|
class | AABB |
| Axis Aligned Bounding Box (AABB), usually calculate some rough but fast collision detection. 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 | Action |
| Base class for Action objects. 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 |
|
class | Animate |
| Animates a sprite given the name of an 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 |
| Animation3D Cache. 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 | AutoreleasePool |
| A pool for managing autorelease objects. 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 hierarchical 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 |
| Cardinal Spline path. More...
|
|
class | CardinalSplineTo |
| Cardinal Spline path. 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 | DeccelAmplitude |
| DeccelAmplitude action. More...
|
|
class | DelayTime |
| Delays the action a certain amount of seconds. More...
|
|
class | Director |
| Class that creates and handles the main Window and manages how and when to execute the Scenes. 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 |
| Ease Bezier. More...
|
|
class | EaseBounce |
| EaseBounce abstract class. More...
|
|
class | EaseBounceIn |
| EaseBounceIn action. More...
|
|
class | EaseBounceInOut |
| EaseBounceInOut action. More...
|
|
class | EaseBounceOut |
| EaseBounceOut action. More...
|
|
class | EaseCircleActionIn |
| Ease Circle In. More...
|
|
class | EaseCircleActionInOut |
| Ease Circle InOut. More...
|
|
class | EaseCircleActionOut |
| Ease Circle Out. More...
|
|
class | EaseCubicActionIn |
| Ease Cubic In. More...
|
|
class | EaseCubicActionInOut |
| Ease Cubic InOut. More...
|
|
class | EaseCubicActionOut |
| Ease Cubic Out. More...
|
|
class | EaseElastic |
| Ease Elastic abstract class. More...
|
|
class | EaseElasticIn |
| Ease Elastic In action. More...
|
|
class | EaseElasticInOut |
| Ease Elastic InOut action. More...
|
|
class | EaseElasticOut |
| Ease Elastic Out action. More...
|
|
class | EaseExponentialIn |
| Ease Exponential In action. More...
|
|
class | EaseExponentialInOut |
| Ease Exponential InOut. More...
|
|
class | EaseExponentialOut |
| Ease Exponential Out. More...
|
|
class | EaseIn |
| EaseIn action with a rate. More...
|
|
class | EaseInOut |
| EaseInOut action with a rate. More...
|
|
class | EaseOut |
| EaseOut action with a rate. More...
|
|
class | EaseQuadraticActionIn |
| Ease Quadratic In. More...
|
|
class | EaseQuadraticActionInOut |
| Ease Quadratic InOut. More...
|
|
class | EaseQuadraticActionOut |
| Ease Quadratic Out. More...
|
|
class | EaseQuarticActionIn |
| Ease Quartic In. More...
|
|
class | EaseQuarticActionInOut |
| Ease Quartic InOut. More...
|
|
class | EaseQuarticActionOut |
| Ease Quartic Out. More...
|
|
class | EaseQuinticActionIn |
| Ease Quintic In. More...
|
|
class | EaseQuinticActionInOut |
| Ease Quintic InOut. More...
|
|
class | EaseQuinticActionOut |
| Ease Quintic Out. More...
|
|
class | EaseRateAction |
| Base class for Easing actions with rate parameters. More...
|
|
class | EaseSineIn |
| Ease Sine In. More...
|
|
class | EaseSineInOut |
| Ease Sine InOut. More...
|
|
class | EaseSineOut |
| Ease Sine Out. 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 | FiniteTimeAction |
| Base class actions that do have a finite time duration. 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...
|
|
class | Follow |
| Follow is an action that "follows" a node. 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 |
| GLProgram Class that implements a glProgram. More...
|
|
class | GLProgramCache |
| 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 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 nested. 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 | Label |
| Label is a subclass of Node that knows how to render text labels. 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 | LayerRadialGradient |
| LayerRadialGradient is a subclass of Layer that draws radial gradients across the background. 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 Lua engine 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. 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. 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 |
| A MenuItemAtlasFont. More...
