Cocos2d-x  v3.12
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cocos2d Namespace Reference

Copyright 2013 BlackBerry Inc. More...

Namespaces

 DrawPrimitives
 IMPORTANT! IMPORTANT! IMPORTANT! IMPORTANT!
 

Classes

class  AABB
 Axis Aligned Bounding Box (AABB), usually used to detect the collision at early step. More...
 
class  AccelAmplitude
 AccelAmplitude action. More...
 
class  AccelDeccelAmplitude
 AccelDeccelAmplitude action. More...
 
struct  Acceleration
 The device accelerometer reports values for each axis in units of g-force. More...
 
class  ActionCamera
 Base class for Camera actions. More...
 
class  ActionEase
 Base class for Easing actions. More...
 
class  ActionFloat
 Action used to animate any value in range [from,to] over specified time interval. More...
 
class  ActionInstant
 Instant actions are immediate actions. More...
 
class  ActionInterval
 An interval action is an action that takes place within a certain period of time. More...
 
class  ActionManager
 ActionManager is a singleton that manages all the actions. More...
 
struct  ActionObjectScriptData
 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. More...
 
class  ActionTween
 ActionTween. More...
 
class  ActionTweenDelegate
 The delegate class for ActionTween. More...
 
struct  AffineTransform
 Affine transform a b 0 c d 0 tx ty 1. More...
 
class  AmbientLight
 Ambient light simulates the light in the enviorment, it emits to all direction with the same intensity. More...
 
class  Animate
 Animates a sprite given the Animation. More...
 
class  Animate3D
 Animate3D, Animates a Sprite3D given with an Animation3D. More...
 
class  Animation
 A Animation object is used to perform animations on the Sprite objects. More...
 
class  Animation3D
 Static animation data, shared. More...
 
class  Animation3DCache
 Animation3DCache, used to caching Animation3D objects. More...
 
struct  Animation3DData
 animation data More...
 
class  AnimationCache
 Singleton that manages the Animations. More...
 
class  AnimationCurve
 Curve of bone's position, rotation or scale. More...
 
class  AnimationFrame
 A frame of the animation. More...
 
struct  AnimationFrameData
 Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad. More...
 
class  AsyncTaskPool
 This class allows to perform background operations without having to manipulate threads. More...
 
class  AtlasNode
 AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More...
 
class  AttachNode
 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);. More...
 
class  AutoPolygon
 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. More...
 
class  BaseLight
 BaseLight is the parent of all the lights. More...
 
struct  BasicScriptData
 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. More...
 
class  BatchCommand
 Command used to draw batches in one TextureAtlas. More...
 
class  BezierBy
 An action that moves the target with a cubic Bezier curve by a certain distance. More...
 
class  BezierTo
 An action that moves the target with a cubic Bezier curve to a destination point. More...
 
class  BillBoard
 Inherit from Sprite, achieve BillBoard. More...
 
struct  BlendFunc
 Blend Function used for textures. More...
 
class  Blink
 Blinks a Node object by modifying it's visible attribute. More...
 
class  Bone3D
 Defines a basic hierachial structure of transformation spaces. More...
 
class  Bundle3D
 Defines a bundle file that contains a collection of assets. More...
 
class  BundleReader
 BundleReader is an interface for reading sequence of bytes. More...
 
class  CallFunc
 Calls a 'callback'. More...
 
class  CallFuncN
 Calls a 'callback' with the node as the first argument. More...
 
class  Camera
 Defines a camera . More...
 
class  CameraBackgroundBrush
 Defines a brush to clear the background of camera. More...
 
class  CameraBackgroundColorBrush
 Color brush clear buffer with given depth and color. More...
 
class  CameraBackgroundDepthBrush
 Depth brush clear depth buffer with given depth. More...
 
class  CameraBackgroundSkyBoxBrush
 Skybox brush clear buffer with a skybox. More...
 
class  CardinalSplineBy
 An action that moves the target with a Cardinal Spline curve by a certain distance. More...
 
class  CardinalSplineTo
 An action that moves the target with a Cardinal Spline curve to a destination point. More...
 
class  CatmullRomBy
 An action that moves the target with a CatmullRom curve by a certain distance. More...
 
class  CatmullRomTo
 An action that moves the target with a CatmullRom curve to a destination point. More...
 
class  ClippingNode
 ClippingNode is a subclass of Node. More...
 
class  ClippingRectangleNode
 Clipping Rectangle Node. More...
 
class  Clonable
 Interface that defines how to clone an Ref. More...
 
struct  Color3B
 RGB color composed of bytes 3 bytes. More...
 
struct  Color4B
 RGBA color composed of 4 bytes. More...
 
struct  Color4F
 RGBA color composed of 4 floats. More...
 
struct  CommonScriptData
 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. More...
 
class  Configuration
 Configuration contains some openGL variables. More...
 
class  Controller
 A Controller object represents a connected physical game controller. More...
 
class  CustomCommand
 Custom command is used for call custom openGL command which can not be done by other commands, such as stencil function, depth functions etc. More...
 
class  DataPool
 DataPool is a data pool, used for recycling data. More...
 
class  DeccelAmplitude
 DeccelAmplitude action. More...
 
class  DelayTime
 Delays the action a certain amount of seconds. More...
 
class  Device
 A class for providing platform specific features. More...
 
class  DirectionLight
 DirectionLight simulates light that is being emitted from a source that is infinitely far away. More...
 
class  Director
 Class that creates and handles the main Window and manages how and when to execute the Scenes. More...
 
class  DisplayLinkDirector
 DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display. More...
 
class  DrawNode
 Node that draws dots, segments and polygons. More...
 
class  EaseBackIn
 EaseBackIn action. More...
 
class  EaseBackInOut
 EaseBackInOut action. More...
 
class  EaseBackOut
 EaseBackOut action. More...
 
class  EaseBezierAction
 EaseBezierAction. More...
 
class  EaseBounce
 EaseBounce base action. More...
 
class  EaseBounceIn
 EaseBounceIn action. More...
 
class  EaseBounceInOut
 EaseBounceInOut action. More...
 
class  EaseBounceOut
 EaseBounceOut action. More...
 
class  EaseCircleActionIn
 EaseCircleIn action. More...
 
class  EaseCircleActionInOut
 EaseCircleInOut action. More...
 
class  EaseCircleActionOut
 EaseCircleOut action. More...
 
class  EaseCubicActionIn
 EaseCubicIn action. More...
 
class  EaseCubicActionInOut
 EaseCubicInOut action. More...
 
class  EaseCubicActionOut
 EaseCubicOut action. More...
 
class  EaseElastic
 EaseElastic base action. More...
 
class  EaseElasticIn
 EaseElasticIn action. More...
 
class  EaseElasticInOut
 EaseElasticInOut action. More...
 
class  EaseElasticOut
 EaseElasticOut action. More...
 
class  EaseExponentialIn
 EaseExponentialIn action. More...
 
class  EaseExponentialInOut
 EaseExponentialInOut action If time * 2 < 1, the timeline of inner action will be changed by: \(0.5*{ 2 }^{ 10*(time-1) }\). More...
 
class  EaseExponentialOut
 EaseExponentialOut action The timeline of inner action will be changed by: More...
 
class  EaseIn
 EaseIn action with a rate. More...
 
class  EaseInOut
 EaseInOut action with a rate If time * 2 < 1, the timeline of inner action will be changed by: \(0.5*{ time }^{ rate }\). More...
 
class  EaseOut
 EaseOut action with a rate. More...
 
class  EaseQuadraticActionIn
 EaseQuadraticIn. More...
 
class  EaseQuadraticActionInOut
 EaseQuadraticInOut action. More...
 
class  EaseQuadraticActionOut
 EaseQuadraticOut action. More...
 
class  EaseQuarticActionIn
 EaseQuarticIn action. More...
 
class  EaseQuarticActionInOut
 EaseQuarticInOut action. More...
 
class  EaseQuarticActionOut
 EaseQuarticOut action. More...
 
class  EaseQuinticActionIn
 EaseQuinticIn action. More...
 
