Cocos2d-x  v3.11
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456]
 CHttpRequest::_prxyThis sub class is just for migration SEL_CallFuncND to SEL_HttpResponse,someday this way will be removed
 CAABBAxis Aligned Bounding Box (AABB), usually used to detect the collision at early step
 CActionInstantInstant actions are immediate actions
 CActionIntervalAn interval action is an action that takes place within a certain period of time
 CActionObjectScriptDataFor 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
 CActionTweenDelegateThe delegate class for ActionTween
 CAffineTransformAffine transform a b 0 c d 0 tx ty 1
 CAnimation3DCacheAnimation3DCache, used to caching Animation3D objects
 CAnimation3DDataAnimation data
 CAnimationFrameDataStruct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad
 CManifest::AssetThe asset object
 CManifest::AssetDiffObject indicate the difference between two Assets
 CAssetsManagerDelegateProtocolThis class is the delegate for receving events during update process of AssetsManager
 CAsyncTaskPoolThis class allows to perform background operations without having to manipulate threads
 CAudioEngineOffers a interface to play audio
 CGLProgramState::AutoBindingResolverAn abstract base class that can be extended to support custom material auto bindings
 CAutoPolygonAutoPolygon 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
 CAutoReleasePoolA pool for managing autorelease objects
 CBasicScriptDataFor 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
 CBlendFuncBlend Function used for textures
 CBundle3DDefines a bundle file that contains a collection of assets
 CccBezierConfigBezier configuration structure
 C<CCUITextInput>This protocol provides a common interface for consolidating text input method calls
 CClonableInterface that defines how to clone an Ref
 CColor3BRGB color composed of bytes 3 bytes
 CColor4BRGBA color composed of 4 bytes
 CColor4FRGBA color composed of 4 floats
 CCommonScriptDataFor 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
 CControllerA Controller object represents a connected physical game controller
 CAnimation3D::CurveAnimation curve, including translation, rotation, and scale
 CWebSocket::DataData structure for message
 CDataPool< T >DataPool is a data pool, used for recycling data
 CDataPool< Particle3D >
 CWebSocket::DelegateThe delegate class is used to process websocket events
 CTerrain::DetailMapThis struct maintain a detail map data ,including source file ,detail size
 CDeviceA class for providing platform specific features
 CAnimationFrame::DisplayedEventInfoWhen the animation display,Dispatches the event of UserData
 CEditBoxDelegateEditbox delegate class
 CPUBillboardChain::ElementContains the data of an element of the BillboardChain
 CFileUtilsHelper class to handle file operations
 CFontDefinitionFont attributes
 CFontShadowTypes used for defining fonts properties (i.e
 CFontStrokeStroke attributes
 CForceFieldCalculationFactoryInternal class, the ForceField calculation factory
 CFrustumThe frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity
 CGLContextAttrsThere are six opengl Context Attrs
 CGLProgramStateCacheSome GLprogram state could be shared
 CHelperHelper class for traversing children in widget tree
 CHttpClientSingleton that handles asynchronous http requests
 CIMEDelegateInput method editor delegate
 CIMEDispatcherInput Method Edit Message Dispatcher
 CIMEKeyboardNotificationInfoKeyboard notification event type
 CKeypadScriptDataFor 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
 CLayoutComponentA component class used for layout
 CLayoutParameterProtocolProtocol for getting a LayoutParameter
 CLayoutProtocolLayout interface for creating LayoutManger and do actual layout
 CLuaBridgeBuild bridge between ObjC and Lua
 CLuaJavaBridgeBuild a bridge between Java and Lua script
 CLuaValueWrap different general types of data into a same specific type named LuaValue
 CMap< K, V >Similar to std::unordered_map, but it will manage reference count automatically internally
 CMap< cocos2d::GLProgram *, cocos2d::GLProgramState * >
 CMap< int, cocos2d::Primitive * >
 CMap< int, cocos2d::ui::LayoutParameter * >
 CMap< std::string, cocos2d::Animation * >
 CMap< std::string, cocos2d::SpriteFrame * >
 CMap< std::string, SIOClientImpl * >
 CMarginMargin of widget's in point
 CMat4Defines a 4 x 4 floating point matrix representing a 3D transformation
 Cmaterial_tModel's material struct
 CMaterialDataMaterial data
 CMaterialDatasMaterial datas, since 3.3
 CMaterialReaderMaterial reader
 CMathUtilDefines a math utility class
 Cmesh_tModel's mesh struct
 CMeshDataMesh data
 CMeshDatasMesh datas
 CMeshInfoDefinition of a Mesh
 CMeshVertexAttribMesh vertex attribute
 CModelDataModel node data, since 3.3
 CNinePatchImageParserA class for paring Android .9 patch image
 CNMaterialDataNew material data
 CNodeDataNode data, since 3.3
 CNodeDatasNode datas, since 3.3
 CNTextureDataNew Texture data, since 3.3
 COBBOritened Bounding Box(OBB)
 CParticle3DParticle3D is a container of particle Properties
 CParticleSystemQuadParticleSystemQuad is a subclass of ParticleSystem
 CPhysics3DColliderDesThe description of Physics3DCollider
 CPhysics3DCollisionInfoThe collision information of Physics3DObject
 CPhysics3DComponentA 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
 CPhysics3DDebugDrawerPhysics3DDebugDrawer: debug draw the physics object, used by Physics3DWorld
 CPhysics3DRigidBodyDesThe description of Physics3DRigidBody
 CPhysics3DWorldDesThe description of Physics3DWorld
 CPhysicsBodyA body affect by physics