|
|
class | MenuItemFont |
| A MenuItemFont. More...
|
|
class | MenuItemImage |
| MenuItemImage accepts images as items. More...
|
|
class | MenuItemLabel |
| An abstract class for "label" MenuItemLabel items. More...
|
|
class | MenuItemSprite |
| MenuItemSprite accepts Node<RGBAProtocol> objects as 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...
|
|
struct | MeshData |
| mesh data More...
|
|
struct | MeshDatas |
| mesh datas More...
|
|
class | MeshIndexData |
| the MeshIndexData class. 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 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...
|
|
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. More...
|
|
struct | NTextureData |
| new material, since 3.3 More...
|
|
class | OBB |
| Oriented 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...
|
|
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 | ParticleSystem |
| Particle System base class. More...
|
|
class | ParticleSystemQuad |
| ParticleSystemQuad is a subclass of ParticleSystem. More...
|
|
class | PhysicsBody |
| A body affect by physics. More...
|
|
class | PhysicsContact |
| Contact information. More...
|
|
class | PhysicsContactPostSolve |
| Postsolve value generated when onContactPostSolve called. More...
|
|
class | PhysicsContactPreSolve |
| Presolve value generated when onContactPreSolve called. 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. 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 | 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...
|
|
struct | PointSprite |
| Vec2 Sprite component. More...
|
|
class | PolygonInfo |
| PolygonInfo is an object holding the required data to display Sprites. 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...
|
|
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 one end. More...
|
|
class | Rect |
| Rectangle area. More...
|
|
class | Ref |
| Ref is used for reference count management. More...
|
|
struct | Reference |
| reference data More...
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class | RemoveSelf |
| Remove the node. More...
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class | RenderCommand |
| Base class of the RenderCommand hierarchy. More...
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class | RenderQueue |
| Class that knows how to sort RenderCommand objects. More...
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class | RenderState |
| Defines the rendering state of the graphics device. More...
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class | RenderTexture |
| RenderTexture is a generic rendering target. More...
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class | Repeat |
| Repeats an action a number of times. More...
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class | RepeatForever |
| Repeats an action for ever. More...
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class | ResizeBy |
| Resize a Node object by a Size. More...
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class | ResizeTo |
| Resize a Node object to the final size by modifying it's Size attribute. More...
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class | ReuseGrid |
| ReuseGrid action. More...
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class | ReverseTime |
| Executes an action in reverse order, from time=duration to time=0. More...
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class | Ripple3D |
| Ripple3D action. More...
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class | RotateBy |
| Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More...
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class | RotateTo |
| Rotates a Node object to a certain angle by modifying it's rotation attribute. More...
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class | ScaleBy |
| Scales a Node object a zoom factor by modifying it's scale attribute. More...
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class | ScaleTo |
| Scales a Node object to a zoom factor by modifying it's scale attribute. More...
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class | Scene |
| Scene is a subclass of Node that is used only as an abstract concept. More...
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class | Scheduler |
| Scheduler is responsible for triggering the scheduled callbacks. More...
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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...
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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...
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class | ScriptEngineManager |
| ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine. More...
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class | ScriptEngineProtocol |
| Don't make ScriptEngineProtocol inherits from Object 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...
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struct | ScriptEvent |
| The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More...
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class | ScriptHandlerEntry |
| This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id. More...
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class | ScriptHandlerMgr |
| In order to reduce the coupling of lua script engine and native c++ engine. More...
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class | Sequence |
| Runs actions sequentially, one after another. More...
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class | Shaky3D |
| Shaky3D action. More...
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class | ShakyTiles3D |
| ShakyTiles3D action. More...
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class | ShatteredTiles3D |
| ShatteredTiles3D action. More...
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class | Show |
| Show the node. More...
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class | ShuffleTiles |
| ShuffleTiles action. More...
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class | Skeleton3D |
| Skeleton. More...
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class | SkewBy |
| Skews a Node object by skewX and skewY degrees. More...
