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class | AnimationFrame |
| A frame of the animation. More...
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struct | AnimationFrame::DisplayedEventInfo |
| When the animation display,Dispatches the event of UserData. More...
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class | Animation |
| A Animation object is used to perform animations on the Sprite objects. More...
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class | AnimationCache |
| Singleton that manages the Animations. More...
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class | AtlasNode |
| AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol. More...
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class | PolygonInfo |
| PolygonInfo is an object holding the required data to display Sprites。 It can be a simple as a triangle, or as complex as a whole 3D mesh. More...
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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...
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class | ClippingNode |
| ClippingNode is a subclass of Node. More...
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class | ClippingRectangleNode |
| Clipping Rectangle Node. More...
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class | DrawNode |
| Node that draws dots, segments and polygons. More...
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class | TMXLayer |
| FastTMXLayer represents the TMX layer. More...
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class | TMXTiledMap |
| FastTMXTiledMap knows how to parse and render a TMX map. More...
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class | Grabber |
| FBO class that grabs the the contents of the screen. More...
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class | GridBase |
| Base class for Other grid. More...
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class | Grid3D |
| Grid3D is a 3D grid implementation. More...
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class | TiledGrid3D |
| TiledGrid3D is a 3D grid implementation. More...
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class | Label |
| Label is a subclass of Node that knows how to render text labels. More...
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class | LabelAtlas |
| LabelAtlas is a subclass of AtlasNode. More...
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class | Layer |
| Layer is a subclass of Node that implements the TouchEventsDelegate protocol. More...
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class | LayerColor |
| LayerColor is a subclass of Layer that implements the RGBAProtocol protocol. More...
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class | LayerGradient |
| LayerGradient is a subclass of LayerColor that draws gradients across the background. More...
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class | LayerMultiplex |
| MultipleLayer is a Layer with the ability to multiplex it's children. More...
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class | BaseLight |
| BaseLight is the parent of all the lights. More...
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class | DirectionLight |
| DirectionLight simulates light that is being emitted from a source that is infinitely far away. More...
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class | PointLight |
| Point light has a position, and sends rays in all directions. More...
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class | SpotLight |
| Spot light is a special light that all light rays are restricted to a cone of light. More...
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class | AmbientLight |
| Ambient light simulates the light in the enviorment, it emits to all direction with the same intensity. More...
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class | Menu |
| A Menu for touch handling. More...
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class | MenuItem |
| MenuItem base class. More...
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class | MenuItemLabel |
| An base class for "label" MenuItemLabel items. More...
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class | MenuItemAtlasFont |
| Helper class that creates a MenuItemLabel class with a LabelAtlas. More...
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class | MenuItemFont |
| A MenuItemFont. More...
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class | MenuItemSprite |
| MenuItemSprite accepts Node<RGBAProtocol> objects as displayed items. More...
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class | MenuItemImage |
| MenuItemImage accepts images as displayed items. More...
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class | MenuItemToggle |
| A MenuItemToggle. More...
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class | MotionStreak |
| Creates a trailing path. More...
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class | Node |
| Node is the base element of the Scene Graph. More...
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class | NodeGrid |
| Base class for Grid Node,the grid action's management class. More...
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class | ParallaxNode |
| ParallaxNode: A node that simulates a parallax scroller. More...
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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...
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class | ParticleFire |
| A fire particle system. More...
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class | ParticleFireworks |
| A fireworks particle system. More...
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class | ParticleSun |
| A sun particle system. More...
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class | ParticleGalaxy |
| A galaxy particle system. More...
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class | ParticleFlower |
| A flower particle system. More...
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class | ParticleMeteor |
| A meteor particle system. More...
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class | ParticleSpiral |
| An spiral particle system. More...
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class | ParticleExplosion |
| An explosion particle system. More...
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class | ParticleSmoke |
| An smoke particle system. More...
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class | ParticleSnow |
| An snow particle system. More...
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class | ParticleRain |
| A rain particle system. More...
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class | ParticleSystemQuad |
| ParticleSystemQuad is a subclass of ParticleSystem. More...
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class | ProgressTimer |
| ProgressTimer is a subclass of Node. More...
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class | ProtectedNode |
| A inner node type mainly used for UI module. More...
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class | RenderTexture |
| RenderTexture is a generic rendering target. More...
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class | Scene |
| Scene is a subclass of Node that is used only as an abstract concept. More...
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class | Sprite |
| Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ). More...
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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...
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class | SpriteFrame |
| A SpriteFrame has: More...
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class | SpriteFrameCache |
| Singleton that handles the loading of the sprite frames. More...
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class | TMXObjectGroup |
| TMXObjectGroup represents the TMX object group. More...
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class | TransitionEaseScene |
| TransitionEaseScene can ease the actions of the scene protocol. More...
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class | TransitionScene |
| Base class for Transition scenes. More...