 CPhysicsContactPostSolvePostsolve value generated when onContactPostSolve called
 CPhysicsContactPreSolvePresolve value generated when onContactPreSolve called
 CPhysicsDebugDrawA physics helper class
 CPhysicsHelperA physics helper class
 CPhysicsJointAn PhysicsJoint object connects two physics bodies together
 CPhysicsWorldAn PhysicsWorld object simulates collisions and other physical properties
 CPlaneDefines plane
 CPointSpriteThe point data of Sprite which contains position, color & szie
 CPolygonInfoPolygonInfo 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
 CPUTriangle::PositionAndNormalThe struct is used to return both the position and the normal
 CPropertiesDefines a properties file for loading text files
 CPUAbstractNodeInternal class, The Abstract class of script element
 CPUBillboardChainInternal class, the tool class of PUBeamRender
 CPUControlPointSorterComparer used for sorting vector in ascending order
 CPUDynamicAttributeHelperHelper class to do some generic calculation
 CPUForceFieldInternal class, This class defines a force field to affect the particle direction
 CPUPlaneInternal class£¬defines a plane in 3D space
 CPURealTimeForceFieldCalculationFactoryInternal class, Factory class to calculate forces in realtime
 CPUScriptCompilerInternal class, The compiler of scrip
 CPUScriptLexerInternal class, this struct represents a lexer of Script
 CPUScriptTokenInternal class, this struct represents a token, which is an ID'd lexeme from the parsing input stream
 CPUScriptTranslatorScript translator
 CPUSortAscendingComparer used for sorting vector in ascending order
 CPUSortDescendingComparer used for sorting vector in descending order
 CPUSphereInternal 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)
 CPUTriangleDefinition of a Triangle
 CQuad2A 2D Quad
 CQuad3A 3D Quad
 CQuaternionDefines a 4-element quaternion that represents the orientation of an object in space
 CAnimation3DData::QuatKeyKey frame for Quaternion
 CRandomHelperA helper class for creating random number
 CRayRay is a line with a start point
 CRectRectangle area
 CRefRef is used for reference count management
 CReferenceReference data used for bundle header
 CRenderCommandBase class of the RenderCommand hierarchy
 CRenderQueueClass that knows how to sort RenderCommand objects
 CSchedulerScriptDataFor 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
 CScriptEngineManagerScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocl, such as LuaEngine
 CScriptEngineProtocolDon'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
 CScriptEventThe ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct
 CScriptHandlerMgrIn order to reduce the coupling of lua script engine and native c++ engine
 Cshape_tModel's shape struct
 CSiliderUI Slider widget
 CSimpleAudioEngineOffers a very simple interface to play background music & sound effects
 CSocketIO::SIODelegateThe delegate class to process socket.io events
 CSizeA size, which has width and height, could be used to represent the size in 2D
 CSkinDataSkin data
 CSocketIOSingleton and wrapper class to provide static creation method as well as registry of all sockets
 CSprite3DCacheCache data of Sprite3D, use to speed up Sprite3D::create
 CSprite3DMaterialCacheSprite3D material is only texture for now
 CStringUTF8Utf8 sequence Store all utf8 chars as std::string Build from std::string
 CT2F_QuadTexture coordinates for a quad
 CTableViewDataSourceData source that governs table backend data
 CTableViewDelegateSole purpose of this delegate is to single touch event in this version
 CTerrain::TerrainDataThis TerrainData struct warp all parameter that Terrain need to create
 CTex2FA TEXCOORD composed of 2 floats: u, y
 CTexParamsExtension to set the Min / Mag filter
 CTextFieldDelegateA input protocol for TextField
 CTextHAlignmentHorizontal text alignment type
 CTextVAlignmentVertical text alignment type
 CTouchesScriptDataFor 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
 CTouchScriptDataFor 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
 CTransitionEaseSceneTransitionEaseScene can ease the actions of the scene protocol
 CTerrain::TriangleTriangle
 CTrianglesCommand::TrianglesThe structure of Triangles
 CUniformUniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation
 CGLProgram::UniformFlagsFlags used by the uniforms
 CUniformValueUniform Value, which is used to store to value send to openGL pipe line by glUniformXXX
 CUserDefaultUserDefault acts as a tiny database
 CV2F_C4B_PFA Vec2 with a vertex point, a color 4B and point size
 CV2F_C4B_T2FA Vec2 with a vertex point, a tex coord point and a color 4B
 CV2F_C4B_T2F_QuadA Quad of V2F_C4B_T2F
 CV2F_C4B_T2F_TriangleA Triangle of V2F_C4B_T2F
 CV2F_C4F_T2FA Vec2 with a vertex point, a tex coord point and a color 4F
 CV2F_C4F_T2F_QuadA Quad of Vertex2FTex2FColor4F
 CV3F_C4B_T2FA Vec2 with a vertex point, a tex coord point and a color 4B
 CV3F_C4B_T2F_QuadA Quad of Vertex3FTex2FColor4B
 CV3F_T2FA Vec3 with a vertex point, a tex coord point
 CV3F_T2F_QuadA Quad with V3F_T2F
 CVec2Defines a 2-element floating point vector
 CVec3Defines a 3-element floating point vector
 CAnimation3DData::Vec3KeyKey frame for vec3
 CVec4Defines 4-element floating point vector
 CVertexAttribVertexAttrib is a structure to encapsulate data got from glGetActiveAttrib
 CVertexAttribValueVertex Attribute Value, which is an abstraction of VertexAttribute and data pointer
 CVertexStreamAttributeVertexStreamAttribute 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)
 CViewportViewport is a normalized to FrameBufferObject But for default FBO, the size is absolute
 CWebSocket@ WebSocket