class  EaseQuinticActionInOut
 EaseQuinticInOut action. More...
 
class  EaseQuinticActionOut
 EaseQuinticOut action. More...
 
class  EaseRateAction
 Base class for Easing actions with rate parameters. More...
 
class  EaseSineIn
 EaseSineIn action The timeline of inner action will be changed by: More...
 
class  EaseSineInOut
 EaseSineInOut action The timeline of inner action will be changed by: More...
 
class  EaseSineOut
 EaseSineOut action The timeline of inner action will be changed by: More...
 
class  Event
 Base class of all kinds of events. More...
 
class  EventAcceleration
 Accelerometer event. More...
 
class  EventCustom
 Custom event. More...
 
class  EventDispatcher
 This class manages event listener subscriptions and event dispatching. More...
 
class  EventFocus
 Focus event. More...
 
class  EventKeyboard
 Keyboard event. More...
 
class  EventListener
 The base class of event listener. More...
 
class  EventListenerAcceleration
 Acceleration event listener. More...
 
class  EventListenerController
 
class  EventListenerCustom
 Custom event listener. More...
 
class  EventListenerFocus
 Focus event listener. More...
 
class  EventListenerKeyboard
 Keyboard event listener. More...
 
class  EventListenerMouse
 Mouse event listener. More...
 
class  EventListenerPhysicsContact
 Contact listener. More...
 
class  EventListenerPhysicsContactWithBodies
 This event listener only be called when bodyA and bodyB have contacts. More...
 
class  EventListenerPhysicsContactWithGroup
 This event listener only be called when shapeA or shapeB is in the group your specified. More...
 
class  EventListenerPhysicsContactWithShapes
 This event listener only be called when shapeA and shapeB have contacts. More...
 
class  EventListenerTouchAllAtOnce
 Multiple touches event listener. More...
 
class  EventListenerTouchOneByOne
 Single touch event listener. More...
 
class  EventMouse
 The mouse event. More...
 
class  EventTouch
 Touch event. More...
 
class  FadeIn
 Fades In an object that implements the RGBAProtocol protocol. More...
 
class  FadeOut
 Fades Out an object that implements the RGBAProtocol protocol. More...
 
class  FadeOutBLTiles
 FadeOutBLTiles action. More...
 
class  FadeOutDownTiles
 FadeOutDownTiles action. More...
 
class  FadeOutTRTiles
 FadeOutTRTiles action. More...
 
class  FadeOutUpTiles
 FadeOutUpTiles action. More...
 
class  FadeTo
 Fades an object that implements the RGBAProtocol protocol. More...
 
class  FileUtils
 Helper class to handle file operations. More...
 
class  FileUtilsTizen
 Helper class to handle file operations. More...
 
class  FlipX
 Flips the sprite horizontally. More...
 
class  FlipX3D
 FlipX3D action. More...
 
class  FlipY
 Flips the sprite vertically. More...
 
class  FlipY3D
 FlipY3D action. More...
 
struct  FontDefinition
 Font attributes. More...
 
struct  FontShadow
 types used for defining fonts properties (i.e. More...
 
struct  FontStroke
 Stroke attributes. More...
 
class  Frustum
 The frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity. More...
 
class  GLProgram
 Class that implements a openGL Program. More...
 
class  GLProgramCache
 Singleton that stores manages GLProgram objects (shaders) More...
 
class  GLProgramState
 GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram. More...
 
class  GLProgramStateCache
 Some GLprogram state could be shared. More...
 
class  GLView
 By GLView you can operate the frame information of EGL view through some function. More...
 
class  Grabber
 FBO class that grabs the the contents of the screen. More...
 
class  Grid3D
 Grid3D is a 3D grid implementation. More...
 
class  Grid3DAction
 Base class for Grid3D actions. More...
 
class  GridAction
 Base class for Grid actions. More...
 
class  GridBase
 Base class for Other grid. More...
 
class  GroupCommand
 GroupCommand is used to group several command together, and more, it can be nestd. More...
 
class  Hide
 Hide the node. More...
 
class  IMEDelegate
 Input method editor delegate. More...
 
class  IMEDispatcher
 Input Method Edit Message Dispatcher. More...
 
struct  IMEKeyboardNotificationInfo
 Keyboard notification event type. More...
 
class  IndexBuffer
 IndexBuffer is an abstraction of low level openGL Buffer Object. More...
 
class  JumpBy
 Moves a Node object simulating a parabolic jump movement by modifying it's position attribute. More...
 
class  JumpTiles3D
 JumpTiles3D action. More...
 
class  JumpTo
 Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute. More...
 
struct  KeypadScriptData
 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. More...
 
class  LabelAtlas
 LabelAtlas is a subclass of AtlasNode. More...
 
class  Layer
 Layer is a subclass of Node that implements the TouchEventsDelegate protocol. More...
 
class  LayerColor
 LayerColor is a subclass of Layer that implements the RGBAProtocol protocol. More...
 
class  LayerGradient
 LayerGradient is a subclass of LayerColor that draws gradients across the background. More...
 
class  LayerMultiplex
 MultipleLayer is a Layer with the ability to multiplex it's children. More...
 
class  Lens3D
 Lens3D action. More...
 
class  Liquid
 Liquid action. More...
 
class  LuaBridge
 Build bridge between ObjC and Lua. More...
 
class  LuaCallFunc
 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. More...
 
class  LuaEngine
 The LuaEngine integrated into the cocos2d-x to process the interactive operation between lua and c++. More...
 
class  LuaObjcBridge
 Build a bridge between ObjectC and Lua script. More...
 
class  LuaStack
 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. More...
 
class  LuaValue
 Wrap different general types of data into a same specific type named LuaValue. More...
 
class  Map
 Similar to std::unordered_map, but it will manage reference count automatically internally. More...
 
class  Mat4
 Defines a 4 x 4 floating point matrix representing a 3D transformation. More...
 
class  Material
 Material defines the apperance of the objects. More...
 
struct  MaterialData
 material data More...
 
struct  MaterialDatas
 material datas, since 3.3 More...
 
class  MathUtil
 Defines a math utility class. More...
 
class  Menu
 A Menu for touch handling. More...
 
class  MenuItem
 MenuItem base class. More...
 
class  MenuItemAtlasFont
 Helper class that creates a MenuItemLabel class with a LabelAtlas. More...
 
class  MenuItemFont
 A MenuItemFont. More...
 
class  MenuItemImage
 MenuItemImage accepts images as displayed items. More...
 
class  MenuItemLabel
 An base class for "label" MenuItemLabel items. More...
 
class  MenuItemSprite
 MenuItemSprite accepts Node<RGBAProtocol> objects as displayed items. More...
 
class  MenuItemToggle
 A MenuItemToggle. More...
 
class  Mesh
 Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on. More...
 
class  MeshCommand
 Command used to draw a mesh. More...
 
struct  MeshData
 Mesh data. More...
 
struct  MeshDatas
 mesh datas More...
 
class  MeshIndexData
 The MeshIndexData class. More...
 
class  MeshInfo
 Definition of a Mesh. More...
 
class  MeshSkin
 MeshSkin, A class maintain a collection of bones that affect Mesh vertex. More...
 
struct  MeshVertexAttrib
 mesh vertex attribute More...
 
class  MeshVertexData
 The MeshVertexData class. More...
 
struct  ModelData
 Model node data, since 3.3. More...
 
class  MotionStreak
 Creates a trailing path. More...
 
class  MotionStreak3D
 Creates a trailing path. More...
 
class  MoveBy
 Moves a Node object by x,y pixels by modifying it's position attribute. More...
 
class  MoveTo
 Moves a Node object to the position x,y. More...
 
class  NinePatchImageParser
 A class for paring Android .9 patch image. More...
 
struct  NMaterialData
 new material data More...
 
class  Node
 Node is the base element of the Scene Graph. More...
 
struct  NodeData
 Node data, since 3.3. More...
 
struct  NodeDatas
 node datas, since 3.3 More...
 
class  NodeGrid
 Base class for Grid Node,the grid action's management class. More...
 
