This is the complete list of members for Bone, including all inherited members.
__pad0__ | Node | |
_actionManager | Node | protected |
_additionalTransform | Node | mutableprotected |
_anchorPoint | Node | protected |
_anchorPointInPoints | Node | protected |
_armature | Bone | protected |
_armatureParentBone | Bone | protected |
_blendDirty | Bone | protected |
_blendFunc | Bone | protected |
_boneData | Bone | protected |
_boneTransformDirty | Bone | protected |
_cascadeColorEnabled | Node | protected |
_cascadeOpacityEnabled | Node | protected |
_childArmature | Bone | protected |
_children | Node | protected |
_componentContainer | Node | protected |
_contentSize | Node | protected |
_contentSizeDirty | Node | protected |
_dataVersion | Bone | protected |
_displayedColor | Node | protected |
_displayedOpacity | Node | protected |
_displayManager | Bone | protected |
_eventDispatcher | Node | protected |
_globalZOrder | Node | protected |
_glProgramState | Node | protected |
_hashOfName | Node | protected |
_ignoreAnchorPointForPosition | Node | protected |
_ignoreMovementBoneData | Bone | protected |
_inverse | Node | mutableprotected |
_inverseDirty | Node | mutableprotected |
_isTransitionFinished | Node | protected |
_localZOrder | Node | protected |
_modelViewTransform | Node | protected |
_name | Node | protected |
_normalizedPosition | Node | protected |
_onEnterCallback | Node | protected |
_onEnterTransitionDidFinishCallback | Node | protected |
_onExitCallback | Node | protected |
_onExitTransitionDidStartCallback | Node | protected |
_orderOfArrival | Node | protected |
_parent | Node | protected |
_parentBone | Bone | protected |
_physicsBody | Node | protected |
_physicsScaleStartX | Node | protected |
_physicsScaleStartY | Node | protected |
_position | Node | protected |
_positionZ | Node | protected |
_realColor | Node | protected |
_realOpacity | Node | protected |
_referenceCount | Ref | protected |
_reorderChildDirty | Node | protected |
_rotationX | Node | protected |
_rotationY | Node | protected |
_rotationZ_X | Node | protected |
_rotationZ_Y | Node | protected |
_running | Node | protected |
_scaleX | Node | protected |
_scaleY | Node | protected |
_scaleZ | Node | protected |
_scheduler | Node | protected |
_setLocalZOrder(int z) | Node | virtual |
_skewX | Node | protected |
_skewY | Node | protected |
_tag | Node | protected |
_transform | Node | mutableprotected |
_transformDirty | Node | mutableprotected |
_transformUpdated | Node | protected |
_tween | Bone | protected |
_tweenData | Bone | protected |
_useAdditionalTransform | Node | protected |
_userData | Node | protected |
_userObject | Node | protected |
_usingNormalizedPosition | Node | protected |
_visible | Node | protected |
_worldInfo | Bone | protected |
_worldTransform | Bone | protected |
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 |
addChildBone(Bone *child) | Bone | |
addComponent(Component *component) | Node | virtual |
addDisplay(DisplayData *displayData, int index) | Bone | |
addDisplay(cocos2d::Node *display, int index) | Bone | |
applyParentTransform(Bone *parent) | Bone | protected |
autorelease() | Ref | |
Bone() | Bone | |
boundingBox() const | Node | inlinevirtual |
changeDisplayByIndex(int index, bool force) | Bone | |
changeDisplayByName(const std::string &name, bool force) | Bone | |
changeDisplayWithIndex(int index, bool force) | Bone | |
changeDisplayWithName(const std::string &name, bool force) | Bone | |
childrenAlloc(void) | Node | protected |
cleanup() | Node | virtual |
convertToNodeSpace(const Vec2 &worldPoint) const | Node | |
convertToNodeSpaceAR(const Vec2 &worldPoint) const | Node | |
convertTouchToNodeSpace(Touch *touch) const | Node | |
convertTouchToNodeSpaceAR(Touch *touch) const | Node | |
convertToWindowSpace(const Vec2 &nodePoint) const | Node | protected |
convertToWorldSpace(const Vec2 &nodePoint) const | Node | |
convertToWorldSpaceAR(const Vec2 &nodePoint) const | Node | |
create() | Bone | static |
create(const std::string &name) | Bone | static |
detachChild(Node *child, ssize_t index, bool doCleanup) | Node | protected |
disableCascadeColor() | Node | protectedvirtual |
disableCascadeOpacity() | Node | protectedvirtual |
doEnumerate(std::string name, std::function< bool(Node *)> callback) const | Node | protected |
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const | Node | protected |
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) | Node | virtual |
draw() final | Node | virtual |
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const | Node | virtual |
FLAGS_CONTENT_SIZE_DIRTY enum value | Node | |
FLAGS_DIRTY_MASK enum value | Node | |
FLAGS_TRANSFORM_DIRTY enum value | Node | |
getActionByTag(int tag) | Node | |
