cocos2d-x  3.0alpha1
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CCSkeletonAnimation Member List

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

_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoReleaseCountObjectprotected
_cameraNodeprotected
_cascadeColorEnabledNodeRGBAprotected
_cascadeOpacityEnabledNodeRGBAprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_displayedColorNodeRGBAprotected
_displayedOpacityNodeRGBAprotected
_eventDispatcherNodeprotected
_gridNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_luaIDObject
_orderOfArrivalNodeprotected
_parentNodeprotected
_positionNodeprotected
_realColorNodeRGBAprotected
_realOpacityNodeRGBAprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_tagNodeprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
_ZOrderNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addAnimation(const char *name, bool loop, float delay=0, int stateIndex=0)CCSkeletonAnimation
addAnimationState(AnimationStateData *stateData=0)CCSkeletonAnimation
addChild(Node *child)Nodevirtual
addChild(Node *child, int zOrder)Nodevirtual
addChild(Node *child, int zOrder, int tag)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
autorelease()Object
blendFuncCCSkeleton
boundingBox() const Nodeinlinevirtual
CCSkeleton(SkeletonData *skeletonData, bool ownsSkeletonData=false)CCSkeleton
CCSkeleton(const char *skeletonDataFile, Atlas *atlas, float scale=1)CCSkeleton
CCSkeleton(const char *skeletonDataFile, const char *atlasFile, float scale=1)CCSkeleton
CCSkeleton()CCSkeletonprotected
CCSkeletonAnimation(SkeletonData *skeletonData)CCSkeletonAnimation
CCSkeletonAnimation(const char *skeletonDataFile, Atlas *atlas, float scale=1)CCSkeletonAnimation
CCSkeletonAnimation(const char *skeletonDataFile, const char *atlasFile, float scale=1)CCSkeletonAnimation
CCSkeletonAnimation()CCSkeletonAnimationprotected
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
clearAnimation(int stateIndex=0)CCSkeletonAnimation
convertToNodeSpace(const Point &worldPoint) const Node
convertToNodeSpaceAR(const Point &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Point &nodePoint) const Nodeprotected
convertToWorldSpace(const Point &nodePoint) const Node
convertToWorldSpaceAR(const Point &nodePoint) const Node
create(void)Nodestatic
createWithData(SkeletonData *skeletonData)CCSkeletonAnimationstatic
spine::CCSkeleton::createWithData(SkeletonData *skeletonData, bool ownsSkeletonData=false)CCSkeletonstatic
createWithFile(const char *skeletonDataFile, Atlas *atlas, float scale=1)CCSkeletonAnimationstatic
createWithFile(const char *skeletonDataFile, const char *atlasFile, float scale=1)CCSkeletonAnimationstatic
debugBonesCCSkeleton
debugSlotsCCSkeleton
description(void) const Node
detachChild(Node *child, long index, bool doCleanup)Nodeprotected
draw() overrideCCSkeletonvirtual
findBone(const char *boneName) const CCSkeleton
findSlot(const char *slotName) const CCSkeleton
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAttachment(const char *slotName, const char *attachmentName) const CCSkeleton
getBlendFunc() const overrideCCSkeletonvirtual
getBoundingBox() const overrideCCSkeletonvirtual
getCamera()Nodevirtual
getChildByTag(int tag)Node
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Node
getColor(void) const overrideNodeRGBAvirtual
getComponent(const char *pName)Node
getContentSize() const Nodevirtual
getDisplayedColor() const overrideNodeRGBAvirtual
getDisplayedOpacity() const overrideNodeRGBAvirtual
getEventDispatcher() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getGrid()Nodeinlinevirtual
getGrid() const Nodeinlinevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOpacity() const overrideNodeRGBAvirtual
getOrderOfArrival() const Nodevirtual
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeTransform() const Nodevirtual
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getRotation() const Nodevirtual
getRotationX() const Nodevirtual
getRotationY() const Nodevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram()Nodeinlinevirtual
getShaderProgram() const Nodeinlinevirtual
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getTag() const Nodevirtual
getTextureAtlas(RegionAttachment *regionAttachment) const CCSkeletonprotected
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()NodeRGBAvirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isCascadeColorEnabled() const overrideNodeRGBAvirtual
isCascadeOpacityEnabled() const overrideNodeRGBAvirtual
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const overrideCCSkeletonvirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isVisible() const Nodevirtual
Node(void)Node
NodeRGBA()NodeRGBA
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
Object()Object
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
premultipliedAlphaCCSkeleton
release()Objectinline
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const char *pName)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
reorderChild(Node *child, int zOrder)Nodevirtual
resume(void)Node
resumeSchedulerAndActions(void)Node
retain()Objectinline
retainCount() const Object
rootBoneCCSkeleton
runAction(Action *action)Node
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Point &anchorPoint)Nodevirtual
setAnimation(const char *name, bool loop, int stateIndex=0)CCSkeletonAnimation
setAnimationStateData(AnimationStateData *stateData, int stateIndex=0)CCSkeletonAnimation
setAttachment(const char *slotName, const char *attachmentName)CCSkeleton
setBlendFunc(const cocos2d::BlendFunc &func) overrideCCSkeletonvirtual
setBonesToSetupPose()CCSkeleton
setCascadeColorEnabled(bool cascadeColorEnabled) overrideNodeRGBAvirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) overrideNodeRGBAvirtual
setColor(const Color3B &color) overrideNodeRGBAvirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGLServerState(int serverState)Nodeinline
setGrid(GridBase *grid)Nodevirtual
setMix(const char *fromAnimation, const char *toAnimation, float duration, int stateIndex=0)CCSkeletonAnimation
setOpacity(GLubyte opacity) overrideNodeRGBAvirtual
setOpacityModifyRGB(bool value) overrideCCSkeletonvirtual
setOrderOfArrival(int orderOfArrival)Nodevirtual
setParent(Node *parent)Nodevirtual
setPosition(const Point &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setRotation(float rotation)Nodevirtual
setRotationX(float rotationX)Nodevirtual
setRotationY(float rotationY)Nodevirtual
setScale(float scale)Nodevirtual
setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float scaleX)Nodevirtual
setScaleY(float scaleY)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *shaderProgram)Nodevirtual
setSkeletonData(SkeletonData *skeletonData, bool ownsSkeletonData)CCSkeletonprotected
setSkewX(float fSkewX)Nodevirtual
setSkewY(float fSkewY)Nodevirtual
setSkin(const char *skinName)CCSkeleton
setSlotsToSetupPose()CCSkeleton
setTag(int tag)Nodevirtual
setToSetupPose()CCSkeleton
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int zOrder)Nodevirtual
skeletonCCSkeleton
sortAllChildren()Nodevirtual
statesCCSkeletonAnimation
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
timeScaleCCSkeleton
transform()Node
transformAncestors()Node
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float deltaTime)CCSkeletonAnimationvirtual
updateDisplayedColor(const Color3B &parentColor) overrideNodeRGBAvirtual
updateDisplayedOpacity(GLubyte parentOpacity) overrideNodeRGBAvirtual
updateTransform()Nodevirtual
updateWorldTransform()CCSkeleton
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~BlendProtocol()BlendProtocolinlinevirtual
~CCSkeleton()CCSkeletonvirtual
~CCSkeletonAnimation()CCSkeletonAnimationvirtual
~Node(void)Nodevirtual
~NodeRGBA()NodeRGBAvirtual
~Object()Objectvirtual
~RGBAProtocol()RGBAProtocolinlinevirtual