struct  NTextureData
 new Texture data, since 3.3 More...
 
class  OBB
 Oritened Bounding Box(OBB) More...
 
class  OrbitCamera
 OrbitCamera action. More...
 
class  PageTurn3D
 This action simulates a page turn from the bottom right hand corner of the screen. More...
 
class  ParallaxNode
 ParallaxNode: A node that simulates a parallax scroller. More...
 
struct  Particle3D
 Particle3D is a container of particle Properties. More...
 
class  Particle3DAffector
 Particle3DAffector is a base class, define interfaces. More...
 
class  Particle3DEmitter
 Particle3DEmitter is a base class, define interfaces. More...
 
class  Particle3DModelRender
 Particle3DModelRender inherit from Particle3DRender, implement model rendering. More...
 
class  Particle3DQuadRender
 Particle3DQuadRender inherit from Particle3DRender, implement billboard rendering. More...
 
class  Particle3DRender
 Particle3DRender is a base class, define interfaces. More...
 
class  ParticleBatchNode
 ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class  ParticleExplosion
 An explosion particle system. More...
 
class  ParticleFire
 A fire particle system. More...
 
class  ParticleFireworks
 A fireworks particle system. More...
 
class  ParticleFlower
 A flower particle system. More...
 
class  ParticleGalaxy
 A galaxy particle system. More...
 
class  ParticleMeteor
 A meteor particle system. More...
 
class  ParticleRain
 A rain particle system. More...
 
class  ParticleSmoke
 An smoke particle system. More...
 
class  ParticleSnow
 An snow particle system. More...
 
class  ParticleSpiral
 An spiral particle system. More...
 
class  ParticleSun
 A sun particle system. More...
 
class  ParticleSystem3D
 ParticleSystem3D is a base class, define interfaces. More...
 
class  ParticleSystemQuad
 ParticleSystemQuad is a subclass of ParticleSystem. More...
 
class  Pass
 Material contains one or more techniques. More...
 
class  Physics3D6DofConstraint
 This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (dof). More...
 
class  Physics3DCollider
 Inherit from Physics3DObject, the main class for Colliders. More...
 
struct  Physics3DColliderDes
 The description of Physics3DCollider. More...
 
struct  Physics3DCollisionInfo
 The collision information of Physics3DObject. More...
 
class  Physics3DComponent
 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. More...
 
class  Physics3DConeTwistConstraint
 It is a special point to point constraint that adds cone and twist axis limits. More...
 
class  Physics3DConstraint
 Constraint affects the movement of physics object, it usually connet one or two physics object. More...
 
class  Physics3DDebugDrawer
 Physics3DDebugDrawer: debug draw the physics object, used by Physics3DWorld. More...
 
class  Physics3DHingeConstraint
 Hinge constraint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis. More...
 
class  Physics3DObject
 Inherit from Ref, base class. More...
 
class  Physics3DPointToPointConstraint
 Point to point constraint limits the translation so that the local pivot points of 2 rigidbodies match in worldspace. More...
 
class  Physics3DRigidBody
 Inherit from Physics3DObject, the main class for rigid body objects. More...
 
struct  Physics3DRigidBodyDes
 The description of Physics3DRigidBody. More...
 
class  Physics3DShape
 Create a physical shape(box, sphere, cylinder, capsule, convexhull, mesh and heightfield) More...
 
class  Physics3DSliderConstraint
 It allows the body to rotate around x axis and translate along this axis. More...
 
class  Physics3DWorld
 The physics information container, include Physics3DObjects, Physics3DConstraints, collision information and so on. More...
 
struct  Physics3DWorldDes
 The description of Physics3DWorld. More...
 
class  PhysicsBody
 A body affect by physics. More...
 
class  PhysicsContact
 Contact infomation. More...
 
class  PhysicsContactPostSolve
 Postsolve value generated when onContactPostSolve called. More...
 
class  PhysicsContactPreSolve
 Presolve value generated when onContactPreSolve called. More...
 
class  PhysicsDebugDraw
 A physics helper class. More...
 
class  PhysicsHelper
 A physics helper class. More...
 
class  PhysicsJoint
 An PhysicsJoint object connects two physics bodies together. More...
 
class  PhysicsJointDistance
 Set the fixed distance with two bodies. More...
 
class  PhysicsJointFixed
 A fixed joint fuses the two bodies together at a reference point. More...
 
class  PhysicsJointGear
 Keeps the angular velocity ratio of a pair of bodies constant. More...
 
class  PhysicsJointGroove
 Attach body a to a line, and attach body b to a dot. More...
 
class  PhysicsJointLimit
 A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope. More...
 
class  PhysicsJointMotor
 Keeps the relative angular velocity of a pair of bodies constant. More...
 
class  PhysicsJointPin
 A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together. More...
 
class  PhysicsJointRatchet
 Works like a socket wrench. More...
 
class  PhysicsJointRotaryLimit
 Likes a limit joint, but works with rotary. More...
 
class  PhysicsJointRotarySpring
 Likes a spring joint, but works with rotary. More...
 
class  PhysicsJointSpring
 Connecting two physics bodies together with a spring. More...
 
class  PhysicsShape
 A shape for body, you can view PhysicsBody to see how to create it. More...
 
class  PhysicsShapeBox
 A box shape. More...
 
class  PhysicsShapeCircle
 A circle shape. More...
 
class  PhysicsShapeEdgeBox
 An edge box shape. More...
 
class  PhysicsShapeEdgeChain
 A chain shape. More...
 
class  PhysicsShapeEdgePolygon
 An edge polygon shape. More...
 
class  PhysicsShapeEdgeSegment
 A segment shape. More...
 
class  PhysicsShapePolygon
 A polygon shape. More...
 
class  PhysicsSprite3D
 Convenient class to create a rigid body with Sprite3D. More...
 
class  PhysicsWorld
 An PhysicsWorld object simulates collisions and other physical properties. More...
 
class  Place
 Places the node in a certain position. More...
 
class  Plane
 Defines plane. More...
 
class  PointArray
 An Array that contain control points. More...
 
class  PointLight
 Point light has a position, and sends rays in all directions. More...
 
struct  PointSprite
 The point data of Sprite which contains position, color & szie. More...
 
class  PolygonInfo
 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. More...
 
class  Primitive
 Primitive can support sending points, lines and triangles to glpipeline, which is an abstraction of primitive data. More...
 
class  PrimitiveCommand
 Command used to render primitive, similar to QuadCommand. More...
 
class  ProgressFromTo
 Progress from a percentage to another percentage. More...
 
class  ProgressTimer
 ProgressTimer is a subclass of Node. More...
 
class  ProgressTo
 Progress to percentage. More...
 
class  Properties
 Defines a properties file for loading text files. More...
 
class  ProtectedNode
 A inner node type mainly used for UI module. More...
 
class  PUAbstractNode
 Internal class, The Abstract class of script element. More...
 
class  PUAffector
 PUAffector, the base class of pu affector, inherit from Particle3DAffector. More...
 
class  PUBillboardChain
 internal class, the tool class of PUBeamRender. More...
 
struct  PUControlPointSorter
 Comparer used for sorting vector in ascending order. More...
 
class  PUDynamicAttribute
 This class provides a uniform interface for retrieving the value of an attribute, while the calculation of this value may vary. More...
 
class  PUDynamicAttributeCurved
 This is a more complex usage of the DynamicAttribute principle. More...
 
class  PUDynamicAttributeFixed
 This class is an implementation of the DynamicAttribute class in its most simple form. More...
 
class  PUDynamicAttributeHelper
 Helper class to do some generic calculation. More...
 
class  PUDynamicAttributeOscillate
 This class generates values based on an oscillating function (i.e. More...
 
class  PUDynamicAttributeRandom
 This class generates random values within a given minimum and maximum interval. More...
 
class  PUEmitter
 PUEmitter,the base class of pu emitter,inherit from Particle3DEmitter. More...
 
class  PUForceField
 Internal class, This class defines a force field to affect the particle direction. More...
 
class  PUMeshSurfaceEmitter
 The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh. More...
 