getActionManager() | Node | inlinevirtual |
getActionManager() const | Node | inlinevirtual |
getAnchorPoint() const | Node | virtual |
getAnchorPointInPoints() const | Node | virtual |
getArmature() const | Bone | virtual |
getBlendFunc(void) | Bone | inlinevirtual |
getBoneData() const | Bone | virtual |
getBoundingBox() const | Node | virtual |
getChildArmature() const | Bone | virtual |
getChildByName(const std::string &name) const | Node | virtual |
getChildByName(const std::string &name) const | Node | inline |
getChildByTag(int tag) const | Node | virtual |
getChildren() | Node | inlinevirtual |
getChildren() const | Node | inlinevirtual |
getChildrenCount() const | Node | virtual |
getColliderDetector() const | Bone | virtual |
getColor() const | Node | virtual |
getComponent(const std::string &name) | Node | |
getContentSize() const | Node | virtual |
getDescription() const | Node | virtual |
getDisplayedColor() const | Node | virtual |
getDisplayedOpacity() const | Node | virtual |
getDisplayManager() const | Bone | inlinevirtual |
getDisplayRenderNode() | Bone | |
getDisplayRenderNodeType() | Bone | |
getEventDispatcher() const | Node | inlinevirtual |
getGlobalZOrder() const | Node | inlinevirtual |
getGLProgram() const | Node | |
getGLProgramState() const | Node | |
getGLServerState() const | Node | inline |
getIgnoreMovementBoneData() const | Bone | inlinevirtual |
getLocalZOrder() const | Node | inlinevirtual |
getName() const | Node | virtual |
getNodeToArmatureTransform() const | Bone | virtual |
getNodeToParentAffineTransform() const | Node | virtual |
getNodeToParentTransform() const | Node | virtual |
getNodeToWorldAffineTransform() const | Node | virtual |
getNodeToWorldTransform() const override | Bone | virtual |
getNormalizedPosition() const | Node | virtual |
getNumberOfRunningActions() const | Node | |
getOnEnterCallback() const | Node | inline |
getonEnterTransitionDidFinishCallback() const | Node | inline |
getOnExitCallback() const | Node | inline |
getonExitTransitionDidStartCallback() const | Node | inline |
getOpacity() const | Node | virtual |
getOrderOfArrival() const | Node | |
getParent() | Node | inlinevirtual |
getParent() const | Node | inlinevirtual |
getParentBone() | Bone | |
getParentToNodeAffineTransform() const | Node | virtual |
getParentToNodeTransform() const | Node | virtual |
getPhysicsBody() const | Node | |
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 |
getRotationSkewX() const | Node | virtual |
getRotationSkewY() const | Node | virtual |
getRotationX() const | Node | inlinevirtual |
getRotationY() const | Node | inlinevirtual |
getScale() const | Node | virtual |
getScaleX() const | Node | virtual |
getScaleY() const | Node | virtual |
getScaleZ() const | Node | virtual |
getScene() const | Node | virtual |
getScheduler() | Node | inlinevirtual |
getScheduler() const | Node | inlinevirtual |
getShaderProgram() const | Node | inline |
getSkewX() const | Node | virtual |
getSkewY() const | Node | virtual |
getTag() const | Node | virtual |
getTween() | Bone | |
getTweenData() const | Bone | inlinevirtual |
getUserData() | Node | inlinevirtual |
getUserData() const | Node | inlinevirtual |
getUserObject() | Node | inlinevirtual |
getUserObject() const | Node | inlinevirtual |
getVertexZ() const | Node | inlinevirtual |
getWorldInfo() const | Bone | inlinevirtual |
getWorldToNodeAffineTransform() const | Node | virtual |
getWorldToNodeTransform() const | Node | virtual |
getZOrder() const | Node | inlinevirtual |
ignoreAnchorPointForPosition(bool ignore) | Node | virtual |
init() override | Bone | virtual |
init(const std::string &name) | Bone | virtual |
insertChild(Node *child, int z) | Node | protected |
INVALID_TAG | Node | static |
isBlendDirty(void) | Bone | inlinevirtual |
isCascadeColorEnabled() const | Node | virtual |
isCascadeOpacityEnabled() const | Node | virtual |
isIgnoreAnchorPointForPosition() const | Node | virtual |
isIgnoreMovementBoneData() const | Bone | inlinevirtual |
isOpacityModifyRGB() const | Node | inlinevirtual |
isRunning() const | Node | virtual |
isScheduled(SEL_SCHEDULE selector) | Node | |
isTransformDirty() | Bone | inlinevirtual |
isVisible() const | Node | virtual |
nodeToParentTransform() const | Node | inlinevirtual |
nodeToWorldTransform() const | Node | inlinevirtual |
numberOfRunningActions() const | Node | inline |
onEnter() | Node | virtual |
onEnterTransitionDidFinish() | Node | virtual |
onExit() | Node | virtual |
onExitTransitionDidStart() | Node | virtual |
parentToNodeTransform() const | Node | inlinevirtual |
pause(void) | Node | |
pauseSchedulerAndActions() | Node | |
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags) | Node | protected |
