Copyright 2013 BlackBerry Inc. More...
Namespaces | |
backend | |
Command used to render one or more Triangles, which is similar to QuadCommand. | |
Classes | |
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 |
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. They don't have a duration like the IntervalAction actions. More... | |
class | ActionInterval |
An interval action is an action that takes place within a certain period of time. It has an start time, and a finish time. The finish time is the parameter duration plus the start time. More... | |
class | ActionManager |
ActionManager is a singleton that manages all the actions. Normally you won't need to use this singleton directly. 99% of the cases you will use the Node interface, which uses this singleton. But there are some cases where you might need to use this singleton. Examples: 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 | AmbientLight |
@js NA More... | |
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 |
class | Animation3D |
static animation data, shared More... | |
class | Animation3DCache |
Animation3D Cache. More... | |
struct | Animation3DData |
animation data @js NA @lua NA More... | |
class | AnimationCache |
Singleton that manages the Animations. More... | |
class | AnimationCurve |
curve of bone's position, rotation or scale More... | |
class | AnimationFrame |
struct | AnimationFrameData |
class | AsyncTaskPool |
This class allows to perform background operations without having to manipulate threads. @js NA. 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 | AudioEngine |
Offers a interface to play audio. More... | |
class | AudioProfile |
@js NA 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... | |
class | BaseLight |
@js NA 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 | 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 |
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 | CallbackCommand |
Callback command is used to invoke a callback function when this command is executed. More... | |
class | CallFunc |
Calls a 'callback'. More... | |
class | CallFuncN |
Calls a 'callback' with the node as the first argument. N means Node. @js NA. 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 | CaptureScreenCallbackCommand |
CaptureScreenCallbackCommand is used to capture the screen. More... | |
class | CardinalSplineBy |
class | CardinalSplineTo |
class | CatmullRomBy |
class | CatmullRomTo |
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. @js NA. More... | |
class | CustomCommand |
Custom command is used to draw all things except triangle commands. More... | |
class | DeccelAmplitude |
DeccelAmplitude action. More... | |
class | DelayTime |
Delays the action a certain amount of seconds. More... | |
class | DirectionLight |
@js NA 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. Faster than the "drawing primitives" since they draws everything in one single batch. 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. If you need custom listener which with different callback, you need to inherit this class. For instance, you could refer to EventListenerAcceleration, EventListenerKeyboard, EventListenerTouchOneByOne, EventListenerCustom. More... | |
class | EventListenerAcceleration |
Acceleration event listener. @js NA. More... | |
class | EventListenerController |
class | EventListenerCustom |
Custom event listener. More... | |
class | EventListenerFocus |
Focus event listener. More... | |
class | EventListenerKeyboard |
Keyboard event listener. @js cc._EventListenerKeyboard. More... | |
class | EventListenerMouse |
Mouse event listener. @js cc._EventListenerMouse. 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. @js cc._EventListenerTouchOneByOne. More... | |
class | EventMouse |
The mouse event. More... | |
class | EventTouch |
Touch event. More... | |
class | FadeIn |
Fades In an object that implements the RGBAProtocol protocol. It modifies the opacity from 0 to 255. The "reverse" of this action is FadeOut. More... | |
class | FadeOut |
Fades Out an object that implements the RGBAProtocol protocol. It modifies the opacity from 255 to 0. The "reverse" of this action is FadeIn. 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. It modifies the opacity from the current value to a custom one. More... | |
class | FastTMXLayer |
FastTMXLayer represents the TMX layer. More... | |
class | FastTMXTiledMap |
FastTMXTiledMap knows how to parse and render a TMX map. More... | |
class | FileUtils |
Helper class to handle file operations. More... | |
class | FiniteTimeAction |
Base class actions that do have a finite time duration. Possible actions: 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. Eg: More... | |
struct | FontDefinition |
struct | FontShadow |
types used for defining fonts properties (i.e. More... | |
struct | FontStroke |
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 @js NA @lua NA More... | |
class | GLView |
By GLView you can operate the frame information of EGL view through some function. 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 | 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. Features: 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, @js NA @lua NA More... | |
