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__LayerRGBA Member List

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

__LayerRGBA()__LayerRGBAprotected
_accelerationListenerLayerprotected
_accelerometerEnabledLayerprotected
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_additionalTransformDirtyNodemutableprotected
_addTouchListener()Layerprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_autoReleaseCountObjectprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_contentSizeNodeprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_eventDispatcherNodeprotected
_IDObject
_ignoreAnchorPointForPositionNodeprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isTransitionFinishedNodeprotected
_keyboardEnabledLayerprotected
_keyboardListenerLayerprotected
_luaIDObject
_modelViewTransformNodeprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_physicsBodyNodeprotected
_positionNodeprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceObjectprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_schedulerNodeprotected
_scriptHandlerNodeprotected
_scriptTypeNodeprotected
_setZOrder(int z)Nodevirtual
_shaderProgramNodeprotected
_skewXNodeprotected
_skewYNodeprotected
_swallowsTouchesLayerprotected
_tagNodeprotected
_touchEnabledLayerprotected
_touchListenerLayerprotected
_touchModeLayerprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_updateScriptHandlerNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_vertexZNodeprotected
_visibleNodeprotected
_ZOrderNodeprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addChild(Node *child)Nodevirtual
addChild(Node *child, int zOrder)Nodevirtual
addChild(Node *child, int zOrder, int tag)Nodevirtual
addComponent(Component *pComponent)Nodevirtual
addTouchListener()Layerinlineprotected
autorelease()Object
boundingBox() const Nodeinlinevirtual
ccTouchBegan(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchCancelled(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchEnded(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
ccTouchesBegan(__Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesCancelled(__Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesEnded(__Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchesMoved(__Set *pTouches, Event *pEvent) finalLayerinlinevirtual
ccTouchMoved(Touch *pTouch, Event *pEvent) finalLayerinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
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()Layerstatic
CREATE_FUNC(__LayerRGBA)__LayerRGBA
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
didAccelerate(Acceleration *accelerationValue) finalLayerinlinevirtual
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
draw()Nodevirtual
executeScriptTouchesHandler(EventTouch::EventCode eventType, const std::vector< Touch * > &touches)Layerprotected
executeScriptTouchHandler(EventTouch::EventCode eventType, Touch *touch)Layerprotected
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getBoundingBox() const Nodevirtual
getChildByTag(int tag)Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const override__LayerRGBAinlinevirtual
getComponent(const std::string &pName)Node
getContentSize() const Nodevirtual
getDescription() const overrideLayervirtual
getDisplayedColor() const override__LayerRGBAinlinevirtual
getDisplayedOpacity() const override__LayerRGBAinlinevirtual
getEventDispatcher() const Nodeinlinevirtual
getGLServerState() const Nodeinline
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNumberOfRunningActions() const Node
getOpacity() const override__LayerRGBAinlinevirtual
getOrderOfArrival() const Nodevirtual
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getPhysicsBody() const Node
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
getScene()Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram()Nodeinlinevirtual
getShaderProgram() const Nodeinlinevirtual
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getTag() const Nodevirtual
getTouchMode() const Layervirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodevirtual
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()Layerprotectedvirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isAccelerometerEnabled() const Layervirtual
isCascadeColorEnabled() const override__LayerRGBAinlinevirtual
isCascadeOpacityEnabled() const override__LayerRGBAinlinevirtual
isEqual(const Object *object)Objectvirtual
isIgnoreAnchorPointForPosition() const Nodevirtual
isKeyboardEnabled() const Layervirtual
isKeypadEnabled() const finalLayerinlinevirtual
isOpacityModifyRGB() const override__LayerRGBAinlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isSingleReference() const Object
isSwallowsTouches() const Layervirtual
isTouchEnabled() const Layer
isVisible() const Nodevirtual
keyBackClicked() finalLayerinlinevirtual
keyMenuClicked() finalLayerinlinevirtual
keyPressed(int keyCode) finalLayerinlinevirtual
keyReleased(int keyCode) finalLayerinlinevirtual
Layer()Layerprotected
Node()Nodeprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
Object()Object
onAcceleration(Acceleration *acc, Event *unused_event)Layervirtual
onEnter()Nodevirtual
onEnterTransitionDidFinish()Nodevirtual
onExit()Nodevirtual
onExitTransitionDidStart()Nodevirtual
onKeyPressed(EventKeyboard::KeyCode keyCode, Event *event)Layervirtual
onKeyReleased(EventKeyboard::KeyCode keyCode, Event *event)Layervirtual
onTouchBegan(Touch *touch, Event *unused_event)Layervirtual
onTouchCancelled(Touch *touch, Event *unused_event)Layervirtual
onTouchEnded(Touch *touch, Event *unused_event)Layervirtual
onTouchesBegan(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesCancelled(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesEnded(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchesMoved(const std::vector< Touch * > &touches, Event *unused_event)Layervirtual
onTouchMoved(Touch *touch, Event *unused_event)Layervirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Node
pauseSchedulerAndActions(void)Node
registerWithTouchDispatcher() finalLayerinlinevirtual
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 std::string &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
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
setAccelerometerEnabled(bool value)Layervirtual
setAccelerometerInterval(double interval)Layervirtual
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAdditionalTransform(const kmMat4 &additionalTransform)Node
setAnchorPoint(const Point &anchorPoint)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled) override__LayerRGBAinlinevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) override__LayerRGBAinlinevirtual
setColor(const Color3B &color) override__LayerRGBAinlinevirtual
setContentSize(const Size &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGLServerState(int serverState)Nodeinline
setKeyboardEnabled(bool value)Layervirtual
setKeypadEnabled(bool value)Layervirtual
setNodeToParentTransform(const kmMat4 &transform)Nodevirtual
setOpacity(GLubyte opacity) override__LayerRGBAinlinevirtual
setOpacityModifyRGB(bool bValue) override__LayerRGBAinlinevirtual
setOrderOfArrival(int orderOfArrival)Nodevirtual
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
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
setSkewX(float fSkewX)Nodevirtual
setSkewY(float fSkewY)Nodevirtual
setSwallowsTouches(bool swallowsTouches)Layervirtual
setTag(int tag)Nodevirtual
setTouchEnabled(bool value)Layer
setTouchMode(Touch::DispatchMode mode)Layervirtual
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int zOrder)Nodevirtual
sortAllChildren()Nodevirtual
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
transform()Node
transformAncestors()Node
unschedule(SEL_SCHEDULE selector)Node
unscheduleAllSelectors(void)Node
unscheduleUpdate(void)Node
update(float delta)Nodevirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor) override__LayerRGBAinlinevirtual
updateDisplayedOpacity(GLubyte parentOpacity) override__LayerRGBAinlinevirtual
updatePhysicsTransform()Nodevirtual
updateTransform()Nodevirtual
visit()Nodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~__LayerRGBA()__LayerRGBAinlineprotectedvirtual
~__RGBAProtocol()__RGBAProtocolinlinevirtual
~Layer()Layerprotectedvirtual
~Node()Nodeprotectedvirtual
~Object()Objectvirtual