class  PUObjectAbstractNode
 Internal class, This specific abstract node represents a script object. More...
 
struct  PUParticle3D
 PUParticle3D inherit from Particle3D, includes all properties of PU particles. More...
 
class  PUParticle3DBoxRender
 PUParticle3DBoxRender inherit from PUParticle3DEntityRender,implement pu box rendering. More...
 
class  PUParticle3DEntityRender
 PUParticle3DEntityRender, the base class of entity renderer, inherit from PURender. More...
 
class  PUParticle3DModelRender
 PUParticle3DModelRender inherit from PURender,implement pu model rendering. More...
 
class  PUParticle3DQuadRender
 PUParticle3DQuadRender inherit from PUParticle3DEntityRender,implement pu quad rendering. More...
 
class  PUParticleSystem3D
 PUParticleSystem3D, the class of pu particle system, inherit from ParticleSystem3D. More...
 
class  PUPlane
 Internal class£¬defines a plane in 3D space. More...
 
class  PUPropertyAbstractNode
 Internal class, This abstract node represents a script property. More...
 
class  PURealTimeForceFieldCalculationFactory
 Internal class, Factory class to calculate forces in realtime. More...
 
class  PURender
 PURender, the base class of pu renderer, inherit from Particle3DRender. More...
 
class  PUScriptCompiler
 Internal class, The compiler of scrip. More...
 
struct  PUScriptLexer
 Internal class, this struct represents a lexer of Script. More...
 
struct  PUScriptToken
 Internal class, this struct represents a token, which is an ID'd lexeme from the parsing input stream. More...
 
struct  PUScriptTranslator
 script translator More...
 
class  PUSortAscending
 Comparer used for sorting vector in ascending order. More...
 
class  PUSortDescending
 Comparer used for sorting vector in descending order. More...
 
class  PUSphere
 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). More...
 
class  PUSphereRender
 PUSphereRender inherit from PUParticle3DEntityRender,implement pu sphere rendering. More...
 
class  PUTriangle
 Definition of a Triangle. More...
 
struct  Quad2
 A 2D Quad. More...
 
struct  Quad3
 A 3D Quad. More...
 
class  QuadCommand
 Command used to render one or more Quads, similar to TrianglesCommand. More...
 
class  Quaternion
 Defines a 4-element quaternion that represents the orientation of an object in space. More...
 
class  RandomHelper
 A helper class for creating random number. More...
 
class  Ray
 Ray is a line with a start point. More...
 
class  Rect
 Rectangle area. More...
 
class  Ref
 Ref is used for reference count management. More...
 
struct  Reference
 reference data used for bundle header. More...
 
class  RemoveSelf
 Remove the node. More...
 
class  RenderCommand
 Base class of the RenderCommand hierarchy. More...
 
class  RenderQueue
 Class that knows how to sort RenderCommand objects. More...
 
class  RenderState
 Defines the rendering state of the graphics device. More...
 
class  RenderTexture
 RenderTexture is a generic rendering target. More...
 
class  Repeat
 Repeats an action a number of times. More...
 
class  RepeatForever
 Repeats an action forever. More...
 
class  ReuseGrid
 ReuseGrid action. More...
 
class  ReverseTime
 Executes an action in reverse order, from time=duration to time=0. More...
 
class  Ripple3D
 Ripple3D action. More...
 
class  RotateBy
 Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More...
 
class  RotateTo
 Rotates a Node object to a certain angle by modifying it's rotation attribute. More...
 
class  ScaleBy
 Scales a Node object a zoom factor by modifying it's scale attribute. More...
 
class  ScaleTo
 Scales a Node object to a zoom factor by modifying it's scale attribute. More...
 
class  Scene
 Scene is a subclass of Node that is used only as an abstract concept. More...
 
class  Scheduler
 Scheduler is responsible for triggering the scheduled callbacks. More...
 
struct  SchedulerScriptData
 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. More...
 
class  SchedulerScriptHandlerEntry
 The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry. More...
 
class  ScriptEngineManager
 ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocl, such as LuaEngine. More...
 
class  ScriptEngineProtocol
 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. More...
 
struct  ScriptEvent
 The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More...
 
class  ScriptHandlerEntry
 This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id. More...
 
class  ScriptHandlerMgr
 In order to reduce the coupling of lua script engine and native c++ engine. More...
 
class  Sequence
 Runs actions sequentially, one after another. More...
 
class  Shaky3D
 Shaky3D action. More...
 
class  ShakyTiles3D
 ShakyTiles3D action. More...
 
class  ShatteredTiles3D
 ShatteredTiles3D action. More...
 
class  Show
 Show the node instantly. More...
 
class  ShuffleTiles
 ShuffleTiles action. More...
 
class  Size
 A size, which has width and height, could be used to represent the size in 2D. More...
 
class  Skeleton3D
 Skeleton, a set contain all bones. More...
 
class  SkewBy
 Skews a Node object by skewX and skewY degrees. More...
 
class  SkewTo
 Skews a Node object to given angles by modifying it's skewX and skewY attributes. More...
 
struct  SkinData
 skin data More...
 
class  Skybox
 Sky box technology usually used to simulate infinity sky, mountains and other phenomena. More...
 
class  Spawn
 Spawn a group of actions. More...
 
class  SplitCols
 SplitCols action. More...
 
class  SplitRows
 SplitRows action. More...
 
class  SpotLight
 Spot light is a special light that all light rays are restricted to a cone of light. More...
 
class  Sprite
 Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
 
class  Sprite3D
 a sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite More...
 
class  Sprite3DCache
 the cache data of Sprite3D, use to speed up Sprite3D::create More...
 
class  Sprite3DMaterial
 Sprite3DMaterial: Material for Sprite3D. More...
 
class  Sprite3DMaterialCache
 the sprite3D material is only texture for now More...
 
class  SpriteBatchNode
 SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class  SpriteFrame
 A SpriteFrame has: More...
 
class  SpriteFrameCache
 Singleton that handles the loading of the sprite frames. More...
 
class  StopGrid
 <<<<<<< HEAD More...
 
struct  T2F_Quad
 Texture coordinates for a quad. More...
 
class  TargetedAction
 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. More...
 
class  Technique
 Material contains one or more techniques. More...
 
class  Terrain
 Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
 
struct  Tex2F
 A TEXCOORD composed of 2 floats: u, y. More...
 
class  TextFieldDelegate
 A input protocol for TextField. More...
 
class  TextFieldTTF
 A simple text input field with TTF font. More...
 
class  Texture2D
 Texture2D class. More...
 
class  TextureAtlas
 A class that implements a Texture Atlas. More...
 
class  TextureCache
 Singleton that handles the loading of textures. More...
 
class  TextureCube
 TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More...
 
class  TiledGrid3D
 TiledGrid3D is a 3D grid implementation. More...
 
class  TiledGrid3DAction
 Base class for TiledGrid3D actions. More...
 
class  TintBy
 Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
 
class  TintTo
 Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
 
class  TMXLayer
 TMXLayer represents the TMX layer. More...
 
class  TMXObjectGroup
 TMXObjectGroup represents the TMX object group. More...
 
class  TMXTiledMap
 TMXTiledMap knows how to parse and render a TMX map. More...
 
class  ToggleVisibility
 Toggles the visibility of a node. More...
 
class  Touch
 Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More...
 
struct  TouchesScriptData
 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. More...
 
struct  TouchScriptData
 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. More...
 
class  TransitionCrossFade
 TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
 
class  TransitionEaseScene
 TransitionEaseScene can ease the actions of the scene protocol. More...
 
class  TransitionFade
 TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
 
class  TransitionFadeBL
 TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
 
class  TransitionFadeDown
 TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
 
class  TransitionFadeTR
 TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
 
class  TransitionFadeUp
 TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
 
class  TransitionFlipAngular
 TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
 
class  TransitionFlipX
 TransitionFlipX: Flips the screen horizontally. More...
 
class  TransitionFlipY
 TransitionFlipY: Flips the screen vertically. More...
 
class  TransitionJumpZoom
 TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
 
class  TransitionMoveInB
 TransitionMoveInB: Move in from to the bottom the incoming scene. More...
 