struct | MaterialDatas |
material datas, since 3.3 @js NA @lua NA 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 @js NA @lua NA More... | |
struct | MeshDatas |
mesh datas @js NA @lua NA 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 @js NA @lua NA More... | |
class | MeshVertexData |
the MeshVertexData class. More... | |
struct | ModelData |
model node data, since 3.3 @js NA @lua NA More... | |
class | MotionStreak |
Creates a trailing path. More... | |
class | MotionStreak3D |
Creates a trailing path. It is created from a line segment sweeping along the path. More... | |
class | MoveBy |
Moves a Node object x,y pixels by modifying it's position attribute. x and y are relative to the position of the object. Several MoveBy actions can be concurrently called, and the resulting movement will be the sum of individual movements. More... | |
class | MoveTo |
Moves a Node object to the position x,y. x and y are absolute coordinates by modifying it's position attribute. Several MoveTo actions can be concurrently called, and the resulting movement will be the sum of individual movements. More... | |
class | NinePatchImageParser |
A class for paring Android .9 patch image. More... | |
class | Node |
Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it. The most common Node objects are: Scene, Layer, Sprite, Menu, Label. More... | |
struct | NodeData |
Node data, since 3.3 @js NA @lua NA. More... | |
struct | NodeDatas |
node datas, since 3.3 @js NA @lua NA More... | |
class | NodeGrid |
Base class for Grid Node. More... | |
struct | NTextureData |
new material, since 3.3 @js NA @lua NA More... | |
class | OBB |
Oriented Bounding Box(OBB) More... | |
class | OrbitCamera |
OrbitCamera action. Orbits the camera around the center of the screen using spherical coordinates. 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. Attributes of a Particle System: 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. You do not create PhysicsWorld objects directly; instead, you can get it from an Scene object. More... | |
class | Place |
Places the node in a certain position. More... | |
class | Plane |
Defines plane @js NA @lua NA. More... | |
class | PointArray |
An Array that contain control points. More... | |
class | PointLight |
@js NA More... | |
struct | PointSprite |
class | PolygonInfo |
PolygonInfo is an object holding the required data to display Sprites. 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 |
struct | Quad3 |
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 @js NA @lua NA More... | |
class | RemoveSelf |
Remove the node. More... | |
class | RenderCommand |
Base class of the RenderCommand hierarchy. More... | |
class | RenderQueue |
Class that knows how to sort RenderCommand objects. More... | |
class | RenderState |
Defines the rendering state of the graphics device. More... | |
class | RenderTexture |
RenderTexture is a generic rendering target. More... | |
class | Repeat |
Repeats an action a number of times. To repeat an action forever use the RepeatForever action. More... | |
class | RepeatForever |
Repeats an action for ever. To repeat the an action for a limited number of times use the Repeat action. More... | |
class | ResizeBy |
Resize a Node object by a Size. Works on all nodes where setContentSize is effective. But it's mostly useful for nodes where 9-slice is enabled. More... | |
class | ResizeTo |
Resize a Node object to the final size by modifying it's Size attribute. More... | |
class | ReuseGrid |
ReuseGrid action. More... | |
class | ReverseTime |
Executes an action in reverse order, from time=duration to time=0. More... | |
class | Ripple3D |
Ripple3D action. More... | |
class | RotateBy |
Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute. More... | |
class | RotateTo |
Rotates a Node object to a certain angle by modifying it's rotation attribute. The direction will be decided by the shortest angle. More... | |
class | ScaleBy |
Scales a Node object a zoom factor by modifying it's scale attribute. More... | |
class | ScaleTo |
Scales a Node object to a zoom factor by modifying it's scale attribute. More... | |
class | Scene |
Scene is a subclass of Node that is used only as an abstract concept. More... | |
class | Scheduler |
Scheduler is responsible for triggering the scheduled callbacks. More... | |
struct | SchedulerScriptData |
For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered. More... | |
class | SchedulerScriptHandlerEntry |
The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry. More... | |
class | ScriptEngineManager |
ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine. More... | |
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... | |
struct | ScriptEvent |
The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More... | |
class | ScriptHandlerEntry |
This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id @js NA. More... | |
class | ScriptHandlerMgr |
In order to reduce the coupling of lua script engine and native c++ engine. More... | |
