This is the complete list of members for TransitionCrossFade, including all inherited members.
_ID | Ref | |
_luaID | Ref | |
_rooted | Ref | |
_scriptObject | Ref | |
_scriptOwned | Ref | |
addChild(Node *child) | Node | virtual |
addChild(Node *child, int localZOrder) | Node | virtual |
addChild(Node *child, int localZOrder, int tag) | Node | virtual |
addChild(Node *child, int localZOrder, const std::string &name) | Node | virtual |
addComponent(Component *component) | Node | virtual |
autorelease() | Ref | |
boundingBox() const | Node | inlinevirtual |
cleanup() override | TransitionScene | virtual |
convertToNodeSpace(const Vec2 &worldPoint) const | Node | |
convertToNodeSpaceAR(const Vec2 &worldPoint) const | Node | |
convertTouchToNodeSpace(Touch *touch) const | Node | |
convertTouchToNodeSpaceAR(Touch *touch) const | Node | |
convertToWorldSpace(const Vec2 &nodePoint) const | Node | |
convertToWorldSpaceAR(const Vec2 &nodePoint) const | Node | |
create(float t, Scene *scene) | TransitionCrossFade | static |
cocos2d::Scene::create() | Scene | static |
createWithPhysics() | Scene | static |
createWithSize(const Size &size) | Scene | static |
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override | TransitionCrossFade | virtual |
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const | Node | virtual |
finish(void) | TransitionScene | |
getActionByTag(int tag) | Node | |
getActionManager() | Node | inlinevirtual |
getAnchorPoint() const | Node | virtual |
getAnchorPointInPoints() const | Node | virtual |
getBoundingBox() const | Node | virtual |
getCameraMask() const | Node | inline |
getCameras() | Scene | |
getChildByName(const std::string &name) const | Node | virtual |
getChildByName(const std::string &name) const | Node | inline |
getChildByTag(int tag) const | Node | virtual |
getChildByTag(int tag) const | Node | inline |
getChildren() | Node | inlinevirtual |
getChildrenCount() const | Node | virtual |
getComponent(const std::string &name) | Node | |
getContentSize() const | Node | virtual |
getDefaultCamera() const | Scene | inline |
getDescription() const override | Scene | virtual |
getEventDispatcher() const | Node | inlinevirtual |
getGlobalZOrder() const | Node | inlinevirtual |
getGLProgram() const | Node | |
getGLProgramState() const | Node | |
getGLServerState() const | Node | inline |
getLights() const | Scene | inline |
getLocalZOrder() const | Node | inlinevirtual |
getName() const | Node | virtual |
getNodeToParentAffineTransform(Node *ancestor) const | Node | virtual |
getNodeToParentTransform() const | Node | virtual |
getNodeToParentTransform(Node *ancestor) const | Node | virtual |
getNodeToWorldTransform() const | Node | virtual |
getNormalizedPosition() const | Node | virtual |
getNumberOfRunningActions() const | Node | |
getOrderOfArrival() const | Node | |
getParent() | Node | inlinevirtual |
getParentToNodeTransform() const | Node | virtual |
getPhysics3DWorld() | Scene | inline |
getPhysicsBody() const | Node | inline |
getPhysicsWorld() const | Scene | inline |
getPosition() const | Node | virtual |
getPosition(float *x, float *y) const | Node | virtual |
getPosition3D() const | Node | virtual |
getPositionX(void) const | Node | virtual |
getPositionY(void) const | Node | virtual |
getPositionZ() const | Node | virtual |
getReferenceCount() const | Ref | |
getRotation() const | Node | virtual |
getRotation3D() const | Node | virtual |
getRotationQuat() const | Node | virtual |
getRotationSkewX() const | Node | virtual |
getRotationSkewY() const | Node | virtual |
getScale() const | Node | virtual |
getScaleX() const | Node | virtual |
getScaleY() const | Node | virtual |
getScaleZ() const | Node | virtual |
getScene() const | Node | virtual |
getScheduler() | Node | inlinevirtual |
getSkewX() const | Node | virtual |
getSkewY() const | Node | virtual |
getTag() const | Node | virtual |
getUserData() | Node | inlinevirtual |
getUserObject() | Node | inlinevirtual |
getWorldToNodeTransform() const | Node | virtual |
hideOutShowIn(void) | TransitionScene | |
ignoreAnchorPointForPosition(bool ignore) | Node | virtual |
initWithDuration(float t, Scene *scene) | TransitionScene | protected |
INVALID_TAG | Node | static |
isIgnoreAnchorPointForPosition() const | Node | virtual |
isRunning() const | Node | virtual |
isScheduled(SEL_SCHEDULE selector) | Node | |
