cocos2d-x  3.5
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Skin Member List

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

__pad0__Sprite
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_armatureSkinprotected
_atlasIndexSpriteprotected
_batchNodeSpriteprotected
_blendFuncSpriteprotected
_boneSkinprotected
_cameraMaskNodeprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_contentSizeDirtyNodeprotected
_directorNodeprotected
_dirtySpriteprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_displayNameSkinprotected
_eventDispatcherNodeprotected
_flippedXSpriteprotected
_flippedYSpriteprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_hashOfNameNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_insideBoundsSpriteprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_normalizedPositionNodeprotected
_normalizedPositionDirtyNodeprotected
_offsetPositionSpriteprotected
_onEnterCallbackNodeprotected
_onEnterTransitionDidFinishCallbackNodeprotected
_onExitCallbackNodeprotected
_onExitTransitionDidStartCallbackNodeprotected
_opacityModifyRGBSpriteprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_physicsBodyNodeprotected
_physicsRotationNodeprotected
_physicsScaleStartXNodeprotected
_physicsScaleStartYNodeprotected
_physicsTransformDirtyNodeprotected
_positionNodeprotected
_positionZNodeprotected
_quadSpriteprotected
_quadCommandSkinprotected
_realColorNodeprotected
_realOpacityNodeprotected
_rectSpriteprotected
_rectRotatedSpriteprotected
_recursiveDirtySpriteprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationQuatNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_shouldBeHiddenSpriteprotected
_skewXNodeprotected
_skewYNodeprotected
_skinDataSkinprotected
_skinTransformSkinprotected
_spriteFrameSpriteprotected
_tagNodeprotected
_textureSpriteprotected
_textureAtlasSpriteprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformToBatchSpriteprotected
_transformUpdatedNodeprotected
_unflippedOffsetPositionFromCenterSpriteprotected
_updateTransformFromPhysicsNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_usingNormalizedPositionNodeprotected
_visibleNodeprotected
addChild(Node *child, int zOrder, int tag) overrideSpritevirtual
addChild(Node *child, int zOrder, const std::string &name) overrideSpritevirtual
cocos2d::Node::addChild(Node *child)Nodevirtual
cocos2d::Node::addChild(Node *child, int localZOrder)Nodevirtual
addComponent(Component *component)Nodevirtual
autorelease()Ref
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create()Skinstatic
create(const std::string &pszFileName)Skinstatic
cocos2d::Sprite::create(const std::string &filename, const Rect &rect)Spritestatic
createWithSpriteFrame(SpriteFrame *spriteFrame)Spritestatic
createWithSpriteFrameName(const std::string &pszSpriteFrameName)Skinstatic
createWithTexture(Texture2D *texture)Spritestatic
createWithTexture(Texture2D *texture, const Rect &rect, bool rotated=false)Spritestatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
displayFrame() const Spriteinlinevirtual
doEnumerate(std::string name, std::function< bool(Node *)> callback) const Nodeprotected
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const Nodeprotected
draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) overrideSkinvirtual
cocos2d::Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideSpritevirtual
cocos2d::Node::draw() finalNodevirtual
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
FLAGS_CONTENT_SIZE_DIRTY enum valueNode
FLAGS_DIRTY_MASK enum valueNode
FLAGS_RENDER_AS_3D enum valueNode
FLAGS_TRANSFORM_DIRTY enum valueNode
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAtlasIndex() const Spriteinline
getBatchNode() const Spritevirtual
getBlendFunc() const overrideSpriteinline
getBone() const Skinvirtual
getBoundingBox() const Nodevirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const overrideSpritevirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getDisplayFrame() const Spriteinlinevirtual
getDisplayName() const Skininlinevirtual
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getLocalZOrder() const Nodeinlinevirtual
getName() const Nodevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const overrideSkinvirtual
getNodeToWorldTransformAR() const Skin
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOffsetPosition() const Spriteinline
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Nodeinline
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getQuad() const Spriteinline
getReferenceCount() const Ref
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationQuat() const Nodevirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram() const Nodeinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSkinData() const Skinvirtual
getSpriteFrame() const Spritevirtual
getTag() const Nodevirtual
getTexture() const overrideSpritevirtual
getTextureAtlas() const Spriteinline
getTextureRect() const Spriteinline
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
ignoreAnchorPointForPosition(bool value) overrideSpritevirtual