class | Sequence |
Runs actions sequentially, one after another. More... | |
class | Shaky3D |
Shaky3D action. More... | |
class | ShakyTiles3D |
ShakyTiles3D action. More... | |
class | ShatteredTiles3D |
ShatteredTiles3D action. More... | |
class | Show |
Show the node. More... | |
class | ShuffleTiles |
ShuffleTiles action. More... | |
class | Skeleton3D |
Skeleton. More... | |
class | SkewBy |
Skews a Node object by skewX and skewY degrees. More... | |
class | SkewTo |
Skews a Node object to given angles by modifying it's skewX and skewY attributes. More... | |
struct | SkinData |
skin data @js NA @lua NA More... | |
class | Skybox |
Sky box technology is usually used to simulate infinity sky, mountains and other phenomena. More... | |
class | Spawn |
Spawn a new action immediately. More... | |
class | Speed |
Changes the speed of an action, making it take longer (speed>1) or shorter (speed<1) time. Useful to simulate 'slow motion' or 'fast forward' effect. More... | |
class | SplitCols |
SplitCols action. More... | |
class | SplitRows |
SplitRows action. More... | |
class | SpotLight |
@js NA More... | |
class | Sprite |
Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More... | |
class | Sprite3D |
Sprite3D: A sprite can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawn as sprite. More... | |
class | Sprite3DCache |
Sprite3DCache. More... | |
class | Sprite3DMaterial |
Sprite3DMaterial: Material for Sprite3D. More... | |
class | Sprite3DMaterialCache |
the sprite3D material is only texture for now @js NA @lua NA More... | |
class | SpriteBatchNode |
SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More... | |
class | SpriteFrame |
A SpriteFrame has: More... | |
class | SpriteFrameCache |
Singleton that handles the loading of the sprite frames. More... | |
class | StopGrid |
StopGrid action. More... | |
struct | T2F_Quad |
class | TargetedAction |
Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction. More... | |
class | Technique |
Technique. More... | |
class | Terrain |
Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images. More... | |
struct | Tex2F |
A vertex composed of 2 floats: x, y. More... | |
class | TextFieldDelegate |
A input protocol for TextField. More... | |
class | TextFieldTTF |
A simple text input field with TTF font. More... | |
class | Texture2D |
Texture2D class. More... | |
class | TextureAtlas |
A class that implements a Texture Atlas. More... | |
class | TextureCache |
Singleton that handles the loading of textures. More... | |
class | TextureCube |
TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube. More... | |
class | TiledGrid3D |
TiledGrid3D is a 3D grid implementation. More... | |
class | TiledGrid3DAction |
Base class for TiledGrid3D actions. More... | |
class | TintBy |
Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More... | |
class | TintTo |
Tints a Node that implements the NodeRGB protocol from current tint to a custom one. More... | |
class | TMXLayer |
TMXLayer represents the TMX layer. More... | |
class | TMXObjectGroup |
TMXObjectGroup represents the TMX object group. More... | |
class | TMXTiledMap |
TMXTiledMap knows how to parse and render a TMX map. More... | |
class | ToggleVisibility |
Toggles the visibility of a node. More... | |
class | Touch |
Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More... | |
struct | TouchesScriptData |
For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered. More... | |
struct | TouchScriptData |
For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered. More... | |
class | TransitionCrossFade |
TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More... | |
class | TransitionEaseScene |
TransitionEaseScene can ease the actions of the scene protocol. More... | |
class | TransitionFade |
TransitionFade: Fade out the outgoing scene and then fade in the incoming scene.'''. More... | |
class | TransitionFadeBL |
TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More... | |
class | TransitionFadeDown |
TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More... | |
class | TransitionFadeTR |
TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More... | |
class | TransitionFadeUp |
TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More... | |
class | TransitionFlipAngular |
TransitionFlipAngular: Flips the screen half horizontally and half vertically. The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TransitionFlipX |
TransitionFlipX: Flips the screen horizontally. The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TransitionFlipY |
TransitionFlipY: Flips the screen vertically. The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TransitionJumpZoom |
TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More... | |
class | TransitionMoveInB |
TransitionMoveInB: Move in from to the bottom the incoming scene. More... | |
class | TransitionMoveInL |
TransitionMoveInL: Move in from to the left the incoming scene. More... | |
class | TransitionMoveInR |
TransitionMoveInR: Move in from to the right the incoming scene. More... | |
class | TransitionMoveInT |