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class | TransitionSceneOriented |
| A Transition that supports orientation like. More...
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class | TransitionRotoZoom |
| TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming. More...
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class | TransitionJumpZoom |
| TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming. More...
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class | TransitionMoveInL |
| TransitionMoveInL: Move in from to the left the incoming scene. More...
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class | TransitionMoveInR |
| TransitionMoveInR: Move in from to the right the incoming scene. More...
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class | TransitionMoveInT |
| TransitionMoveInT: Move in from to the top the incoming scene. More...
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class | TransitionMoveInB |
| TransitionMoveInB: Move in from to the bottom the incoming scene. More...
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class | TransitionSlideInL |
| TransitionSlideInL: Slide in the incoming scene from the left border. More...
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class | TransitionSlideInR |
| TransitionSlideInR: Slide in the incoming scene from the right border. More...
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class | TransitionSlideInB |
| TransitionSlideInB: Slide in the incoming scene from the bottom border. More...
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class | TransitionSlideInT |
| TransitionSlideInT: Slide in the incoming scene from the top border. More...
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class | TransitionShrinkGrow |
| Shrink the outgoing scene while grow the incoming scene. More...
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class | TransitionFlipX |
| TransitionFlipX: Flips the screen horizontally. More...
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class | TransitionFlipY |
| TransitionFlipY: Flips the screen vertically. More...
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class | TransitionFlipAngular |
| TransitionFlipAngular: Flips the screen half horizontally and half vertically. More...
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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...
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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...
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class | TransitionZoomFlipAngular |
| TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in. More...
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class | TransitionFade |
| TransitionFade: Fade out the outgoing scene and then fade in the incoming scene. More...
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class | TransitionCrossFade |
| TransitionCrossFade: Cross fades two scenes using the RenderTexture object. More...
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class | TransitionTurnOffTiles |
| TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order. More...
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class | TransitionSplitCols |
| TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards. More...
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class | TransitionSplitRows |
| TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...
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class | TransitionFadeTR |
| TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. More...
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class | TransitionFadeBL |
| TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. More...
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class | TransitionFadeUp |
| TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top. More...
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class | TransitionFadeDown |
| TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom. More...
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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...
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class | TransitionProgress |
| A base class of progress transition. More...
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class | TransitionProgressRadialCCW |
| TransitionRadialCCW transition. More...
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class | TransitionProgressRadialCW |
| TransitionRadialCW transition. More...
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class | TransitionProgressHorizontal |
| TransitionProgressHorizontal transition. More...
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class | TransitionProgressVertical |
| TransitionProgressVertical transition. More...
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class | TransitionProgressInOut |
| TransitionProgressInOut transition. More...
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class | TransitionProgressOutIn |
| TransitionProgressOutIn transition. More...
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class | Texture2D |
| Texture2D class. More...
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struct | TexParams |
| Extension to set the Min / Mag filter. More...
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class | TextureAtlas |
| A class that implements a Texture Atlas. More...
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class | TextureCache |
| Singleton that handles the loading of textures. More...
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PolygonInfo & | operator= (const PolygonInfo &other) |
| Copy the member of the other PolygonInfo another PolygonInfo to be copied.
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var | operator= ( var other) |
| Copy the member of the other PolygonInfo another PolygonInfo to be copied.
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local | operator= ( local other) |
| Copy the member of the other PolygonInfo another PolygonInfo to be copied.
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void | setQuad (V3F_C4B_T2F_Quad *quad) |
| set the data to be a pointer to a quad the member verts will not be released when this PolygonInfo destructs as the verts memory are managed by other objects a pointer to the V3F_C4B_T2F_Quad object
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void | setTriangles (TrianglesCommand::Triangles triangles) |
| set the data to be a pointer to a triangles the member verts will not be released when this PolygonInfo destructs as the verts memory are managed by other objects More...
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local | setTriangles ( local triangles) |
| set the data to be a pointer to a triangles the member verts will not be released when this PolygonInfo destructs as the verts memory are managed by other objects More...
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const unsigned int | getVertCount () const |
| get vertex count number of vertices
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const unsigned int | getTriaglesCount () const |
| get triangles count number of triangles
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const float | getArea () const |
| get sum of all triangle area size sum of all triangle area size
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| AutoPolygon (const std::string &filename) |
| create an AutoPolygon and initialize it with an image file the image must be a 32bit PNG for current version 3.7 a path to image file, e.g., "scene1/monster.png". More...
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| ~AutoPolygon () |
| Destructor of AutoPolygon.
