cocos2d-x 3.0
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    RenderTexture 成员列表

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

    pad0Node
    _actionManagerNodeprotected
    _additionalTransformNodemutableprotected
    _anchorPointNodeprotected
    _anchorPointInPointsNodeprotected
    _autoDrawRenderTextureprotected
    _beginCommandRenderTextureprotected
    _beginWithClearCommandRenderTextureprotected
    _cascadeColorEnabledNodeprotected
    _cascadeOpacityEnabledNodeprotected
    _childrenNodeprotected
    _clearColorRenderTextureprotected
    _clearCommandRenderTextureprotected
    _clearDepthRenderTextureprotected
    _clearDepthCommandRenderTextureprotected
    _clearFlagsRenderTextureprotected
    _clearStencilRenderTextureprotected
    _componentContainerNodeprotected
    _contentSizeNodeprotected
    _depthRenderBuffferRenderTextureprotected
    _displayedColorNodeprotected
    _displayedOpacityNodeprotected
    _endCommandRenderTextureprotected
    _eventDispatcherNodeprotected
    _FBORenderTextureprotected
    _fullRectRenderTextureprotected
    _fullviewPortRenderTextureprotected
    _globalZOrderNodeprotected
    _glProgramStateNodeprotected
    _groupCommandRenderTextureprotected
    _ignoreAnchorPointForPositionNodeprotected
    _inverseNodemutableprotected
    _inverseDirtyNodemutableprotected
    _isTransitionFinishedNodeprotected
    _keepMatrixRenderTextureprotected
    _localZOrderNodeprotected
    _modelViewTransformNodeprotected
    _nameNodeprotected
    _oldFBORenderTextureprotected
    _oldProjMatrixRenderTextureprotected
    _oldTransMatrixRenderTextureprotected
    _orderOfArrivalNodeprotected
    _parentNodeprotected
    _pixelFormatRenderTextureprotected
    _positionNodeprotected
    _positionZNodeprotected
    _projectionMatrixRenderTextureprotected
    _realColorNodeprotected
    _realOpacityNodeprotected
    _referenceCountRefprotected
    _reorderChildDirtyNodeprotected
    _rotationXNodeprotected
    _rotationYNodeprotected
    _rotationZ_XNodeprotected
    _rotationZ_YNodeprotected
    _rtTextureRectRenderTextureprotected
    _runningNodeprotected
    _saveToFileCommandRenderTextureprotected
    _scaleXNodeprotected
    _scaleYNodeprotected
    _scaleZNodeprotected
    _schedulerNodeprotected
    _setLocalZOrder(int z)Nodevirtual
    _skewXNodeprotected
    _skewYNodeprotected
    _spriteRenderTextureprotected
    _tagNodeprotected
    _textureRenderTextureprotected
    _textureCopyRenderTextureprotected
    _transformNodemutableprotected
    _transformDirtyNodemutableprotected
    _transformMatrixRenderTextureprotected
    _transformUpdatedNodeprotected
    _UITextureImageRenderTextureprotected
    _useAdditionalTransformNodeprotected
    _userDataNodeprotected
    _userObjectNodeprotected
    _visibleNodeprotected
    addChild(Node child)Nodevirtual
    addChild(Node child, int localZOrder)Nodevirtual
    addChild(Node child, int localZOrder, int tag)Nodevirtual
    addComponent(Component pComponent)Nodevirtual
    autorelease()Ref
    begin()RenderTexturevirtual
    beginWithClear(float r, float g, float b, float a)RenderTexturevirtual
    beginWithClear(float r, float g, float b, float a, float depthValue)RenderTexturevirtual
    beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)RenderTexturevirtual
    beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)RenderTextureprotectedvirtual
    boundingBox() const Nodeinlinevirtual
    childrenAlloc(void)Nodeprotected
    cleanup()Nodevirtual
    clear(float r, float g, float b, float a)RenderTexture
    clearDepth(float depthValue)RenderTexturevirtual
    clearStencil(int stencilValue)RenderTexturevirtual
    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(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)RenderTexturestatic
    create(int w, int h, Texture2D::PixelFormat format)RenderTexturestatic
    create(int w, int h)RenderTexturestatic
    cocos2d::Node::create(void)Nodestatic
    detachChild(Node child, ssize_t index, bool doCleanup)Nodeprotected
    disableCascadeColor()Nodeprotectedvirtual
    disableCascadeOpacity()Nodeprotectedvirtual
