cocos2d-x  3.2
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TransitionFadeTR Member List

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

__pad0__TransitionFadeTR
__pad1__Scene
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_contentSizeDirtyNodeprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_durationTransitionSceneprotected
_eventDispatcherNodeprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_hashOfNameNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_inSceneTransitionSceneprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isInSceneOnTopTransitionSceneprotected
_isSendCleanupToSceneTransitionSceneprotected
_isTransitionFinishedNodeprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_normalizedPositionNodeprotected
_onEnterCallbackNodeprotected
_onEnterTransitionDidFinishCallbackNodeprotected
_onExitCallbackNodeprotected
_onExitTransitionDidStartCallbackNodeprotected
_orderOfArrivalNodeprotected
_outSceneTransitionSceneprotected
_outSceneProxyTransitionFadeTRprotected
_parentNodeprotected
_physicsBodyNodeprotected
_physicsScaleStartXNodeprotected
_physicsScaleStartYNodeprotected
_physicsWorldSceneprotected
_positionNodeprotected
_positionZNodeprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformUpdatedNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_usingNormalizedPositionNodeprotected
_visibleNodeprotected
actionWithSize(const Size &size)TransitionFadeTRvirtual
addChild(Node *child, int zOrder, int tag) overrideScenevirtual
addChild(Node *child, int zOrder, const std::string &name) overrideScenevirtual
cocos2d::Node::addChild(Node *child)Nodevirtual
cocos2d::Node::addChild(Node *child, int localZOrder)Nodevirtual
addChildToPhysicsWorld(Node *child)Sceneprotected
addComponent(Component *component)Nodevirtual
autorelease()Ref
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup() overrideTransitionScenevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create(float t, Scene *scene)TransitionFadeTRstatic
cocos2d::Scene::create()Scenestatic
createWithPhysics()Scenestatic
createWithSize(const Size &size)Scenestatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
doEnumerate(std::string name, std::function< bool(Node *)> callback) const Nodeprotected
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const Nodeprotected
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideTransitionFadeTRvirtual
cocos2d::Scene::draw() finalNodevirtual
easeActionWithAction(ActionInterval *action) overrideTransitionFadeTRvirtual
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
finish(void)TransitionScene
FLAGS_CONTENT_SIZE_DIRTY enum valueNode
FLAGS_DIRTY_MASK enum valueNode
FLAGS_TRANSFORM_DIRTY enum valueNode
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBoundingBox() const Nodevirtual
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const overrideScenevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLocalZOrder() const Nodeinlinevirtual
getName() const Nodevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Node
getPhysicsWorld()Sceneinline
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const overrideScenevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram() const Nodeinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getTag() const Nodevirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
hideOutShowIn(void)TransitionScene
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()Scenevirtual
initWithDuration(float t, Scene *scene)TransitionScene
initWithSize(const Size &size)Scene
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const Nodeinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isVisible() const Nodevirtual
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter() overrideTransitionFadeTRvirtual
onEnterTransitionDidFinish()Nodevirtual
onExit() overrideTransitionFadeTRvirtual
onExitTransitionDidStart()Nodevirtual
Orientation enum nameTransitionScene
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions()Node
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags)Nodeprotected
Ref()Refprotected
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
reorderChild(Node *child, int localZOrder)Nodevirtual
resume(void)Node
resumeSchedulerAndActions()Node
retain()Ref
runAction(Action *action)Node
s_globalOrderOfArrivalNodeprotectedstatic
sceneOrder()TransitionFadeTRprotectedvirtual
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Node
setGLProgramState(GLProgramState *glProgramState)Node
setGLServerState(int serverState)Nodeinline
setLocalZOrder(int localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNewScene(float dt)TransitionSceneprotected
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodeinlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
transform(const Mat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta) overrideScenevirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyPosition(Scene *layer)Nodeprotectedvirtual
updatePhysicsBodyRotation(Scene *layer)Nodeprotectedvirtual
updatePhysicsBodyScale(Scene *scene)Nodeprotectedvirtual
updatePhysicsBodyTransform(Scene *layer)Nodeprotected
updateTransform()Nodevirtual
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node()Nodevirtual
~Ref()Refvirtual
~Scene()Scenevirtual
~TransitionEaseScene()TransitionEaseSceneinlinevirtual
~TransitionFadeTR()TransitionFadeTRvirtual
~TransitionScene()TransitionScenevirtual