cocos2d-x 3.0
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    TransitionFadeDown 成员列表

    成员的完整列表,这些成员属于 TransitionFadeDown,包括所有继承而来的类成员

    pad0TransitionScene
    _actionManagerNodeprotected
    _additionalTransformNodemutableprotected
    _anchorPointNodeprotected
    _anchorPointInPointsNodeprotected
    _cascadeColorEnabledNodeprotected
    _cascadeOpacityEnabledNodeprotected
    _childrenNodeprotected
    _componentContainerNodeprotected
    _contentSizeNodeprotected
    _displayedColorNodeprotected
    _displayedOpacityNodeprotected
    _durationTransitionSceneprotected
    _eventDispatcherNodeprotected
    _globalZOrderNodeprotected
    _glProgramStateNodeprotected
    _ignoreAnchorPointForPositionNodeprotected
    _inSceneTransitionSceneprotected
    _inverseNodemutableprotected
    _inverseDirtyNodemutableprotected
    _isInSceneOnTopTransitionSceneprotected
    _isSendCleanupToSceneTransitionSceneprotected
    _isTransitionFinishedNodeprotected
    _localZOrderNodeprotected
    _modelViewTransformNodeprotected
    _nameNodeprotected
    _orderOfArrivalNodeprotected
    _outSceneTransitionSceneprotected
    _outSceneProxyTransitionFadeTRprotected
    _parentNodeprotected
    _positionNodeprotected
    _positionZNodeprotected
    _realColorNodeprotected
    _realOpacityNodeprotected
    _referenceCountRefprotected
    _reorderChildDirtyNodeprotected
    _rotationXNodeprotected
    _rotationYNodeprotected
    _rotationZ_XNodeprotected
    _rotationZ_YNodeprotected
    _runningNodeprotected
    _scaleXNodeprotected
    _scaleYNodeprotected
    _scaleZNodeprotected
    _schedulerNodeprotected
    _setLocalZOrder(int z)Nodevirtual
    _skewXNodeprotected
    _skewYNodeprotected
    _tagNodeprotected
    _transformNodemutableprotected
    _transformDirtyNodemutableprotected
    _transformUpdatedNodeprotected
    _useAdditionalTransformNodeprotected
    _userDataNodeprotected
    _userObjectNodeprotected
    _visibleNodeprotected
    actionWithSize(const Size &size) overrideTransitionFadeDownvirtual
    addChild(Node child)Nodevirtual
    addChild(Node child, int localZOrder)Nodevirtual
    addChild(Node child, int localZOrder, int tag)Nodevirtual
    addComponent(Component pComponent)Nodevirtual
    autorelease()Ref
    boundingBox() const Nodeinlinevirtual
    childrenAlloc(void)Nodeprotected
    cleanup() overrideTransitionScenevirtual
    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 Nodeprotected
    convertToWorldSpace(const Vec2 &nodePoint) const Node
    convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
    create(float t, Scene scene)TransitionFadeDownstatic
    cocos2d::Scene::create()Scenestatic
    detachChild(Node child, ssize_t index, bool doCleanup)Nodeprotected
    disableCascadeColor()Nodeprotectedvirtual
    disableCascadeOpacity()Nodeprotectedvirtual
    draw(Renderer renderer, const Mat4 &transform, bool transformUpdated) overrideTransitionFadeTRvirtual
    cocos2d::Scene::draw() finalNodevirtual
    easeActionWithAction(ActionInterval action) overrideTransitionFadeTRvirtual
    finish(void)TransitionScene
    getActionByTag(int tag)Node
    getActionManager()Nodeinlinevirtual
    getActionManager() const Nodeinlinevirtual
    getAnchorPoint() const Nodevirtual
    getAnchorPointInPoints() const Nodevirtual
    getBoundingBox() const Nodevirtual
    getChildByTag(int tag)Nodevirtual
    getChildren()Nodeinlinevirtual
    getChildren() const Nodeinlinevirtual
    getChildrenCount() const Nodevirtual
    getColor(void) const Nodevirtual
    getComponent(const std::string &pName)Node
    getContentSize() const Nodevirtual
    getDescription() const overrideScenevirtual