class  TransitionMoveInL
 TransitionMoveInL: Move in from to the left the incoming scene. More...
 
class  TransitionMoveInR
 TransitionMoveInR: Move in from to the right the incoming scene. More...
 
class  TransitionMoveInT
 TransitionMoveInT: Move in from to the top the incoming scene. More...
 
class  TransitionPageTurn
 A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More...
 
class  TransitionProgress
 A base class of progress transition. More...
 
class  TransitionProgressHorizontal
 TransitionProgressHorizontal transition. More...
 
class  TransitionProgressInOut
 TransitionProgressInOut transition. More...
 
class  TransitionProgressOutIn
 TransitionProgressOutIn transition. More...
 
class  TransitionProgressRadialCCW
 TransitionRadialCCW transition. More...
 
class  TransitionProgressRadialCW
 TransitionRadialCW transition. More...
 
class  TransitionProgressVertical
 TransitionProgressVertical transition. More...
 
class  TransitionRotoZoom
 TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
 
class  TransitionScene
 Base class for Transition scenes. More...
 
class  TransitionSceneOriented
 A Transition that supports orientation like. More...
 
class  TransitionShrinkGrow
 Shrink the outgoing scene while grow the incoming scene. More...
 
class  TransitionSlideInB
 TransitionSlideInB: Slide in the incoming scene from the bottom border. More...
 
class  TransitionSlideInL
 TransitionSlideInL: Slide in the incoming scene from the left border. More...
 
class  TransitionSlideInR
 TransitionSlideInR: Slide in the incoming scene from the right border. More...
 
class  TransitionSlideInT
 TransitionSlideInT: Slide in the incoming scene from the top border. More...
 
class  TransitionSplitCols
 TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More...
 
class  TransitionSplitRows
 TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...
 
class  TransitionTurnOffTiles
 TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
 
class  TransitionZoomFlipAngular
 TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More...
 
class  TransitionZoomFlipX
 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. More...
 
class  TransitionZoomFlipY
 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. More...
 
class  TrianglesCommand
 Command used to render one or more Triangles, which is similar to QuadCommand. More...
 
class  TurnOffTiles
 TurnOffTiles action. More...
 
class  Twirl
 Twirl action. More...
 
struct  Uniform
 Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation. More...
 
class  UniformValue
 Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX. More...
 
class  UserDefault
 UserDefault acts as a tiny database. More...
 
struct  V2F_C4B_PF
 A Vec2 with a vertex point, a color 4B and point size. More...
 
struct  V2F_C4B_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4B. More...
 
struct  V2F_C4B_T2F_Quad
 A Quad of V2F_C4B_T2F. More...
 
struct  V2F_C4B_T2F_Triangle
 A Triangle of V2F_C4B_T2F. More...
 
struct  V2F_C4F_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4F. More...
 
struct  V2F_C4F_T2F_Quad
 A Quad of Vertex2FTex2FColor4F. More...
 
struct  V3F_C4B_T2F
 A Vec2 with a vertex point, a tex coord point and a color 4B. More...
 
struct  V3F_C4B_T2F_Quad
 A Quad of Vertex3FTex2FColor4B. More...
 
struct  V3F_T2F
 A Vec3 with a vertex point, a tex coord point. More...
 
struct  V3F_T2F_Quad
 A Quad with V3F_T2F More...
 
class  Vec2
 Defines a 2-element floating point vector. More...
 
class  Vec3
 Defines a 3-element floating point vector. More...
 
class  Vec4
 Defines 4-element floating point vector. More...
 
struct  VertexAttrib
 VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib. More...
 
class  VertexAttribBinding
 Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect). More...
 
class  VertexAttribValue
 Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer. More...
 
class  VertexBuffer
 VertexBuffer is an abstraction of low level openGL Vertex Buffer Object. More...
 
class  VertexData
 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. More...
 
class  VertexStreamAttribute
 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). More...
 
class  Waves
 Waves action. More...
 
class  Waves3D
 Waves3D action. More...
 
class  WavesTiles3D
 WavesTiles3D action. More...
 

Enumerations

enum  CameraFlag
 Note: Scene creates a default camera. More...
 
enum  { TMXOrientationOrtho, TMXOrientationHex, TMXOrientationIso, TMXOrientationStaggered }
 Possible orientations of the TMX map. More...
 
enum  Animate3DQuality { QUALITY_NONE = 0, QUALITY_LOW, QUALITY_HIGH }
 This enum control the animation's quality. More...
 
enum  EvaluateType { INT_LINEAR, INT_NEAR, INT_QUAT_SLERP, INT_USER_FUNCTION }
 The evalute type for the curve evaluation(interpolation). More...
 
enum  PointSide { IN_PLANE, FRONT_PLANE, BEHIND_PLANE }
 This enum define the location relationship between the specified point an specified plane. More...
 
enum  MATRIX_STACK_TYPE { MATRIX_STACK_MODELVIEW, MATRIX_STACK_PROJECTION, MATRIX_STACK_TEXTURE }
 @~ More...
 
enum  GlyphCollection
 Possible GlyphCollection used by Label. More...
 
enum  LabelEffect
 Effects used by Label
 
enum  LuaBridgeError { ,
  kLuaBridgeErrorInvalidParameters = -1, kLuaBridgeErrorClassNotFound = -2, kLuaBridgeErrorMethodNotFound = -3, kLuaBridgeErrorExceptionOccurred = -4,
  kLuaBridgeErrorMethodSignature = -5, kLuaBridgeErrorJavaVMError = -6
}
 LuaBridge Error enum, with inline docs. More...
 
enum  PUComponentType
 The type of PUComponent.
 
enum  PUAbstractNodeType
 This enum holds the types of the possible abstract nodes.
 

Functions

Vec2 ccCardinalSplineAt (Vec2 &p0, Vec2 &p1, Vec2 &p2, Vec2 &p3, float tension, float t)
 Returns the Cardinal Spline position for a given set of control points, tension and time.
 
var ccCardinalSplineAt ( var p0, var p1, var p2, var p3, var tension, var t)
 Returns the Cardinal Spline position for a given set of control points, tension and time.
 
local ccCardinalSplineAt ( local p0, local p1, local p2, local p3, local tension, local t)
 Returns the Cardinal Spline position for a given set of control points, tension and time.
 
bool isScreenPointInRect (const Vec2 &pt, const Camera *camera, const Mat4 &w2l, const Rect &rect, Vec3 *p)
 This is a helper function, checks a GL screen point is in content rectangle space. More...
 
Rect RectFromString (const std::string &str)
 Returns a Core Graphics rectangle structure corresponding to the data in a given string. More...
 
Vec2 PointFromString (const std::string &str)
 Returns a Core Graphics point structure corresponding to the data in a given string. More...
 
Size SizeFromString (const std::string &str)
 Returns a Core Graphics size structure corresponding to the data in a given string. More...
 
template<typename T >
random (T min, T max)
 Returns a random value between min and max.
 
template<typename T >
var random ( var min, var max)
 Returns a random value between min and max.
 
template<typename T >
local random ( local min, local max)
 Returns a random value between min and max.
 
template<>
float random (float min, float max)
 Returns a random float value between min and max.
 
template<>
local random ( local min, local max)
 Returns a random float value between min and max.
 
template<>
long double random (long double min, long double max)
 Returns a random long double value between min and max.
 
template<>
local random ( local min, local max)
 Returns a random long double value between min and max.
 
template<>
double random (double min, double max)
 Returns a random double value between min and max.
 
template<>
local random ( local min, local max)
 Returns a random double value between min and max.
 
int random ()
 Returns a random int between 0 and RAND_MAX.
 
float rand_minus1_1 ()
 Returns a random float between -1 and 1. More...
 
var rand_minus1_1 ()
 Returns a random float between -1 and 1. More...
 
local rand_minus1_1 ()
 Returns a random float between -1 and 1. More...
 
float rand_0_1 ()
 Returns a random float between 0 and 1. More...
 
var rand_0_1 ()
 Returns a random float between 0 and 1. More...
 