TransitionMoveInT: Move in from to the top the incoming scene. More... | |
class | TransitionPageTurn |
A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. More... | |
class | TransitionProgress |
A base class of progress transition. More... | |
class | TransitionProgressHorizontal |
TransitionProgressHorizontal transition. A clock-wise radial transition to the next scene. More... | |
class | TransitionProgressInOut |
TransitionProgressInOut transition. More... | |
class | TransitionProgressOutIn |
TransitionProgressOutIn transition. More... | |
class | TransitionProgressRadialCCW |
TransitionRadialCCW transition. A counter clock-wise radial transition to the next scene. More... | |
class | TransitionProgressRadialCW |
TransitionRadialCW transition. A counter clock-wise radial transition to the next scene. More... | |
class | TransitionProgressVertical |
TransitionProgressVertical transition. More... | |
class | TransitionRotoZoom |
TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More... | |
class | TransitionScene |
Base class for Transition scenes. More... | |
class | TransitionSceneOriented |
A Transition that supports orientation like. Possible orientation: LeftOver, RightOver, UpOver, DownOver. More... | |
class | TransitionShrinkGrow |
Shrink the outgoing scene while grow the incoming scene. More... | |
class | TransitionSlideInB |
TransitionSlideInB: Slide in the incoming scene from the bottom border. More... | |
class | TransitionSlideInL |
TransitionSlideInL: Slide in the incoming scene from the left border. More... | |
class | TransitionSlideInR |
TransitionSlideInR: Slide in the incoming scene from the right border. More... | |
class | TransitionSlideInT |
TransitionSlideInT: Slide in the incoming scene from the top border. More... | |
class | TransitionSplitCols |
TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More... | |
class | TransitionSplitRows |
TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More... | |
class | TransitionTurnOffTiles |
TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More... | |
class | TransitionZoomFlipAngular |
TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TransitionZoomFlipX |
TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TransitionZoomFlipY |
TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene. More... | |
class | TurnOffTiles |
TurnOffTiles action. More... | |
class | Twirl |
Twirl action. More... | |
class | UserDefault |
UserDefault acts as a tiny database. More... | |
struct | V2F_C4B_T2F |
struct | V2F_C4B_T2F_Quad |
struct | V2F_C4B_T2F_Triangle |
struct | V2F_C4F_T2F |
struct | V2F_C4F_T2F_Quad |
struct | V3F_C4B_T2F |
struct | V3F_C4B_T2F_Quad |
struct | V3F_C4F |
struct | V3F_T2F |
class | Vec2 |
Defines a 2-element floating point vector. More... | |
class | Vec3 |
Defines a 3-element floating point vector. More... | |
class | Vec4 |
Defines 4-element floating point vector. More... | |
class | VertexAttribBinding |
Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect). More... | |
class | Waves |
Waves action. More... | |
class | Waves3D |
Waves3D action. More... | |
class | WavesTiles3D |
WavesTiles3D action. More... | |
Typedefs | |
typedef std::function< bool(PhysicsWorld &world, const PhysicsRayCastInfo &info, void *data)> | PhysicsRayCastCallbackFunc |
Called for each fixture found in the query. More... | |
Functions | |
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. | |
bool | isScreenPointInRect (const Vec2 &pt, const Camera *camera, const Mat4 &w2l, const Rect &rect, Vec3 *p) |
This is a helper function, checks a GL screen point is in content rectangle space. More... | |
Rect | RectFromString (const std::string &str) |
Returns a Core Graphics rectangle structure corresponding to the data in a given string. More... | |
Vec2 | PointFromString (const std::string &str) |
Returns a Core Graphics point structure corresponding to the data in a given string. More... | |
Size | SizeFromString (const std::string &str) |
Returns a Core Graphics size structure corresponding to the data in a given string. More... | |
template<typename T > | |
T | random (T min, T max) |
Returns a random value between min and max . | |
int | random () |
Returns a random int between 0 and RAND_MAX. | |
float | rand_minus1_1 () |
Returns a random float between -1 and 1. More... | |
float | rand_0_1 () |
Returns a random float between 0 and 1. More... | |
int | ccNextPOT (int value) |
Returns the Next Power of Two value. More... | |
AffineTransform | __CCAffineTransformMake (float a, float b, float c, float d, float tx, float ty) |
Make affine transform. | |
Vec2 | __CCPointApplyAffineTransform (const Vec2 &point, const AffineTransform &t) |
Multiply point (x,y,1) by a affine transform. | |
Size | __CCSizeApplyAffineTransform (const Size &size, const AffineTransform &t) |
Multiply size (width,height,0) by a affine transform. | |
AffineTransform | AffineTransformMakeIdentity () |
Make identity affine transform. | |
Rect | RectApplyAffineTransform (const Rect &rect, const AffineTransform &anAffineTransform) |
Transform Rect, which will transform the four vertices of the point. | |
