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class | AsyncTaskPool |
| This class allows to perform background operations without having to manipulate threads. More...
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class | Configuration |
| Configuration contains some openGL variables. More...
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class | Controller |
| A Controller object represents a connected physical game controller. More...
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class | Director |
| Class that creates and handles the main Window and manages how and when to execute the Scenes. More...
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class | Event |
| Base class of all kinds of events. More...
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class | EventAcceleration |
| Accelerometer event. More...
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class | EventCustom |
| Custom event. More...
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class | EventDispatcher |
| This class manages event listener subscriptions and event dispatching. More...
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class | EventFocus |
| Focus event. More...
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class | EventKeyboard |
| Keyboard event. More...
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class | EventListener |
| The base class of event listener. More...
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class | EventListenerAcceleration |
| Acceleration event listener. More...
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class | EventListenerController |
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class | EventListenerCustom |
| Custom event listener. More...
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class | EventListenerFocus |
| Focus event listener. More...
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class | EventListenerKeyboard |
| Keyboard event listener. More...
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class | EventListenerMouse |
| Mouse event listener. More...
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class | EventListenerTouchOneByOne |
| Single touch event listener. More...
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class | EventListenerTouchAllAtOnce |
| Multiple touches event listener. More...
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class | EventMouse |
| The mouse event. More...
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class | EventTouch |
| Touch event. More...
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struct | IMEKeyboardNotificationInfo |
| Keyboard notification event type. More...
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class | IMEDelegate |
| Input method editor delegate. More...
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class | IMEDispatcher |
| Input Method Edit Message Dispatcher. More...
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class | Map< K, V > |
| Similar to std::unordered_map, but it will manage reference count automatically internally. More...
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class | RandomHelper |
| A helper class for creating random number. More...
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class | Clonable |
| Interface that defines how to clone an Ref. More...
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class | Ref |
| Ref is used for reference count management. More...
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class | Scheduler |
| Scheduler is responsible for triggering the scheduled callbacks. More...
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class | ScriptHandlerEntry |
| This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id. More...
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class | SchedulerScriptHandlerEntry |
| The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry. More...
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struct | BasicScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More...
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struct | ActionObjectScriptData |
| For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack. More...
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struct | SchedulerScriptData |
| For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered. More...
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struct | TouchesScriptData |
| For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered. More...
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struct | TouchScriptData |
| For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered. More...
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struct | KeypadScriptData |
| For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered. More...
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struct | CommonScriptData |
| For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Ref") into the Lua stack as the parameter when the common event such as is triggered. More...
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struct | ScriptEvent |
| The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct. More...
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class | ScriptEngineProtocol |
| Don't make ScriptEngineProtocol inherits from Ref since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine. More...
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class | ScriptEngineManager |
| ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocl, such as LuaEngine. More...
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class | Touch |
| Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used. More...
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struct | Color3B |
| RGB color composed of bytes 3 bytes. More...
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struct | Color4B |
| RGBA color composed of 4 bytes. More...
|
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struct | Color4F |
| RGBA color composed of 4 floats. More...
|
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struct | Tex2F |
| A TEXCOORD composed of 2 floats: u, y. More...
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struct | PointSprite |
| The point data of Sprite which contains position, color & szie. More...
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struct | Quad2 |
| A 2D Quad. More...
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struct | Quad3 |
| A 3D Quad. More...
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struct | V2F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V2F_C4B_PF |
| A Vec2 with a vertex point, a color 4B and point size. More...
|
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struct | V2F_C4F_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4F. More...
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struct | V3F_C4B_T2F |
| A Vec2 with a vertex point, a tex coord point and a color 4B. More...
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struct | V3F_T2F |
| A Vec3 with a vertex point, a tex coord point. More...
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struct | V2F_C4B_T2F_Triangle |
| A Triangle of V2F_C4B_T2F . More...
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struct | V2F_C4B_T2F_Quad |
| A Quad of V2F_C4B_T2F . More...
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struct | V3F_C4B_T2F_Quad |
| A Quad of Vertex3FTex2FColor4B . More...
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struct | V2F_C4F_T2F_Quad |
| A Quad of Vertex2FTex2FColor4F . More...
|
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struct | V3F_T2F_Quad |
| A Quad with V3F_T2F More...
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struct | BlendFunc |
| Blend Function used for textures. More...
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struct | T2F_Quad |
| Texture coordinates for a quad. More...
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struct | AnimationFrameData |
| Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad. More...
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struct | FontShadow |
| types used for defining fonts properties (i.e. More...
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struct | FontStroke |
| Stroke attributes. More...
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struct | FontDefinition |
| Font attributes. More...
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struct | Acceleration |
| The device accelerometer reports values for each axis in units of g-force. More...
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class | UserDefault |
| UserDefault acts as a tiny database. More...
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struct | AffineTransform |
| Affine transform a b 0 c d 0 tx ty 1. More...
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class | Size |
| A size, which has width and height, could be used to represent the size in 2D. More...
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class | Rect |
| Rectangle area. More...
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class | Mat4 |
| Defines a 4 x 4 floating point matrix representing a 3D transformation. More...
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class | MathUtil |
| Defines a math utility class. More...
|
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class | Quaternion |
| Defines a 4-element quaternion that represents the orientation of an object in space. More...
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class | Vec2 |
| Defines a 2-element floating point vector. More...
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class | Vec3 |
| Defines a 3-element floating point vector. More...
|
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class | Vec4 |
| Defines 4-element floating point vector. More...
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class | AutoReleasePool |
| A pool for managing autorelease objects. More...
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Copyright 2013 BlackBerry Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.