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std::vector< Vec2 > | trace (const cocos2d::Rect &rect, const float &threshold=0.0) |
| trace all the points along the outline of the image, must create AutoPolygon with filename to use this function a texture rect for specify an area of the image, use Rect::Zero for the size of the image, default to Rect::Zero the value when alpha is greater than this value will be counted as opaque, default to 0.0 a vector of vec2 of all the points found in clockwise order
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var | trace ( var rect, var 0) |
| trace all the points along the outline of the image, must create AutoPolygon with filename to use this function a texture rect for specify an area of the image, use Rect::Zero for the size of the image, default to Rect::Zero the value when alpha is greater than this value will be counted as opaque, default to 0.0 a vector of vec2 of all the points found in clockwise order
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local | trace ( local rect, local 0) |
| trace all the points along the outline of the image, must create AutoPolygon with filename to use this function a texture rect for specify an area of the image, use Rect::Zero for the size of the image, default to Rect::Zero the value when alpha is greater than this value will be counted as opaque, default to 0.0 a vector of vec2 of all the points found in clockwise order
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std::vector< Vec2 > | reduce (const std::vector< Vec2 > &points, const Rect &rect, const float &epsilon=2.0) |
| reduce the amount of points so its faster for GPU to process and draw based on Ramer-Douglas-Puecker algorithm a vector of Vec2 points as input a texture rect for specify an area of the image to avoid over reduction the perpendicular distance where points smaller than this value will be discarded a vector of Vec2 of the remaining points in clockwise order
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var | reduce ( var points, var rect, var 0) |
| reduce the amount of points so its faster for GPU to process and draw based on Ramer-Douglas-Puecker algorithm a vector of Vec2 points as input a texture rect for specify an area of the image to avoid over reduction the perpendicular distance where points smaller than this value will be discarded a vector of Vec2 of the remaining points in clockwise order
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local | reduce ( local points, local rect, local 0) |
| reduce the amount of points so its faster for GPU to process and draw based on Ramer-Douglas-Puecker algorithm a vector of Vec2 points as input a texture rect for specify an area of the image to avoid over reduction the perpendicular distance where points smaller than this value will be discarded a vector of Vec2 of the remaining points in clockwise order
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std::vector< Vec2 > | expand (const std::vector< Vec2 > &points, const Rect &rect, const float &epsilon) |
| expand the points along their edge, useful after you reduce the points that cuts into the sprite using ClipperLib a vector of Vec2 points as input a texture rect for specify an area of the image, the expanded points will be clamped in this rect, ultimately resulting in a quad if the expansion is too great the distance which the edges will expand a vector of Vec2 as the result of the expansion
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local | expand ( local points, local rect, local epsilon) |
| expand the points along their edge, useful after you reduce the points that cuts into the sprite using ClipperLib a vector of Vec2 points as input a texture rect for specify an area of the image, the expanded points will be clamped in this rect, ultimately resulting in a quad if the expansion is too great the distance which the edges will expand a vector of Vec2 as the result of the expansion
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TrianglesCommand::Triangles | triangulate (const std::vector< Vec2 > &points) |
| Triangulate the input points into triangles for rendering using poly2tri points must be closed loop, cannot have 2 points sharing the same position and cannot intersect itself a vector of vec2 points as input a Triangles object with points and indices.
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void | calculateUV (const Rect &rect, V3F_C4B_T2F *verts, const ssize_t &count) |
| calculate the UV coordinates for each points based on a texture rect This method requires the AutoPolygon object to know the texture file dimension a texture rect to specify where to map the UV a pointer to the verts array, served both as input and output verts the count for the verts array
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PolygonInfo | generateTriangles (const Rect &rect=Rect::ZERO, const float &epsilon=2.0, const float &threshold=0.05) |
| a helper function, packing trace, reduce, expand, triangulate and calculate uv in one function texture rect, use Rect::ZERO for the size of the texture, default is Rect::ZERO the value used to reduce and expand, default to 2.0 the value where bigger than the threshold will be counted as opaque, used in trace a PolygonInfo, to use with sprite
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local | generateTriangles ( local ZERO, local 0, local 05) |
| a helper function, packing trace, reduce, expand, triangulate and calculate uv in one function texture rect, use Rect::ZERO for the size of the texture, default is Rect::ZERO the value used to reduce and expand, default to 2.0 the value where bigger than the threshold will be counted as opaque, used in trace a PolygonInfo, to use with sprite
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static PolygonInfo | generatePolygon (const std::string &filename, const Rect &rect=Rect::ZERO, const float epsilon=2.0, const float threshold=0.05) |
| a helper function, packing autoPolygon creation, trace, reduce, expand, triangulate and calculate uv in one function if you want to repetitively generate polygons, consider create an AutoPolygon object, and use generateTriangles function, as it only reads the file once A path to image file, e.g., "scene1/monster.png". More...
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local | generatePolygon ( local filename, local ZERO, local 0, local 05) |
| a helper function, packing autoPolygon creation, trace, reduce, expand, triangulate and calculate uv in one function if you want to repetitively generate polygons, consider create an AutoPolygon object, and use generateTriangles function, as it only reads the file once A path to image file, e.g., "scene1/monster.png". More...
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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...
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