AffineTransform | AffineTransformTranslate (const AffineTransform &t, float tx, float ty) |
Translation, equals 1 0 1 0 1 0 * affine transform tx ty 1. | |
AffineTransform | AffineTransformRotate (const AffineTransform &aTransform, float anAngle) |
Rotation, equals cos(angle) sin(angle) 0 -sin(angle) cos(angle) 0 * AffineTransform 0 0 1. | |
AffineTransform | AffineTransformScale (const AffineTransform &t, float sx, float sy) |
Scale, equals sx 0 0 0 sy 0 * affineTransform 0 0 1. | |
AffineTransform | AffineTransformConcat (const AffineTransform &t1, const AffineTransform &t2) |
Concat two affine transform, t1 * t2. | |
bool | AffineTransformEqualToTransform (const AffineTransform &t1, const AffineTransform &t2) |
Compare affine transform. | |
AffineTransform | AffineTransformInvert (const AffineTransform &t) |
Get the inverse of affine transform. | |
Mat4 | TransformConcat (const Mat4 &t1, const Mat4 &t2) |
Concat Mat4, return t1 * t2. | |
void | ccVertexLineToPolygon (Vec2 *points, float stroke, Vec2 *vertices, unsigned int offset, unsigned int nuPoints) |
converts a line to a polygon | |
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 | |
Vec3 & | operator*= (Vec3 &v, const Mat4 &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... | |
Vec4 & | operator*= (Vec4 &v, const Mat4 &m) |
Transforms the given vector by the given matrix. More... | |
Vec4 | operator* (const Mat4 &m, const Vec4 &v) |
Transforms the given vector by the given matrix. More... | |
float | clampf (float value, float min_inclusive, float max_inclusive) |
Clamp a value between from and to. | |
Vec2 | operator* (float x, const Vec2 &v) |
Calculates the scalar product of the given vector with the given value. More... | |
Vec3 | operator* (float x, const Vec3 &v) |
Calculates the scalar product of the given vector with the given value. More... | |
Vec4 | operator* (float x, const Vec4 &v) |
Calculates the scalar product of the given vector with the given value. More... | |
Rect | RectApplyTransform (const Rect &rect, const Mat4 &transform) |
void | CGAffineToGL (const AffineTransform &t, float *m) |
Variables | |
const std::string | STD_STRING_EMPTY |
A static global empty std::string install. | |
Copyright 2013 BlackBerry Inc.
Copyright (c) 2015-2017 Chukong Technologies Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Original file from GamePlay3D: http://gameplay3d.org
This file was modified to fit the cocos2d-x project
typedef std::function<bool(PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data)> PhysicsRayCastCallbackFunc |
Called for each fixture found in the query.
You control how the ray cast proceeds by returning a float: return true: continue return false: terminate the ray cast
fixture | the fixture hit by the ray |
point | the point of initial intersection |
normal | the normal vector at the point of intersection |
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strong |
Note: Scene creates a default camera.
And the default camera mask of Node is 1, therefore it can be seen by the default camera. During rendering the scene, it draws the objects seen by each camera in the added order except default camera. The default camera is the last one being drawn with. It's usually a good idea to render 3D objects in a separate camera. And set the 3d camera flag to CameraFlag::USER1 or anything else except DEFAULT. Dedicate The DEFAULT camera for UI, because it is rendered at last. You can change the camera order to get different result when depth test is not enabled. For each camera, transparent 3d sprite is rendered after opaque 3d sprite and other 2d objects.
enum ScriptEventType |
@js NA
ScriptEventType enum
|
strong |
Vertical text alignment type.
|
strong |
Horizontal text alignment type.
|
strong |
|
strong |
Effects used by Label
enum LuaBridgeError |
LuaBridge Error enum, with inline docs.
|
inline |
Returns a random float between -1 and 1.
It can be seeded using std::srand(seed);
|
inline |
Returns a random float between 0 and 1.
It can be seeded using std::srand(seed);
int cocos2d::ccNextPOT | ( | int | value | ) |
Returns the Next Power of Two value.
Examples:
value | The value to get next power of two. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
v | The vector to transform. |
m | The matrix to transform by. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
m | The matrix to transform by. |
v | The vector to transform. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
v | The vector to transform. |
m | The matrix to transform by. |
Transforms the given vector by the given matrix.
Note: this treats the given vector as a vector and not as a point.
m | The matrix to transform by. |
v | The vector to transform. |
void cocos2d::CGAffineToGL | ( | const AffineTransform & | t, |
float * | m | ||
) |
Conversion between mat4*4 and AffineTransform.
m | The Mat4*4 pointer. |
t | Affine transform. |
Calculates the scalar product of the given vector with the given value.
x | The value to scale by. |
v | The vector to scale. |
Calculates the scalar product of the given vector with the given value.
x | The value to scale by. |
v | The vector to scale. |