Cocos2d-x  v4
SpriteBatchNode Member List

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

_IDRef
_luaIDRef
_rootedRef
_scriptObjectRef
addChild(Node *child, int zOrder, int tag) overrideSpriteBatchNodevirtual
addChild(Node *child, int zOrder, const std::string &name) overrideSpriteBatchNodevirtual
addChild(Node *child)SpriteBatchNode
addChild(Node *child, int localZOrder)SpriteBatchNode
addChild(Node *child, int localZOrder, int tag)SpriteBatchNode
addChild(Node *child, int localZOrder, const std::string &name)SpriteBatchNode
cocos2d::Node::addChild(Node *child)Nodevirtual
cocos2d::Node::addChild(Node *child, int localZOrder)Nodevirtual
addComponent(Component *component)Nodevirtual
appendChild(Sprite *sprite)SpriteBatchNode
atlasIndexForChild(Sprite *sprite, int z)SpriteBatchNode
autorelease()Ref
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) constNode
convertToNodeSpaceAR(const Vec2 &worldPoint) constNode
convertTouchToNodeSpace(Touch *touch) constNode
convertTouchToNodeSpaceAR(Touch *touch) constNode
convertToWorldSpace(const Vec2 &nodePoint) constNode
convertToWorldSpaceAR(const Vec2 &nodePoint) constNode
create(const std::string &fileImage, ssize_t capacity=DEFAULT_CAPACITY)SpriteBatchNodestatic
cocos2d::Node::create()Nodestatic
createWithTexture(Texture2D *tex, ssize_t capacity=DEFAULT_CAPACITY)SpriteBatchNodestatic
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideSpriteBatchNodevirtual
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) constNodevirtual
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getAnchorPoint() constNodevirtual
getAnchorPointInPoints() constNodevirtual
getAttachedNodeCount()Nodestatic
getBlendFunc() const overrideSpriteBatchNodevirtual
getBoundingBox() constNodevirtual
getCameraMask() constNodeinline
getChildByName(const std::string &name) constNodevirtual
getChildByName(const std::string &name) constNodeinline
getChildByTag(int tag) constNodevirtual
getChildByTag(int tag) constNodeinline
getChildren()Nodeinlinevirtual
getChildrenCount() constNodevirtual
getColor() constNodevirtual
getComponent(const std::string &name)Node
getContentSize() constNodevirtual
getDescendants() constSpriteBatchNodeinline
getDescription() const overrideSpriteBatchNodevirtual
getDisplayedColor() constNodevirtual
getDisplayedOpacity() constNodevirtual
getEventDispatcher() constNodeinlinevirtual
getGlobalZOrder() constNodeinlinevirtual
getLocalZOrder() constNodeinlinevirtual
getName() constNodevirtual
getNodeToParentAffineTransform(Node *ancestor) constNodevirtual
getNodeToParentTransform() constNodevirtual
getNodeToParentTransform(Node *ancestor) constNodevirtual
getNodeToWorldTransform() constNodevirtual
getNumberOfRunningActions() constNode
getNumberOfRunningActionsByTag(int tag) constNode
getOnEnterCallback() constNodeinline
getOnEnterTransitionDidFinishCallback() constNodeinline
getOnExitCallback() constNodeinline
getOnExitTransitionDidStartCallback() constNodeinline
getOpacity() constNodevirtual
getParent()Nodeinlinevirtual
getParentToNodeTransform() constNodevirtual
getPosition() constNodevirtual
getPosition(float *x, float *y) constNodevirtual
getPosition3D() constNodevirtual
getPositionNormalized() constNodevirtual
getPositionX() constNodevirtual
getPositionY() constNodevirtual
getPositionZ() constNodevirtual
getReferenceCount() constRef
getRotation() constNodevirtual
getRotation3D() constNodevirtual
getRotationQuat() constNodevirtual
getRotationSkewX() constNodevirtual
getRotationSkewY() constNodevirtual
getScale() constNodevirtual
getScaleX() constNodevirtual
getScaleY() constNodevirtual
getScaleZ() constNodevirtual
getScene() constNodevirtual
getScheduler()Nodeinlinevirtual
getSkewX() constNodevirtual
getSkewY() constNodevirtual
getTag() constNodevirtual
getTextureAtlas()SpriteBatchNodeinline
getUserData()Nodeinlinevirtual
getUserData() constNodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() constNodeinlinevirtual
getWorldToNodeTransform() constNodevirtual
highestAtlasIndexInChild(Sprite *sprite)SpriteBatchNode
increaseAtlasCapacity()SpriteBatchNode
initWithFile(const std::string &fileImage, ssize_t capacity=DEFAULT_CAPACITY)SpriteBatchNodeprotected
initWithTexture(Texture2D *tex, ssize_t capacity=DEFAULT_CAPACITY)SpriteBatchNodeprotected
insertQuadFromSprite(Sprite *sprite, ssize_t index)SpriteBatchNode
INVALID_TAGNodestatic
isCascadeColorEnabled() constNodevirtual
isCascadeOpacityEnabled() constNodevirtual
isIgnoreAnchorPointForPosition() constNodevirtual
isOpacityModifyRGB() constNodevirtual
isRunning() constNodevirtual
isScheduled(SEL_SCHEDULE selector) constNode
isScheduled(const std::string &key) constNode
isVisible() constNodevirtual
lowestAtlasIndexInChild(Sprite *sprite)SpriteBatchNode
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
pause()Nodevirtual
rebuildIndexInOrder(Sprite *parent, ssize_t index)SpriteBatchNode
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup) overrideSpriteBatchNodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup) overrideSpriteBatchNodevirtual
removeChildAtIndex(ssize_t index, bool doCleanup)SpriteBatchNode
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeSpriteFromAtlas(Sprite *sprite)SpriteBatchNode
reorderChild(Node *child, int zOrder) overrideSpriteBatchNodevirtual
reserveCapacity(ssize_t newCapacity)SpriteBatchNode
resume()Nodevirtual
retain()Ref
runAction(Action *action)Nodevirtual
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate()Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const Mat4 *additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSpriteBatchNodevirtual
setCameraMask(unsigned short mask, bool applyChildren=true)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
setIgnoreAnchorPointForPosition(bool ignore)Nodevirtual
setLocalZOrder(std::int32_t localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)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(uint8_t opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodevirtual
setParent(Node *parent)Nodevirtual
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionNormalized(const Vec2 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setProgramState(backend::ProgramState *programState) overrideSpriteBatchNodevirtual
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
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
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setTextureAtlas(TextureAtlas *textureAtlas)SpriteBatchNodeinline
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVisible(bool visible)Nodevirtual
sortAllChildren() overrideSpriteBatchNodevirtual
sortNodes(cocos2d::Vector< _T * > &nodes)Nodeinlinestatic
SpriteBatchNode()SpriteBatchNodeprotected
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopActionsByFlags(unsigned int flags)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
update(float delta)Nodevirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(uint8_t parentOpacity)Nodevirtual
updateOrderOfArrival()Node
updateTransform()Nodevirtual
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) overrideSpriteBatchNodevirtual
~Ref()Refvirtual
~SpriteBatchNode()SpriteBatchNodeprotectedvirtual