3DMaterial: Material for Sprite3D |
CSprite3DMaterialCache | Sprite3D material is only texture for now |
CSpriteBatchNode | SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
CSpriteFrame | A SpriteFrame has: |
CSpriteFrameCache | Singleton that handles the loading of the sprite frames |
CStopGrid | StopGrid action |
CT2F_Quad | Texture coordinates for a quad |
CTargetedAction | Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction |
CTechnique | Material contains one or more techniques |
►CTerrain | Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images |
CDetailMap | This struct maintain a detail map data ,including source file ,detail size |
CTerrainData | This TerrainData struct warp all parameter that Terrain need to create |
CTriangle | Triangle |
CTex2F | A TEXCOORD composed of 2 floats: u, y |
CTextFieldDelegate | A input protocol for TextField |
CTextFieldTTF | A simple text input field with TTF font |
CTexture2D | Texture2D class |
CTextureAtlas | A class that implements a Texture Atlas |
CTextureCache | Singleton that handles the loading of textures |
CTextureCube | TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube |
CTiledGrid3D | TiledGrid3D is a 3D grid implementation |
CTiledGrid3DAction | Base class for TiledGrid3D actions |
CTintBy | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
CTintTo | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
CTMXLayer | TMXLayer represents the TMX layer |
CTMXObjectGroup | TMXObjectGroup represents the TMX object group |
CTMXTiledMap | TMXTiledMap knows how to parse and render a TMX map |
CToggleVisibility | Toggles the visibility of a node |
CTouch | Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used |
CTouchesScriptData | For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered |
CTouchScriptData | For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered |
CTransitionCrossFade | TransitionCrossFade: Cross fades two scenes using the RenderTexture object |
CTransitionEaseScene | TransitionEaseScene can ease the actions of the scene protocol |
CTransitionFade | TransitionFade: Fade out the outgoing scene and then fade in the incoming scene |
CTransitionFadeBL | TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner |
CTransitionFadeDown | TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom |
CTransitionFadeTR | TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner |
CTransitionFadeUp | TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top |
CTransitionFlipAngular | TransitionFlipAngular: Flips the screen half horizontally and half vertically |
CTransitionFlipX | TransitionFlipX: Flips the screen horizontally |
CTransitionFlipY | TransitionFlipY: Flips the screen vertically |
CTransitionJumpZoom | TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming |
CTransitionMoveInB | TransitionMoveInB: Move in from to the bottom the incoming scene |
CTransitionMoveInL | TransitionMoveInL: Move in from to the left the incoming scene |
CTransitionMoveInR | TransitionMoveInR: Move in from to the right the incoming scene |
CTransitionMoveInT | TransitionMoveInT: Move in from to the top the incoming scene |
CTransitionPageTurn | A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn |
CTransitionProgress | A base class of progress transition |
CTransitionProgressHorizontal | TransitionProgressHorizontal transition |
CTransitionProgressInOut | TransitionProgressInOut transition |
CTransitionProgressOutIn | TransitionProgressOutIn transition |
CTransitionProgressRadialCCW | TransitionRadialCCW transition |
CTransitionProgressRadialCW | TransitionRadialCW transition |
CTransitionProgressVertical | TransitionProgressVertical transition |
CTransitionRotoZoom | TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming |
CTransitionScene | Base class for Transition scenes |
CTransitionSceneOriented | A Transition that supports orientation like |
CTransitionShrinkGrow | Shrink the outgoing scene while grow the incoming scene |
CTransitionSlideInB | TransitionSlideInB: Slide in the incoming scene from the bottom border |
CTransitionSlideInL | TransitionSlideInL: Slide in the incoming scene from the left border |
CTransitionSlideInR | TransitionSlideInR: Slide in the incoming scene from the right border |
CTransitionSlideInT | TransitionSlideInT: Slide in the incoming scene from the top border |
CTransitionSplitCols | TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards |
CTransitionSplitRows | TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right |
CTransitionTurnOffTiles | TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order |
CTransitionZoomFlipAngular | TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in |
CTransitionZoomFlipX | TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene |
CTransitionZoomFlipY | TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene |
►CTrianglesCommand | Command used to render one or more Triangles, which is similar to QuadCommand |
CTriangles | The structure of Triangles |
CTurnOffTiles | TurnOffTiles action |
CTwirl | Twirl action |
CUniform | Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation |
CUniformValue | Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX |
CUserDefault | UserDefault acts as a tiny database |
CV2F_C4B_PF | A Vec2 with a vertex point, a color 4B and point size |
CV2F_C4B_T2F | A Vec2 with a vertex point, a tex coord point and a color 4B |
CV2F_C4B_T2F_Quad | A Quad of V2F_C4B_T2F |
CV2F_C4B_T2F_Triangle | A Triangle of V2F_C4B_T2F |
CV2F_C4F_T2F | A Vec2 with a vertex point, a tex coord point and a color 4F |
CV2F_C4F_T2F_Quad | A Quad of Vertex2FTex2FColor4F |
CV3F_C4B_T2F | A Vec2 with a vertex point, a tex coord point and a color 4B |
CV3F_C4B_T2F_Quad | A Quad of Vertex3FTex2FColor4B |
CV3F_T2F | A Vec3 with a vertex point, a tex coord point |
CV3F_T2F_Quad | A Quad with V3F_T2F |
CVec2 | Defines a 2-element floating point vector |
CVec3 | Defines a 3-element floating point vector |
CVec4 | Defines 4-element floating point vector |
CVertexAttrib | VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib |
CVertexAttribBinding | Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect) |
CVertexAttribValue | Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer |
CVertexBuffer | VertexBuffer is an abstraction of low level openGL Vertex Buffer Object |
CVertexData | VertexData is a class used for specify input streams for GPU rendering pipeline, a VertexData will be composed by several streams, every stream will contain a VertexStreamAttribute and the binding VertexBuffer |
CVertexStreamAttribute | VertexStreamAttribute is used to specify the vertex attribute for drawing, which is correspondent to glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) |
CWaves | Waves action |
CWaves3D | Waves3D action |
CWavesTiles3D | WavesTiles3D action |
►NCocosDenshion | |
CSimpleAudioEngine | Offers a very simple interface to play background music & sound effects |
►Ntinyobj | |
Cmaterial_t | Model's material struct |
CMaterialReader | Material reader |
Cmesh_t | Model's mesh struct |
Cshape_t | Model's shape struct |
CAutoReleasePool | A pool for managing autorelease objects |
CccBezierConfig | Bezier configuration structure |
CCCUISingleLineTextField | TODO: Missing doc - Why is this subclass necessary? |
C<CCUITextInput> | This protocol provides a common interface for consolidating text input method calls |
CForceFieldCalculationFactory | Internal class, the ForceField calculation factory |
CGLContextAttrs | There are six opengl Context Attrs |
CGLNode | The GLNode is wrapped to call the callback function about draw in the Lua |
CLuaJavaBridge | Build a bridge between Java and Lua script |
CScriptingCore | ScriptingCore is the main class which manages interaction with JavaScript environment It creates the JavaScript context and its global object |
CSilider | UI Slider widget |
CTexParams | Extension to set the Min / Mag filter |
CTextHAlignment | Horizontal text alignment type |
CTextVAlignment | Vertical text alignment type |
CTTFConfig | |