    getDisplayedColor() const Nodevirtual
    getDisplayedOpacity() const Nodevirtual
    getEventDispatcher() const Nodeinlinevirtual
    getGlobalZOrder() const Nodeinlinevirtual
    getGLProgram()Node
    getGLProgramState()Node
    getGLServerState() const Nodeinline
    getLocalZOrder() const Nodeinlinevirtual
    getNodeToParentAffineTransform() const Nodevirtual
    getNodeToParentTransform() const Nodevirtual
    getNodeToWorldAffineTransform() const Nodevirtual
    getNodeToWorldTransform() const Nodevirtual
    getNumberOfRunningActions() const Node
    getOpacity() const Nodevirtual
    getOrderOfArrival() const Node
    getParent()Nodeinlinevirtual
    getParent() const Nodeinlinevirtual
    getParentToNodeAffineTransform() const Nodevirtual
    getParentToNodeTransform() const Nodevirtual
    getPosition() const Nodevirtual
    getPosition(float x, float y) const Nodevirtual
    getPosition3D() const Nodevirtual
    getPositionX(void) const Nodevirtual
    getPositionY(void) const Nodevirtual
    getPositionZ() const Nodevirtual
    getReferenceCount() const Ref
    getRotation() const Nodevirtual
    getRotation3D() const Nodevirtual
    getRotationSkewX() const Nodevirtual
    getRotationSkewY() const Nodevirtual
    getRotationX() const Nodeinlinevirtual
    getRotationY() const Nodeinlinevirtual
    getScale() const Nodevirtual
    getScaleX() const Nodevirtual
    getScaleY() const Nodevirtual
    getScaleZ() const Nodevirtual
    getScene() overrideScenevirtual
    getScheduler()Nodeinlinevirtual
    getScheduler() const Nodeinlinevirtual
    getShaderProgram()Nodeinline
    getSkewX() const Nodevirtual
    getSkewY() const Nodevirtual
    getTag() const Nodevirtual
    getUserData()Nodeinlinevirtual
    getUserData() const Nodeinlinevirtual
    getUserObject()Nodeinlinevirtual
    getUserObject() const Nodeinlinevirtual
    getVertexZ() const Nodeinlinevirtual
    getWorldToNodeAffineTransform() const Nodevirtual
    getWorldToNodeTransform() const Nodevirtual
    getZOrder() const Nodeinlinevirtual
    hideOutShowIn(void)TransitionScene
    ignoreAnchorPointForPosition(bool ignore)Nodevirtual
    init() overrideScenevirtual
    initWithDuration(float t, Scene scene)TransitionScene
    insertChild(Node child, int z)Nodeprotected
    INVALID_TAGNodestatic
    isCascadeColorEnabled() const Nodevirtual
    isCascadeOpacityEnabled() const Nodevirtual
    isIgnoreAnchorPointForPosition() const Nodevirtual
    isOpacityModifyRGB() const Nodeinlinevirtual
    isRunning() const Nodevirtual
    isScheduled(SEL_SCHEDULE selector)Node
    isVisible() const Nodevirtual
    nodeToParentTransform() const Nodeinlinevirtual
    nodeToWorldTransform() const Nodeinlinevirtual
    numberOfRunningActions() const Nodeinline
    onEnter() overrideTransitionFadeTRvirtual
    onEnterTransitionDidFinish()Nodevirtual
    onExit() overrideTransitionFadeTRvirtual
    onExitTransitionDidStart()Nodevirtual
    Orientation 枚举名称TransitionScene
    parentToNodeTransform() const Nodeinlinevirtual
    pause(void)Node
    pauseSchedulerAndActions(void)Node
    Ref()Refprotected
    release()Ref
    removeAllChildren()Nodevirtual
    removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
    removeAllComponents()Nodevirtual
    removeChild(Node child, bool cleanup=true)Nodevirtual
    removeChildByTag(int tag, bool cleanup=true)Nodevirtual
    removeComponent(const std::string &pName)Nodevirtual
    removeFromParent()Nodevirtual
    removeFromParentAndCleanup(bool cleanup)Nodevirtual
    reorderChild(Node child, int localZOrder)Nodevirtual
    resume(void)Node
    resumeSchedulerAndActions(void)Node