isScheduled(const std::string &key) | Node | |
isVisible() const | Node | virtual |
nodeToParentTransform() const | Node | inlinevirtual |
nodeToWorldTransform() const | Node | inlinevirtual |
numberOfRunningActions() const | Node | inline |
onEnter() override | TransitionCrossFade | virtual |
onEnterTransitionDidFinish() | Node | virtual |
onExit() override | TransitionCrossFade | virtual |
onExitTransitionDidStart() | Node | virtual |
Orientation enum name | TransitionScene | |
parentToNodeTransform() const | Node | inlinevirtual |
pause(void) | Node | virtual |
pauseSchedulerAndActions() | Node | |
release() | Ref | |
removeAllChildren() override | Scene | virtual |
removeAllChildrenWithCleanup(bool cleanup) | Node | virtual |
removeAllComponents() | Node | virtual |
removeChild(Node *child, bool cleanup=true) | Node | virtual |
removeChildByName(const std::string &name, bool cleanup=true) | Node | virtual |
removeChildByTag(int tag, bool cleanup=true) | Node | virtual |
removeComponent(const std::string &name) | Node | virtual |
removeComponent(Component *component) | Node | virtual |
removeFromParent() | Node | virtual |
removeFromParentAndCleanup(bool cleanup) | Node | virtual |
removeFromPhysicsWorld() | Node | |
render(Renderer *renderer) | Scene | virtual |
reorderChild(Node *child, int localZOrder) | Node | virtual |
resume(void) | Node | virtual |
resumeSchedulerAndActions() | Node | |
retain() | Ref | |
runAction(Action *action) | Node | virtual |
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) | Node | virtual |
setAdditionalTransform(Mat4 *additionalTransform) | Node | |
setAnchorPoint(const Vec2 &anchorPoint) | Node | virtual |
setContentSize(const Size &contentSize) | Node | virtual |
setEventDispatcher(EventDispatcher *dispatcher) | Node | virtual |
setGlobalZOrder(float globalZOrder) | Node | virtual |
setGLProgram(GLProgram *glprogram) | Node | virtual |
setGLProgramState(GLProgramState *glProgramState) | Node | virtual |
setGLServerState(int serverState) | Node | inline |
setLocalZOrder(int localZOrder) | Node | virtual |
setName(const std::string &name) | Node | virtual |
setNodeToParentTransform(const Mat4 &transform) | Node | virtual |
setNormalizedPosition(const Vec2 &position) | Node | virtual |
setOrderOfArrival(int orderOfArrival) | Node | |
setParent(Node *parent) | Node | virtual |
setPhysics3DDebugCamera(Camera *camera) | Scene | |
setPhysicsBody(PhysicsBody *body) | Node | |
setPosition(const Vec2 &position) | Node | virtual |
setPosition(float x, float y) | Node | virtual |
setPosition3D(const Vec3 &position) | Node | virtual |
setPositionX(float x) | Node | virtual |
setPositionY(float y) | Node | virtual |
setPositionZ(float positionZ) | Node | virtual |
setRotation(float rotation) | Node | virtual |
setRotation3D(const Vec3 &rotation) | Node | virtual |
setRotationQuat(const Quaternion &quat) | Node | virtual |
setRotationSkewX(float rotationX) | Node | virtual |
setRotationSkewY(float rotationY) | Node | virtual |
setScale(float scale) | Node | virtual |
setScale(float scaleX, float scaleY) | Node | virtual |
setScaleX(float scaleX) | Node | virtual |
setScaleY(float scaleY) | Node | virtual |
setScaleZ(float scaleZ) | Node | virtual |
setScheduler(Scheduler *scheduler) | Node | virtual |
setSkewX(float skewX) | Node | virtual |
setSkewY(float skewY) | Node | virtual |
setTag(int tag) | Node | virtual |
setUserData(void *userData) | Node | virtual |
setUserObject(Ref *userObject) | Node | virtual |
setVisible(bool visible) | Node | virtual |
sortAllChildren() | Node | virtual |
stopAction(Action *action) | Node | |
stopActionByTag(int tag) | Node | |
stopActionsByFlags(unsigned int flags) | Node | |
stopAllActions() | Node | |
stopAllActionsByTag(int tag) | Node | |
unschedule(SEL_SCHEDULE selector) | Node | |
unschedule(const std::string &key) | Node | |
unscheduleAllCallbacks() | Node | |
update(float delta) | Node | virtual |
updatePhysicsBodyTransform(const Mat4 &parentTransform, uint32_t parentFlags, float parentScaleX, float parentScaleY) | Node | virtual |
updateTransform() | Node | virtual |
updateTransformFromPhysics(const Mat4 &parentTransform, uint32_t parentFlags) | Node | |
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) | Node | virtual |
worldToNodeTransform() const | Node | inlinevirtual |
~Ref() | Ref | virtual |