local rand_0_1 ()
 Returns a random float between 0 and 1. More...
 
int cc_wcslen (const unsigned short *str)
 Returns the character count in UTF16 string. More...
 
void cc_utf8_trim_ws (std::vector< unsigned short > *str)
 Trims the space characters at the end of UTF8 string. More...
 
bool isspace_unicode (unsigned short ch)
 Whether the character is a whitespace character. More...
 
bool iscjk_unicode (unsigned short ch)
 Whether the character is a Chinese/Japanese/Korean character. More...
 
var iscjk_unicode ( var ch)
 Whether the character is a Chinese/Japanese/Korean character. More...
 
local iscjk_unicode ( local ch)
 Whether the character is a Chinese/Japanese/Korean character. More...
 
long cc_utf8_strlen (const char *p, int max=-1)
 Returns the length of the string in characters. More...
 
var cc_utf8_strlen ( var p, var 1)
 Returns the length of the string in characters. More...
 
local cc_utf8_strlen ( local p, local 1)
 Returns the length of the string in characters. More...
 
unsigned int cc_utf8_find_last_not_char (const std::vector< unsigned short > &str, unsigned short c)
 Find the last character that is not equal to the character given. More...
 
std::vector< unsigned short > cc_utf16_vec_from_utf16_str (const unsigned short *str)
 Gets unsigned short vector from a given utf16 string. More...
 
unsigned short * cc_utf8_to_utf16 (const char *str_old, int length=-1, int *rUtf16Size=nullptr)
 Creates an utf8 string from a c string. More...
 
var cc_utf8_to_utf16 ( var str_old, var 1, var nullptr)
 Creates an utf8 string from a c string. More...
 
local cc_utf8_to_utf16 ( local str_old, local 1, local nullptr)
 Creates an utf8 string from a c string. More...
 
char * cc_utf16_to_utf8 (const unsigned short *str, int len=-1, long *items_read=nullptr, long *items_written=nullptr)
 Converts a string from UTF-16 to UTF-8. More...
 
int ccNextPOT (int value)
 Returns the Next Power of Two value. More...
 
AffineTransform __CCAffineTransformMake (float a, float b, float c, float d, float tx, float ty)
 Make affine transform from a, b, c, d, tx, ty. More...
 
var __CCAffineTransformMake ( var a, var b, var c, var d, var tx, var ty)
 Make affine transform from a, b, c, d, tx, ty. More...
 
local __CCAffineTransformMake ( local a, local b, local c, local d, local tx, local ty)
 Make affine transform from a, b, c, d, tx, ty. More...
 
Vec2 __CCPointApplyAffineTransform (const Vec2 &point, const AffineTransform &t)
 Multiply point (x,y,1) by a affine tranform.
 
Size __CCSizeApplyAffineTransform (const Size &size, const AffineTransform &t)
 Multiply size (width,height,0) by a affine tranform.
 
AffineTransform AffineTransformMakeIdentity ()
 Make identity affine transform.
 
Rect RectApplyAffineTransform (const Rect &rect, const AffineTransform &anAffineTransform)
 Transform Rect, which will transform the four vertice of the point.
 
Rect RectApplyTransform (const Rect &rect, const Mat4 &transform)
 Transform Rect by Mat4.
 
Vec2 PointApplyTransform (const Vec2 &point, const Mat4 &transform)
 Transform Rect by Mat4.
 
AffineTransform AffineTransformTranslate (const AffineTransform &t, float tx, float ty)
 Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1.
 
AffineTransform AffineTransformRotate (const AffineTransform &aTransform, float anAngle)
 Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.
 
AffineTransform AffineTransformScale (const AffineTransform &t, float sx, float sy)
 Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.
 
AffineTransform AffineTransformConcat (const AffineTransform &t1, const AffineTransform &t2)
 Concat two affine transform, t1*t2.
 
bool AffineTransformEqualToTransform (const AffineTransform &t1, const AffineTransform &t2)
 Compare affine transform.
 
AffineTransform AffineTransformInvert (const AffineTransform &t)
 Get the inverse of affine transform.
 
Mat4 TransformConcat (const Mat4 &t1, const Mat4 &t2)
 Concat Mat4, return t1*t2.
 
void ccVertexLineToPolygon (Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints)
 converts a line to a polygon, incremental update is supported, which means that we want to create a series of points to polygons, we can convert the first part of them to polygons, and then add the left points to incremental update the polygons. More...
 
bool ccVertexLineIntersect (float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Dx, float Dy, float *T)
 returns whether or not the line intersects,the two line are AB and CD x coordinate of A. More...
 
Vec3operator*= (Vec3 &v, const Mat4 &m)
 Transforms the given vector by the given matrix. More...
 
const Vec3 operator* (const Mat4 &m, const Vec3 &v)
 Transforms the given vector by the given matrix. More...
 
var operator* ( var m, var v)
 Transforms the given vector by the given matrix. More...
 
local operator* ( local m, local v)
 Transforms the given vector by the given matrix. More...
 
Vec4operator*= (Vec4 &v, const Mat4 &m)
 Transforms the given vector by the given matrix. More...
 
local operator*= ( local v, local m)
 Transforms the given vector by the given matrix. More...
 
const Vec4 operator* (const Mat4 &m, const Vec4 &v)
 Transforms the given vector by the given matrix. More...
 
var operator* ( var m, var v)
 Transforms the given vector by the given matrix. More...
 
local operator* ( local m, local v)
 Transforms the given vector by the given matrix. More...
 
void CGAffineToGL (const AffineTransform &t, GLfloat *m)
 Conversion from AffineTransform to mat4*4. More...
 
var CGAffineToGL ( var t, var m)
 Conversion from AffineTransform to mat4*4. More...
 
local CGAffineToGL ( local t, local m)
 Conversion from AffineTransform to mat4*4. More...
 
void GLToCGAffine (const GLfloat *m, AffineTransform *t)
 Conversion from mat4*4 to AffineTransform. More...
 
var GLToCGAffine ( var m, var t)
 Conversion from mat4*4 to AffineTransform. More...
 
local GLToCGAffine ( local m, local t)
 Conversion from mat4*4 to AffineTransform. More...
 
float clampf (float value, float min_inclusive, float max_inclusive)
 Clamp a value between from and to. More...
 
var clampf ( var value, var min_inclusive, var max_inclusive)
 Clamp a value between from and to. More...
 
local clampf ( local value, local min_inclusive, local max_inclusive)
 Clamp a value between from and to. More...
 
const Vec2 operator* (float x, const Vec2 &v)
 Calculates the scalar product of the given vector with the given value. More...
 
var operator* ( var x, var v)
 Calculates the scalar product of the given vector with the given value. More...
 
local operator* ( local x, local v)
 Calculates the scalar product of the given vector with the given value. More...
 
const Vec3 operator* (float x, const Vec3 &v)
 Calculates the scalar product of the given vector with the given value. More...
 
local operator* ( local x, local v)
 Calculates the scalar product of the given vector with the given value. More...
 
const Vec4 operator* (float x, const Vec4 &v)
 Calculates the scalar product of the given vector with the given value. More...
 

Variables

const std::string STD_STRING_EMPTY
 A static global empty std::string install.
 
var STD_STRING_EMPTY
 A static global empty std::string install.
 
local STD_STRING_EMPTY
 A static global empty std::string install.
 
const AffineTransform AffineTransformIdentity
 identity affineTransform.
 

Detailed Description

Copyright 2013 BlackBerry Inc.

Copyright (c) 2015 Chukong Technologies

Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

Original file from GamePlay3D: http://gameplay3d.org

This file was modified to fit the cocos2d-x project

Enumeration Type Documentation

enum CameraFlag
strong

Note: Scene creates a default camera.

And the default camera mask of Node is 1, therefore it can be seen by the default camera. During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.

var CameraFlag
strong

Note: Scene creates a default camera.

And the default camera mask of Node is 1, therefore it can be seen by the default camera. During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.

local CameraFlag
strong

Note: Scene creates a default camera.