    retain()Ref
    runAction(Action action)Node
    s_globalOrderOfArrivalNodeprotectedstatic
    sceneOrder()TransitionFadeTRprotectedvirtual
    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)Nodevirtual
    setAdditionalTransform(Mat4 additionalTransform)Node
    setAdditionalTransform(const AffineTransform &additionalTransform)Node
    setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
    setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
    setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
    setColor(const Color3B &color)Nodevirtual
    setContentSize(const Size &contentSize)Nodevirtual
    setEventDispatcher(EventDispatcher dispatcher)Nodevirtual
    setGlobalZOrder(float globalZOrder)Nodevirtual
    setGLProgram(GLProgram glprogram)Node
    setGLProgramState(GLProgramState glProgramState)Node
    setGLServerState(int serverState)Nodeinline
    setLocalZOrder(int localZOrder)Nodevirtual
    setNewScene(float dt)TransitionSceneprotected
    setNodeToParentTransform(const Mat4 &transform)Nodevirtual
    setOpacity(GLubyte opacity)Nodevirtual
    setOpacityModifyRGB(bool bValue)Nodeinlinevirtual
    setOrderOfArrival(int orderOfArrival)Node
    setParent(Node parent)Nodevirtual
    setPosition(const Vec2 &position)Nodevirtual
    setPosition(float x, float y)Nodevirtual
    setPosition3D(const Vec3 &position)Nodevirtual
    setPositionX(float x)Nodevirtual
    setPositionY(float y)Nodevirtual
    setPositionZ(float positionZ)Nodevirtual
    setRotation(float rotation)Nodevirtual
    setRotation3D(const Vec3 &rotation)Nodevirtual
    setRotationSkewX(float rotationX)Nodevirtual
    setRotationSkewY(float rotationY)Nodevirtual
    setRotationX(float rotationX)Nodeinlinevirtual
    setRotationY(float rotationY)Nodeinlinevirtual
    setScale(float scale)Nodevirtual
    setScale(float scaleX, float scaleY)Nodevirtual
    setScaleX(float scaleX)Nodevirtual
    setScaleY(float scaleY)Nodevirtual
    setScaleZ(float scaleZ)Nodevirtual
    setScheduler(Scheduler scheduler)Nodevirtual
    setShaderProgram(GLProgram glprogram)Nodeinline
    setSkewX(float skewX)Nodevirtual
    setSkewY(float skewY)Nodevirtual
    setTag(int tag)Nodevirtual
    setUserData(void userData)Nodevirtual
    setUserObject(Ref userObject)Nodevirtual
    setVertexZ(float vertexZ)Nodeinlinevirtual
    setVisible(bool visible)Nodevirtual
    setZOrder(int localZOrder)Nodeinlinevirtual
    sortAllChildren()Nodevirtual
    stopAction(Action action)Node
    stopActionByTag(int tag)Node
    stopAllActions()Node
    transform(const Mat4 &parentTransform)Nodeprotected
    TransitionFadeDown()TransitionFadeDownprotected
    TransitionFadeTR()TransitionFadeTRprotected
    unschedule(SEL_SCHEDULE selector)Node
    unscheduleAllSelectors(void)Node
    unscheduleUpdate(void)Node
    update(float delta)Nodevirtual
    updateCascadeColor()Nodeprotectedvirtual
    updateCascadeOpacity()Nodeprotectedvirtual
    updateColor()Nodeinlineprotectedvirtual
    updateDisplayedColor(const Color3B &parentColor)Nodevirtual
    updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
    updateTransform()Nodevirtual
    visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)Nodevirtual
    visit() finalNodevirtual
    worldToNodeTransform() const Nodeinlinevirtual
    ~Node()Nodevirtual
    ~Ref()Refvirtual
    ~Scene()Scenevirtual
    ~TransitionEaseScene()TransitionEaseSceneinlinevirtual
    ~TransitionFadeDown()TransitionFadeDownprotectedvirtual
    ~TransitionFadeTR()TransitionFadeTRprotectedvirtual
    ~TransitionScene()TransitionScenevirtual
    • 生成于 2014年 五月 29日 星期四 09:41:51 , 为 cocos2d-x使用 doxygen 1.8.6