    draw(Renderer renderer, const Mat4 &transform, bool transformUpdated) overrideRenderTexturevirtual
    cocos2d::Node::draw() finalNodevirtual
    end()RenderTexturevirtual
    endToLua()RenderTextureinline
    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
    getClearColor() const RenderTextureinline
    getClearDepth() const RenderTextureinline
    getClearFlags() const RenderTextureinline
    getClearStencil() const RenderTextureinline
    getColor(void) const Nodevirtual
    getComponent(const std::string &pName)Node
    getContentSize() const Nodevirtual
    getDescription() const Nodevirtual
    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()Nodevirtual
    getScheduler()Nodeinlinevirtual
    getScheduler() const Nodeinlinevirtual
    getShaderProgram()Nodeinline
    getSkewX() const Nodevirtual
    getSkewY() const Nodevirtual
    getSprite() const RenderTextureinline
    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
    ignoreAnchorPointForPosition(bool ignore)Nodevirtual
    init()Nodevirtual
    initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format)RenderTexture
    initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)RenderTexture
    insertChild(Node child, int z)Nodeprotected
    INVALID_TAGNodestatic
    isAutoDraw() const RenderTextureinline
    isCascadeColorEnabled() const Nodevirtual
    isCascadeOpacityEnabled() const Nodevirtual
    isIgnoreAnchorPointForPosition() const Nodevirtual
    isOpacityModifyRGB() const Nodeinlinevirtual
    isRunning() const Nodevirtual
    isScheduled(SEL_SCHEDULE selector)Node
    isVisible() const Nodevirtual
    listenToBackground(EventCustom event)RenderTexture
    listenToForeground(EventCustom event)RenderTexture
    newCCImage(bool flipImage=true)RenderTextureinline
    newImage(bool flipImage=true)RenderTexture
    nodeToParentTransform() const Nodeinlinevirtual
    nodeToWorldTransform() const Nodeinlinevirtual
    numberOfRunningActions() const Nodeinline
    onBegin()RenderTextureprotected
    onClear()RenderTextureprotected
    onClearDepth()RenderTextureprotected
    onEnd()RenderTextureprotected
    onEnter()Nodevirtual
    onEnterTransitionDidFinish()Nodevirtual
    onExit()Nodevirtual
    onExitTransitionDidStart()Nodevirtual
    onSaveToFile(const std::string &fileName)RenderTextureprotected
    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
    RenderTexture()RenderTexture
    reorderChild(Node child, int localZOrder)Nodevirtual
    resume(void)Node
    resumeSchedulerAndActions(void)Node
    retain()Ref
    runAction(Action action)Node
    s_globalOrderOfArrivalNodeprotectedstatic
    saveToFile(const std::string &filename)RenderTexture
    saveToFile(const std::string &filename, Image::Format format)RenderTexture
    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
    setAutoDraw(bool isAutoDraw)RenderTextureinline
    setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
    setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
    setClearColor(const Color4F &clearColor)RenderTextureinline
    setClearDepth(float clearDepth)RenderTextureinline
    setClearFlags(unsigned int clearFlags)RenderTextureinline
    setClearStencil(int clearStencil)RenderTextureinline
    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
    setKeepMatrix(bool keepMatrix)RenderTexture
    setLocalZOrder(int localZOrder)Nodevirtual
    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
    setSprite(Sprite sprite)RenderTextureinline
    setTag(int tag)Nodevirtual
    setUserData(void userData)Nodevirtual
    setUserObject(Ref userObject)Nodevirtual
    setVertexZ(float vertexZ)Nodeinlinevirtual
    setVirtualViewport(const Vec2 &rtBegin, const Rect &fullRect, const Rect &fullViewport)RenderTexture
    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
    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) overrideRenderTexturevirtual
    cocos2d::Node::visit() finalNodevirtual
    worldToNodeTransform() const Nodeinlinevirtual
    ~Node()Nodevirtual
    ~Ref()Refvirtual
    ~RenderTexture()RenderTexturevirtual
    • 生成于 2014年 五月 29日 星期四 09:41:49 , 为 cocos2d-x使用 doxygen 1.8.6