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class | SkewTo |
| Skews a Node object to given angles by modifying it's skewX and skewY attributes. More...
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struct | SkinData |
| skin data More...
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class | Skybox |
| Sky box technology is usually used to simulate infinity sky, mountains and other phenomena. More...
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class | Spawn |
| Spawn a new action immediately. More...
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class | Speed |
| Changes the speed of an action, making it take longer (speed>1) or shorter (speed<1) time. More...
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class | SplitCols |
| SplitCols action. More...
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class | SplitRows |
| SplitRows action. More...
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class | Sprite |
| Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
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class | Sprite3D |
| Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn as sprite. More...
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class | Sprite3DCache |
| Sprite3DCache. More...
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class | Sprite3DMaterial |
| Sprite3DMaterial: Material for Sprite3D. More...
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class | Sprite3DMaterialCache |
| the sprite3D material is only texture for now More...
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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...
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class | SpriteFrame |
| A SpriteFrame has: More...
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class | SpriteFrameCache |
| Singleton that handles the loading of the sprite frames. More...
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class | StopGrid |
| StopGrid action. More...
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struct | T2F_Quad |
| Texture coordinates for a quad. More...
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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...
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class | Technique |
| Technique. More...
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class | Terrain |
| Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More...
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struct | Tex2F |
| A vertex composed of 2 floats: x, y. More...
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class | TextFieldDelegate |
| A input protocol for TextField. More...
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class | TextFieldTTF |
| A simple text input field with TTF font. More...
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class | Texture2D |
| Texture2D class. More...
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class | TextureAtlas |
| A class that implements a Texture Atlas. More...
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class | TextureCache |
| Singleton that handles the loading of textures. More...
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class | TextureCube |
| TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More...
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class | TiledGrid3D |
| TiledGrid3D is a 3D grid implementation. More...
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class | TiledGrid3DAction |
| Base class for TiledGrid3D actions. More...
|
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class | TintBy |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
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class | TintTo |
| Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More...
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class | TMXLayer |
| TMXLayer represents the TMX layer. More...
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class | TMXObjectGroup |
| TMXObjectGroup represents the TMX object group. More...
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class | TMXTiledMap |
| TMXTiledMap knows how to parse and render a TMX map. More...
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class | ToggleVisibility |
| Toggles the visibility of a node. More...
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class | Touch |
| Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More...
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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...
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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...
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class | TransitionCrossFade |
| TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
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class | TransitionEaseScene |
| TransitionEaseScene can ease the actions of the scene protocol. More...
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class | TransitionFade |
| TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
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class | TransitionFadeBL |
| TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
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class | TransitionFadeDown |
| TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
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class | TransitionFadeTR |
| TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
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class | TransitionFadeUp |
| TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
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class | TransitionFlipAngular |
| TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
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class | TransitionFlipX |
| TransitionFlipX: Flips the screen horizontally. More...
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class | TransitionFlipY |
| TransitionFlipY: Flips the screen vertically. More...
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class | TransitionJumpZoom |
| TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
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class | TransitionMoveInB |
| TransitionMoveInB: Move in from to the bottom the incoming scene. More...
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class | TransitionMoveInL |
| TransitionMoveInL: Move in from to the left the incoming scene. More...
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class | TransitionMoveInR |
| TransitionMoveInR: Move in from to the right the incoming scene. More...
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class | TransitionMoveInT |
| TransitionMoveInT: Move in from to the top the incoming scene. More...
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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...
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class | TransitionProgress |
| A base class of progress transition. More...
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class | TransitionProgressHorizontal |
| TransitionProgressHorizontal transition. More...
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class | TransitionProgressInOut |
| TransitionProgressInOut transition. More...
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class | TransitionProgressOutIn |
| TransitionProgressOutIn transition. More...
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class | TransitionProgressRadialCCW |
| TransitionRadialCCW transition. More...
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class | TransitionProgressRadialCW |
| TransitionRadialCW transition. More...
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class | TransitionProgressVertical |
| TransitionProgressVertical transition. More...