Ref() | Ref | protected |
release() | Ref | |
removeAllChildren() | Node | virtual |
removeAllChildrenWithCleanup(bool cleanup) | Node | virtual |
removeAllComponents() | Node | virtual |
removeChild(Node *child, bool cleanup=true) | Node | virtual |
removeChildBone(Bone *bone, bool recursion) | Bone | |
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 |
removeDisplay(int index) | Bone | |
removeFromParent(bool recursion) | Bone | |
cocos2d::Node::removeFromParent() | Node | virtual |
removeFromParentAndCleanup(bool cleanup) | Node | virtual |
reorderChild(Node *child, int localZOrder) | Node | virtual |
resume(void) | Node | |
resumeSchedulerAndActions() | Node | |
retain() | Ref | |
runAction(Action *action) | Node | |
s_globalOrderOfArrival | Node | protectedstatic |
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) | Node | virtual |
setAdditionalTransform(Mat4 *additionalTransform) | Node | |
setAdditionalTransform(const AffineTransform &additionalTransform) | Node | |
setAnchorPoint(const Vec2 &anchorPoint) | Node | virtual |
setArmature(Armature *armature) | Bone | virtual |
setBlendDirty(bool dirty) | Bone | inlinevirtual |
setBlendFunc(const cocos2d::BlendFunc &blendFunc) | Bone | virtual |
setBoneData(BoneData *boneData) | Bone | virtual |
setCascadeColorEnabled(bool cascadeColorEnabled) | Node | virtual |
setCascadeOpacityEnabled(bool cascadeOpacityEnabled) | Node | virtual |
setChildArmature(Armature *childArmature) | Bone | virtual |
setColor(const Color3B &color) | Node | virtual |
setContentSize(const Size &contentSize) | Node | virtual |
setEventDispatcher(EventDispatcher *dispatcher) | Node | virtual |
setGlobalZOrder(float globalZOrder) | Node | virtual |
setGLProgram(GLProgram *glprogram) | Node | |
setGLProgramState(GLProgramState *glProgramState) | Node | |
setGLServerState(int serverState) | Node | inline |
setIgnoreMovementBoneData(bool ignore) | Bone | inlinevirtual |
setLocalZOrder(int zOrder) override | Bone | virtual |
setName(const std::string &name) | Node | virtual |
setNodeToParentTransform(const Mat4 &transform) | Node | virtual |
setNormalizedPosition(const Vec2 &position) | Node | virtual |
setOnEnterCallback(const std::function< void()> &callback) | Node | inline |
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback) | Node | inline |
setOnExitCallback(const std::function< void()> &callback) | Node | inline |
setonExitTransitionDidStartCallback(const std::function< void()> &callback) | Node | inline |
setOpacity(GLubyte opacity) | Node | virtual |
setOpacityModifyRGB(bool value) | Node | inlinevirtual |
setOrderOfArrival(int orderOfArrival) | Node | |
setParent(Node *parent) | Node | virtual |
setParentBone(Bone *parent) | Bone | |
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 |
setRotationSkewX(float rotationX) | Node | virtual |
setRotationSkewY(float rotationY) | Node | virtual |
setRotationX(float rotationX) | Node | inlinevirtual |
setRotationY(float rotationY) | Node | inlinevirtual |
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 |
setShaderProgram(GLProgram *glprogram) | Node | inline |
setSkewX(float skewX) | Node | virtual |
setSkewY(float skewY) | Node | virtual |
setTag(int tag) | Node | virtual |
setTransformDirty(bool dirty) | Bone | inlinevirtual |
setUserData(void *userData) | Node | virtual |
setUserObject(Ref *userObject) | Node | virtual |
setVertexZ(float vertexZ) | Node | inlinevirtual |
setVisible(bool visible) | Node | virtual |
setZOrder(int localZOrder) | Node | inlinevirtual |
sortAllChildren() | Node | virtual |
stopAction(Action *action) | Node | |
stopActionByTag(int tag) | Node | |
stopAllActions() | Node | |
transform(const Mat4 &parentTransform) | Node | protected |
unschedule(SEL_SCHEDULE selector) | Node | |
unscheduleAllSelectors(void) | Node | |
unscheduleUpdate(void) | Node | |
update(float delta) override | Bone | virtual |
updateCascadeColor() | Node | protectedvirtual |
updateCascadeOpacity() | Node | protectedvirtual |
updateColor() override | Bone | virtual |
updateDisplayedColor(const cocos2d::Color3B &parentColor) override | Bone | virtual |
updateDisplayedOpacity(GLubyte parentOpacity) override | Bone | virtual |
updatePhysicsBodyPosition(Scene *layer) | Node | protectedvirtual |
updatePhysicsBodyRotation(Scene *layer) | Node | protectedvirtual |
updatePhysicsBodyScale(Scene *scene) | Node | protectedvirtual |
updatePhysicsBodyTransform(Scene *layer) | Node | protected |
updateTransform() | Node | virtual |
updateZOrder() | Bone | |
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) | Node | virtual |
visit() final | Node | virtual |
worldToNodeTransform() const | Node | inlinevirtual |
~Bone(void) | Bone | virtual |
~Node() | Node | virtual |
~Ref() | Ref | virtual |