And the default camera mask of Node is 1, therefore it can be seen by the default camera. During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.

enum MATRIX_STACK_TYPE
strong

@~

Enumerator
MATRIX_STACK_MODELVIEW 

Model view matrix stack.

MATRIX_STACK_PROJECTION 

projection matrix stack

MATRIX_STACK_TEXTURE 

texture matrix stack

var MATRIX_STACK_TYPE
strong

@~

Enumerator
MATRIX_STACK_MODELVIEW 

Model view matrix stack.

MATRIX_STACK_PROJECTION 

projection matrix stack

MATRIX_STACK_TEXTURE 

texture matrix stack

local MATRIX_STACK_TYPE
strong

@~

Enumerator
MATRIX_STACK_MODELVIEW 

Model view matrix stack.

MATRIX_STACK_PROJECTION 

projection matrix stack

MATRIX_STACK_TEXTURE 

texture matrix stack

Function Documentation

float cocos2d::rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

var rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

local rand_minus1_1 ( )
inline

Returns a random float between -1 and 1.

It can be seeded using std::srand(seed);

float cocos2d::rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

var rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

local rand_0_1 ( )
inline

Returns a random float between 0 and 1.

It can be seeded using std::srand(seed);

int cocos2d::cc_wcslen ( const unsigned short *  str)

Returns the character count in UTF16 string.

Pointer to the start of a UTF-16 encoded string. It must be an NULL terminal UTF8 string. Please use c++11 std::u16string::length instead, don't use unsigned short* directly.

var cc_wcslen ( var  str)

Returns the character count in UTF16 string.

Pointer to the start of a UTF-16 encoded string. It must be an NULL terminal UTF8 string. Please use c++11 std::u16string::length instead, don't use unsigned short* directly.

local cc_wcslen ( local  str)

Returns the character count in UTF16 string.

Pointer to the start of a UTF-16 encoded string. It must be an NULL terminal UTF8 string. Please use c++11 std::u16string::length instead, don't use unsigned short* directly.

void cocos2d::cc_utf8_trim_ws ( std::vector< unsigned short > *  str)

Trims the space characters at the end of UTF8 string.

Please use StringUtils::trimUTF16Vector instead.

var cc_utf8_trim_ws ( var  str)

Trims the space characters at the end of UTF8 string.

Please use StringUtils::trimUTF16Vector instead.

local cc_utf8_trim_ws ( local  str)

Trims the space characters at the end of UTF8 string.

Please use StringUtils::trimUTF16Vector instead.

bool cocos2d::isspace_unicode ( unsigned short  ch)

Whether the character is a whitespace character.

The unicode character. Whether the character is a white space character. Please use StringUtils::isUnicodeSpace instead.

var isspace_unicode ( var  ch)

Whether the character is a whitespace character.

The unicode character. Whether the character is a white space character. Please use StringUtils::isUnicodeSpace instead.

local isspace_unicode ( local  ch)

Whether the character is a whitespace character.

The unicode character. Whether the character is a white space character. Please use StringUtils::isUnicodeSpace instead.

bool cocos2d::iscjk_unicode ( unsigned short  ch)

Whether the character is a Chinese/Japanese/Korean character.

The unicode character Whether the character is a Chinese character. Please use StringUtils::isCJKUnicode instead.

var iscjk_unicode ( var  ch)

Whether the character is a Chinese/Japanese/Korean character.

The unicode character Whether the character is a Chinese character. Please use StringUtils::isCJKUnicode instead.

local iscjk_unicode ( local  ch)

Whether the character is a Chinese/Japanese/Korean character.

The unicode character Whether the character is a Chinese character. Please use StringUtils::isCJKUnicode instead.

long cocos2d::cc_utf8_strlen ( const char *  p,
int  max = -1 
)

Returns the length of the string in characters.

Pointer to the start of a UTF-8 encoded string. It must be an NULL terminal UTF8 string. Not used from 3.1, just keep it for backward compatibility. Please use StringUtils::getCharacterCountInUTF8String instead. The length of the string in characters.

var cc_utf8_strlen ( var  p,
var  max = -1 
)

Returns the length of the string in characters.

Pointer to the start of a UTF-8 encoded string. It must be an NULL terminal UTF8 string. Not used from 3.1, just keep it for backward compatibility. Please use StringUtils::getCharacterCountInUTF8String instead. The length of the string in characters.

local cc_utf8_strlen ( local  p,
local  max = -1 
)

Returns the length of the string in characters.

Pointer to the start of a UTF-8 encoded string. It must be an NULL terminal UTF8 string. Not used from 3.1, just keep it for backward compatibility. Please use StringUtils::getCharacterCountInUTF8String instead. The length of the string in characters.

unsigned int
cocos2d::cc_utf8_find_last_not_char
( const std::vector< unsigned short > &  str,
unsigned short  c 
)

Find the last character that is not equal to the character given.

The string to be searched. The character to be searched for. Please use StringUtils::getIndexOfLastNotChar16 instead. The index of the last character that is not c.

var cc_utf8_find_last_not_char ( var  str,
var  c 
)

Find the last character that is not equal to the character given.

The string to be searched. The character to be searched for. Please use StringUtils::getIndexOfLastNotChar16 instead. The index of the last character that is not c.

local cc_utf8_find_last_not_char ( local  str,
local  c 
)

Find the last character that is not equal to the character given.

The string to be searched. The character to be searched for. Please use StringUtils::getIndexOfLastNotChar16 instead. The index of the last character that is not c.

std::vector<unsigned short>
cocos2d::cc_utf16_vec_from_utf16_str
( const unsigned short *  str)

Gets unsigned short vector from a given utf16 string.

A given utf16 string. Please use StringUtils::getChar16VectorFromUTF16String instead.

var cc_utf16_vec_from_utf16_str ( var  str)

Gets unsigned short vector from a given utf16 string.

A given utf16 string. Please use StringUtils::getChar16VectorFromUTF16String instead.

local cc_utf16_vec_from_utf16_str ( local  str)

Gets unsigned short vector from a given utf16 string.

A given utf16 string. Please use StringUtils::getChar16VectorFromUTF16String instead.

unsigned short*
cocos2d::cc_utf8_to_utf16
( const char *  str_old,
int  length = -1,
int *  rUtf16Size = nullptr 
)

Creates an utf8 string from a c string.

The result will be null terminated. Pointer to the start of a C string. It must be an NULL terminal UTF8 string. Not used from 3.1, keep it just for backward compatibility. The character count in the return UTF16 string. Please use StringUtils::UTF8ToUTF16 instead. The newly created utf16 string, it must be released with delete[], If an error occurs, NULL will be returned.

var cc_utf8_to_utf16 ( var  str_old,
var  length = -1,
var  rUtf16Size = nullptr 
)

Creates an utf8 string from a c string.

The result will be null terminated. Pointer to the start of a C string. It must be an NULL terminal UTF8 string. Not used from 3.1, keep it just for backward compatibility. The character count in the return UTF16 string. Please use StringUtils::UTF8ToUTF16 instead. The newly created utf16 string, it must be released with delete[], If an error occurs, NULL will be returned.

local cc_utf8_to_utf16 ( local  str_old,
local  length = -1,
local  rUtf16Size = nullptr 
)

Creates an utf8 string from a c string.

The result will be null terminated. Pointer to the start of a C string. It must be an NULL terminal UTF8 string. Not used from 3.1, keep it just for backward compatibility. The character count in the return UTF16 string. Please use StringUtils::UTF8ToUTF16 instead. The newly created utf16 string, it must be released with delete[], If an error occurs, NULL will be returned.

char* cocos2d::cc_utf16_to_utf8 ( const unsigned short *  str,
int  len = -1,
long *  items_read = nullptr,
long *  items_written = nullptr 
)

Converts a string from UTF-16 to UTF-8.

The result will be null terminated. An UTF-16 encoded string, It must be an NULL terminal UTF16 string. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Please use StringUtils::UTF16ToUTF8 instead. A pointer to a newly allocated UTF-8 string. This value must be released with delete[]. If an error occurs, NULL will be returned.

var cc_utf16_to_utf8 ( var  str,
var  len = -1,
var  items_read = nullptr,
var  items_written = nullptr 
)

Converts a string from UTF-16 to UTF-8.

