#include "base/CCRef.h"
#include "base/ccTypes.h"
#include "base/CCVector.h"
#include "base/CCMap.h"
#include "math/CCAffineTransform.h"
#include "cocostudio/CCArmatureDefine.h"
#include "2d/CCTweenFunction.h"
#include "cocostudio/CocosStudioExport.h"
Classes | |
class | BaseData |
The base node include a lot of attributes. More... | |
class | DisplayData |
class | SpriteDisplayData |
class | ArmatureDisplayData |
class | ParticleDisplayData |
class | BoneData |
BoneData used to init a Bone. More... | |
class | ArmatureData |
ArmatureData saved the Armature name and Bonedata needed for the CCBones in this Armature When we create a Armature, we need to get each Bone's BoneData as it's init information. More... | |
class | FrameData |
class | MovementBoneData |
class | MovementData |
class | AnimationData |
AnimationData include all movement infomation for the Armature The struct is AnimationData -> MovementData -> MovementBoneData -> FrameData -> MovementFrameData. More... | |
class | ContourData |
class | TextureData |
Namespaces | |
cocostudio | |
Macros | |
#define | CC_CREATE_NO_PARAM_NO_INIT(varType) |
#define | CC_CREATE_NO_PARAM(varType) |
Enumerations | |
enum | DisplayType { CS_DISPLAY_SPRITE, CS_DISPLAY_ARMATURE, CS_DISPLAY_PARTICLE, CS_DISPLAY_MAX } |
DisplayType distinguish which type your display is. More... | |
enum | BlendType { BLEND_NORMAL, BLEND_LAYER, BLEND_DARKEN, BLEND_MULTIPLY, BLEND_LIGHTEN, BLEND_SCREEN, BLEND_OVERLAY, BLEND_HARD_LIGHT, BLEND_ADD, BLEND_SUBSTRACT, BLEND_DIFFERENCE, BLEND_INVERT, BLEND_ALPHA, BLEND_ERASE } |
#define CC_CREATE_NO_PARAM | ( | varType | ) |
var CC_CREATE_NO_PARAM | ( | var | ) |
local CC_CREATE_NO_PARAM | ( | local | ) |
#define CC_CREATE_NO_PARAM_NO_INIT | ( | varType | ) |
var CC_CREATE_NO_PARAM_NO_INIT | ( | var | ) |
local CC_CREATE_NO_PARAM_NO_INIT | ( | local | ) |