INDEX_NOT_INITIALIZEDSpritestatic
init() overrideSpritevirtual
initWithFile(const std::string &filename) overrideSkinvirtual
cocos2d::Sprite::initWithFile(const std::string &filename, const Rect &rect)Spritevirtual
initWithSpriteFrame(SpriteFrame *spriteFrame)Spritevirtual
initWithSpriteFrameName(const std::string &spriteFrameName) overrideSkinvirtual
initWithTexture(Texture2D *texture)Spritevirtual
initWithTexture(Texture2D *texture, const Rect &rect)Spritevirtual
initWithTexture(Texture2D *texture, const Rect &rect, bool rotated)Spritevirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isDirty() const Spriteinlinevirtual
isFlippedX() const Sprite
isFlippedY() const Sprite
isFlipX()Spriteinline
isFlipY()Spriteinline
isFrameDisplayed(SpriteFrame *frame) const Spritevirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const overrideSpritevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isTextureRectRotated() const Spriteinline
isVisible() const Nodevirtual
isVisitableByVisitingCamera() const Nodeprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Nodevirtual
pauseSchedulerAndActions()Node
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags)Nodeprotected
Ref()Refprotected
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup) overrideSpritevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup) overrideSpritevirtual
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
removeFromPhysicsWorld()Node
reorderChild(Node *child, int zOrder) overrideSpritevirtual
resume(void)Nodevirtual
resumeSchedulerAndActions()Node
retain()Ref
runAction(Action *action)Nodevirtual
s_globalOrderOfArrivalNodeprotectedstatic
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(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchor) overrideSpritevirtual
setAtlasIndex(ssize_t atlasIndex)Spriteinline
setBatchNode(SpriteBatchNode *spriteBatchNode)Spritevirtual
setBlendFunc(const BlendFunc &blendFunc) overrideSpriteinline
setBone(Bone *bone)Skinvirtual
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
setDirty(bool dirty)Spriteinlinevirtual
setDirtyRecursively(bool value)Spriteprotectedvirtual
setDisplayFrame(SpriteFrame *newFrame)Spriteinlinevirtual
setDisplayFrameWithAnimationName(const std::string &animationName, ssize_t frameIndex)Spritevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setFlippedX(bool flippedX)Sprite
setFlippedY(bool flippedY)Sprite
setFlipX(bool flippedX)Spriteinline
setFlipY(bool flippedY)Spriteinline
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Nodevirtual
setGLProgramState(GLProgramState *glProgramState)Nodevirtual
setGLServerState(int serverState)Nodeinline
setLocalZOrder(int localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool modify) overrideSpritevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &pos) overrideSpritevirtual
setPosition(float x, float y) overrideSpritevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ) overrideSpritevirtual
setReorderChildDirtyRecursively()Spriteprotectedvirtual
setRotation(float rotation) overrideSpritevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX) overrideSpritevirtual
setRotationSkewY(float rotationY) overrideSpritevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float scaleX, float scaleY) overrideSpritevirtual
setScale(float scale) overrideSpritevirtual
setScaleX(float scaleX) overrideSpritevirtual
setScaleY(float scaleY) overrideSpritevirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float sx) overrideSpritevirtual
setSkewY(float sy) overrideSpritevirtual
setSkinData(const BaseData &data)Skinvirtual
setSpriteFrame(const std::string &spriteFrameName)Spritevirtual
setSpriteFrame(SpriteFrame *newFrame)Spritevirtual
setTag(int tag)Nodevirtual
setTexture(const std::string &filename)Spritevirtual
setTexture(Texture2D *texture) overrideSpritevirtual
setTextureAtlas(TextureAtlas *textureAtlas)Spriteinline
setTextureCoords(Rect rect)Spriteprotectedvirtual
setTextureRect(const Rect &rect)Spritevirtual
setTextureRect(const Rect &rect, bool rotated, const Size &untrimmedSize)Spritevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexRect(const Rect &rect)Spritevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool bVisible) overrideSpritevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
Skin()Skin
sortAllChildren() overrideSpritevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
transform(const Mat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
unscheduleAllSelectors()Nodeinline
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateArmatureTransform()Skin
updateBlendFunc()Spriteprotectedvirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor() overrideSpriteprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY)Nodevirtual
updateRotation3D()Nodeprotected
updateRotationQuat()Nodeprotected
updateTransform() overrideSkinvirtual
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags)Node
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~Node()Nodevirtual
~Ref()Refvirtual
~Sprite()Spritevirtual