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class | TransitionRotoZoom |
| TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
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class | TransitionScene |
| Base class for Transition scenes. More...
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class | TransitionSceneOriented |
| A Transition that supports orientation like. More...
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class | TransitionShrinkGrow |
| Shrink the outgoing scene while grow the incoming scene. More...
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class | TransitionSlideInB |
| TransitionSlideInB: Slide in the incoming scene from the bottom border. More...
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class | TransitionSlideInL |
| TransitionSlideInL: Slide in the incoming scene from the left border. More...
|
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class | TransitionSlideInR |
| TransitionSlideInR: Slide in the incoming scene from the right border. More...
|
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class | TransitionSlideInT |
| TransitionSlideInT: Slide in the incoming scene from the top border. More...
|
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class | TransitionSplitCols |
| TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More...
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class | TransitionSplitRows |
| TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...
|
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class | TransitionTurnOffTiles |
| TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
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class | TransitionZoomFlipAngular |
| TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More...
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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...
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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...
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class | TrianglesCommand |
| Command used to render one or more Triangles, which is similar to QuadCommand. More...
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class | TurnOffTiles |
| TurnOffTiles action. More...
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class | Twirl |
| Twirl action. More...
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struct | Uniform |
| Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation. More...
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class | UniformValue |
| Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX. More...
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class | UserDefault |
| UserDefault acts as a tiny database. More...
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struct | V2F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V2F_C4B_T2F_Quad |
| A Quad of V2F_C4B_T2F. More...
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struct | V2F_C4B_T2F_Triangle |
| A Triangle of V2F_C4B_T2F. More...
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struct | V2F_C4F_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4F. More...
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struct | V2F_C4F_T2F_Quad |
| 4 Vertex2FTex2FColor4F Quad. More...
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struct | V3F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V3F_C4B_T2F_Quad |
| 4 Vertex3FTex2FColor4B. More...
|
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struct | V3F_T2F |
| A Vec2 with a vertex point, a tex coord point. More...
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class | Vec2 |
| Defines a 2-element floating point vector. More...
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class | Vec3 |
| Defines a 3-element floating point vector. More...
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class | Vec4 |
| Defines 4-element floating point vector. More...
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struct | VertexAttrib |
| VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib. More...
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class | VertexAttribBinding |
| Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect). More...
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class | VertexAttribValue |
| Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer. More...
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class | VertexBuffer |
| VertexBuffer is an abstraction of low level openGL Vertex Buffer Object. More...
|
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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...
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struct | 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...
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class | Waves |
| Waves action. More...
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class | Waves3D |
| Waves3D action. More...
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class | WavesTiles3D |
| WavesTiles3D action. More...
|
|
|
Vec2 | ccCardinalSplineAt (const Vec2 &p0, const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, float tension, float t) |
| Returns the Cardinal Spline position for a given set of control points, tension and time.
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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.
|
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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.
|
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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...
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Rect | RectFromString (const std::string &str) |
| Returns a Core Graphics rectangle structure corresponding to the data in a given string. More...
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Vec2 | PointFromString (const std::string &str) |
| Returns a Core Graphics point structure corresponding to the data in a given string. More...
|
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Size | SizeFromString (const std::string &str) |
| Returns a Core Graphics size structure corresponding to the data in a given string. More...
|
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template<typename T > |
T | random (T min, T max) |
| Returns a random value between min and max .
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template<typename T > |
var | random ( var min, var max) |
| Returns a random value between min and max .
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template<typename T > |
local | random ( local min, local max) |
| Returns a random value between min and max .
|
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int | random () |
| Returns a random int between 0 and RAND_MAX.
|
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float | rand_minus1_1 () |
| Returns a random float between -1 and 1. More...
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var | rand_minus1_1 () |
| Returns a random float between -1 and 1. More...
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local | rand_minus1_1 () |
| Returns a random float between -1 and 1. More...
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float | rand_0_1 () |
| Returns a random float between 0 and 1. More...