The result will be null terminated. An UTF-16 encoded string, It must be an NULL terminal UTF16 string. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Please use StringUtils::UTF16ToUTF8 instead. A pointer to a newly allocated UTF-8 string. This value must be released with delete[]. If an error occurs, NULL will be returned.

local cc_utf16_to_utf8 ( local  str,
local  len = -1,
local  items_read = nullptr,
local  items_written = nullptr 
)

Converts a string from UTF-16 to UTF-8.

The result will be null terminated. An UTF-16 encoded string, It must be an NULL terminal UTF16 string. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Not used from 3.1, keep it just for backward compatibility. Please use StringUtils::UTF16ToUTF8 instead. A pointer to a newly allocated UTF-8 string. This value must be released with delete[]. If an error occurs, NULL will be returned.

int cocos2d::ccNextPOT ( int  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.

    The value to get next power of two. Returns the next power of two value.

var ccNextPOT ( var  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.

    The value to get next power of two. Returns the next power of two value.

local ccNextPOT ( local  value)

Returns the Next Power of Two value.

Examples:

  • If "value" is 15, it will return 16.
  • If "value" is 16, it will return 16.
  • If "value" is 17, it will return 32.

    The value to get next power of two. Returns the next power of two value.

AffineTransform
cocos2d::__CCAffineTransformMake
( float  a,
float  b,
float  c,
float  d,
float  tx,
float  ty 
)

Make affine transform from a, b, c, d, tx, ty.

var __CCAffineTransformMake ( var  a,
var  b,
var  c,
var  d,
var  tx,
var  ty 
)

Make affine transform from a, b, c, d, tx, ty.

local __CCAffineTransformMake ( local  a,
local  b,
local  c,
local  d,
local  tx,
local  ty 
)

Make affine transform from a, b, c, d, tx, ty.

void cocos2d::ccVertexLineToPolygon ( Vec2 *  points,
float  stroke,
Vec2 *  vertices,
unsigned int  offset,
unsigned int  nuPoints 
)

converts a line to a polygon, incremental update is supported, which means that we want to create a series of points to polygons, we can convert the first part of them to polygons, and then add the left points to incremental update the polygons.

The input vertices. The width of the polygon spine. Result vertices for the polygon. offset for added points. The number of newly added points.

var ccVertexLineToPolygon ( var  points,
var  stroke,
var  vertices,
var  offset,
var  nuPoints 
)

converts a line to a polygon, incremental update is supported, which means that we want to create a series of points to polygons, we can convert the first part of them to polygons, and then add the left points to incremental update the polygons.

The input vertices. The width of the polygon spine. Result vertices for the polygon. offset for added points. The number of newly added points.

local ccVertexLineToPolygon ( local  points,
local  stroke,
local  vertices,
local  offset,
local  nuPoints 
)

converts a line to a polygon, incremental update is supported, which means that we want to create a series of points to polygons, we can convert the first part of them to polygons, and then add the left points to incremental update the polygons.

The input vertices. The width of the polygon spine. Result vertices for the polygon. offset for added points. The number of newly added points.

bool cocos2d::ccVertexLineIntersect ( float  Ax,
float  Ay,
float  Bx,
float  By,
float  Cx,
float  Cy,
float  Dx,
float  Dy,
float *  T 
)

returns whether or not the line intersects,the two line are AB and CD x coordinate of A.

y coordinate of A. x coordinate of B. y coordinate of B. x coordinate of C. y coordinate of C. x coordinate of D. y coordinate of D. the relative positon of the intersection point on line AB True if successfully calculated

var ccVertexLineIntersect ( var  Ax,
var  Ay,
var  Bx,
var  By,
var  Cx,
var  Cy,
var  Dx,
var  Dy,
var  T 
)

returns whether or not the line intersects,the two line are AB and CD x coordinate of A.

y coordinate of A. x coordinate of B. y coordinate of B. x coordinate of C. y coordinate of C. x coordinate of D. y coordinate of D. the relative positon of the intersection point on line AB True if successfully calculated

local ccVertexLineIntersect ( local  Ax,
local  Ay,
local  Bx,
local  By,
local  Cx,
local  Cy,
local  Dx,
local  Dy,
local  T 
)

returns whether or not the line intersects,the two line are AB and CD x coordinate of A.

y coordinate of A. x coordinate of B. y coordinate of B. x coordinate of C. y coordinate of C. x coordinate of D. y coordinate of D. the relative positon of the intersection point on line AB True if successfully calculated

Vec3& cocos2d::operator*= ( Vec3 &  v,
const Mat4 &  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

Vec3& cocos2d::operator*= ( var  v,
var  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

Vec3& cocos2d::operator*= ( local  v,
local  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

const Vec3 cocos2d::operator* ( const Mat4 &  m,
const Vec3 &  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

const Vec3 cocos2d::operator* ( var  m,
var  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

const Vec3 cocos2d::operator* ( local  m,
local  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

Vec4& cocos2d::operator*= ( Vec4 &  v,
const Mat4 &  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

Vec4& cocos2d::operator*= ( var  v,
var  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

Vec4& cocos2d::operator*= ( local  v,
local  m 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The vector to transform. The matrix to transform by. This vector, after the transformation occurs.

const Vec4 cocos2d::operator* ( const Mat4 &  m,
const Vec4 &  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

const Vec4 cocos2d::operator* ( var  m,
var  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

const Vec4 cocos2d::operator* ( local  m,
local  v 
)
inline

Transforms the given vector by the given matrix.

Note: this treats the given vector as a vector and not as a point.

The matrix to transform by. The vector to transform. The resulting transformed vector.

void cocos2d::CGAffineToGL ( const AffineTransform &  t,
GLfloat *  m 
)

Conversion from AffineTransform to mat4*4.

Affine transform. The Mat4*4 pointer.

var CGAffineToGL ( var  t,
var  m 
)

Conversion from AffineTransform to mat4*4.

Affine transform. The Mat4*4 pointer.

local CGAffineToGL ( local  t,
local  m 
)

Conversion from AffineTransform to mat4*4.

Affine transform. The Mat4*4 pointer.

void cocos2d::GLToCGAffine ( const GLfloat *  m,
AffineTransform *  t 
)

Conversion from mat4*4 to AffineTransform.

The Mat4*4 pointer. Affine transform.

var GLToCGAffine ( var  m,
var  t 
)

Conversion from mat4*4 to AffineTransform.

The Mat4*4 pointer. Affine transform.

local GLToCGAffine ( local  m,
local  t 
)

Conversion from mat4*4 to AffineTransform.

The Mat4*4 pointer. Affine transform.

float cocos2d::clampf ( float  value,
float  min_inclusive,
float  max_inclusive 
)
inline

Clamp a value between from and to.

A value to clamp. The specified minimum range. The specified maximum range. The clamped value for the value parameter.

var clampf ( var  value,
var  min_inclusive,
var  max_inclusive 
)
inline

Clamp a value between from and to.

A value to clamp. The specified minimum range. The specified maximum range. The clamped value for the value parameter.

local clampf ( local  value,
local  min_inclusive,
local  max_inclusive 
)
inline

Clamp a value between from and to.

A value to clamp. The specified minimum range. The specified maximum range. The clamped value for the value parameter.

const Vec2 cocos2d::operator* ( float  x,
const Vec2 &  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec2 cocos2d::operator* ( var  x,
var  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec2 cocos2d::operator* ( local  x,
local  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec3 cocos2d::operator* ( float  x,
const Vec3 &  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec3 cocos2d::operator* ( var  x,
var  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec3 cocos2d::operator* ( local  x,
local  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec4 cocos2d::operator* ( float  x,
const Vec4 &  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec4 cocos2d::operator* ( var  x,
var  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.

const Vec4 cocos2d::operator* ( local  x,
local  v 
)
inline

Calculates the scalar product of the given vector with the given value.

The value to scale by. The vector to scale. The scaled vector.