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var | rand_0_1 () |
| Returns a random float between 0 and 1. More...
|
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local | rand_0_1 () |
| Returns a random float between 0 and 1. More...
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int | cc_wcslen (const unsigned short *str) |
| Returns the character count in UTF16 string. More...
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var | cc_wcslen ( var str) |
| Returns the character count in UTF16 string. More...
|
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local | cc_wcslen ( local str) |
| Returns the character count in UTF16 string. More...
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void | cc_utf8_trim_ws (std::vector< unsigned short > *str) |
| Trims the space characters at the end of UTF8 string. More...
|
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bool | isspace_unicode (unsigned short ch) |
| Whether the character is a whitespace character. More...
|
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bool | iscjk_unicode (unsigned short ch) |
| Whether the character is a Chinese/Japanese/Korean character. More...
|
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long | cc_utf8_strlen (const char *p, int max=-1) |
| Returns the length of the string in characters. More...
|
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var | cc_utf8_strlen ( var p, var 1) |
| Returns the length of the string in characters. More...
|
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local | cc_utf8_strlen ( local p, local 1) |
| Returns the length of the string in characters. More...
|
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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...
|
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std::vector< unsigned short > | cc_utf16_vec_from_utf16_str (const unsigned short *str) |
| Gets unsigned short vector from a given utf16 string. More...
|
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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...
|
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var | cc_utf8_to_utf16 ( var str_old, var 1, var nullptr) |
| Creates an utf8 string from a c string. More...
|
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local | cc_utf8_to_utf16 ( local str_old, local 1, local nullptr) |
| Creates an utf8 string from a c string. More...
|
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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...
|
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int | ccNextPOT (int value) |
| Returns the Next Power of Two value. More...
|
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var | ccNextPOT ( var value) |
| Returns the Next Power of Two value. More...
|
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local | ccNextPOT ( local value) |
| Returns the Next Power of Two value. More...
|
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AffineTransform | __CCAffineTransformMake (float a, float b, float c, float d, float tx, float ty) |
| Make affine transform. More...
|
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var | __CCAffineTransformMake ( var a, var b, var c, var d, var tx, var ty) |
| Make affine transform. More...
|
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local | __CCAffineTransformMake ( local a, local b, local c, local d, local tx, local ty) |
| Make affine transform. More...
|
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Vec2 | __CCPointApplyAffineTransform (const Vec2 &point, const AffineTransform &t) |
| Multiply point (x,y,1) by a affine transform. More...
|
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Size | __CCSizeApplyAffineTransform (const Size &size, const AffineTransform &t) |
| Multiply size (width,height,0) by a affine transform. More...
|
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var | __CCSizeApplyAffineTransform ( var size, var t) |
| Multiply size (width,height,0) by a affine transform. More...
|
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local | __CCSizeApplyAffineTransform ( local size, local t) |
| Multiply size (width,height,0) by a affine transform. More...
|
|
AffineTransform | AffineTransformMakeIdentity () |
| Make identity affine transform. More...
|
|
Rect | RectApplyAffineTransform (const Rect &rect, const AffineTransform &anAffineTransform) |
| Transform Rect, which will transform the four vertices of the point. More...
|
|
var | RectApplyAffineTransform ( var rect, var anAffineTransform) |
| Transform Rect, which will transform the four vertices of the point. More...
|
|
local | RectApplyAffineTransform ( local rect, local anAffineTransform) |
| Transform Rect, which will transform the four vertices of the point. More...
|
|
AffineTransform | AffineTransformTranslate (const AffineTransform &t, float tx, float ty) |
| Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1.
|
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var | AffineTransformTranslate ( var t, var tx, var ty) |
| Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1.
|
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local | AffineTransformTranslate ( local t, local tx, local ty) |
| Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1.
|
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AffineTransform | AffineTransformRotate (const AffineTransform &aTransform, float anAngle) |
| Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.
|
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var | AffineTransformRotate ( var aTransform, var anAngle) |
| Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.
|
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local | AffineTransformRotate ( local aTransform, local anAngle) |
| Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1.
|
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AffineTransform | AffineTransformScale (const AffineTransform &t, float sx, float sy) |
| Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.
|
|
var | AffineTransformScale ( var t, var sx, var sy) |
| Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1.
|
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local | AffineTransformScale ( local t, local sx, local 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.
|
|
var | AffineTransformConcat ( var t1, var t2) |
| Concat two affine transform, t1 * t2.
|
|
local | AffineTransformConcat ( local t1, local t2) |
| Concat two affine transform, t1 * t2.
|
|
bool | AffineTransformEqualToTransform (const AffineTransform &t1, const AffineTransform &t2) |
| Compare affine transform. More...
|
|
var | AffineTransformEqualToTransform ( var t1, var t2) |
| Compare affine transform. More...
|
|
local | AffineTransformEqualToTransform ( local t1, local t2) |
| Compare affine transform. More...
|
|
AffineTransform | AffineTransformInvert (const AffineTransform &t) |
| Get the inverse of affine transform. More...
|
|
Mat4 | TransformConcat (const Mat4 &t1, const Mat4 &t2) |
| Concat Mat4, return t1 * t2. More...
|
|
var | TransformConcat ( var t1, var t2) |
| Concat Mat4, return t1 * t2. More...
|
|
local | TransformConcat ( local t1, local t2) |
| Concat Mat4, return t1 * t2. More...
|
|
void | ccVertexLineToPolygon (Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints) |
| converts a line to a polygon
|
|
var | ccVertexLineToPolygon ( var points, var stroke, var vertices, var offset, var nuPoints) |
| converts a line to a polygon
|
|
local | ccVertexLineToPolygon ( local points, local stroke, local vertices, local offset, local nuPoints) |
| converts a line to a polygon
|
|
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
|
|
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
|
|
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
|
|
Vec3 & | operator*= (Vec3 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix. More...
|
|
var | operator*= ( var v, var 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...
|
|
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...
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Vec4 & | operator*= (Vec4 &v, const Mat4 &m) |
| Transforms the given vector by the given matrix. More...
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var | operator*= ( var v, var m) |
| Transforms the given vector by the given matrix. More...
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local | operator*= ( local v, local m) |
| Transforms the given vector by the given matrix. More...
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Vec4 | operator* (const Mat4 &m, const Vec4 &v) |
| Transforms the given vector by the given matrix. More...
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local | operator* ( local m, local v) |
| Transforms the given vector by the given matrix. More...
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float | clampf (float value, float min_inclusive, float max_inclusive) |
| Clamp a value between from and to.
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var | clampf ( var value, var min_inclusive, var max_inclusive) |
| Clamp a value between from and to.
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local | clampf ( local value, local min_inclusive, local max_inclusive) |
| Clamp a value between from and to.
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Vec2 | operator* (float x, const Vec2 &v) |
| Calculates the scalar product of the given vector with the given value. More...
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var | operator* ( var x, var v) |
| Calculates the scalar product of the given vector with the given value. More...
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local | operator* ( local x, local v) |
| Calculates the scalar product of the given vector with the given value. More...
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Vec3 | operator* (float x, const Vec3 &v) |
| Calculates the scalar product of the given vector with the given value. More...
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var | operator* ( var x, var v) |
| Calculates the scalar product of the given vector with the given value. More...
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local | operator* ( local x, local v) |
| Calculates the scalar product of the given vector with the given value. More...
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Vec4 | operator* (float x, const Vec4 &v) |
| Calculates the scalar product of the given vector with the given value. More...
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Rect | RectApplyTransform (const Rect &rect, const Mat4 &transform) |
var | RectApplyTransform ( var rect, var transform) |
local | RectApplyTransform ( local rect, local transform) |
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void | CGAffineToGL (const AffineTransform &t, GLfloat *m) |
var | CGAffineToGL ( var t, var m) |
local | CGAffineToGL ( local t, local m) |