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⚠️ This documentation corresponds to the latest development branch of axmol. It might diverge from the official releases.

 
Axmol Engine 2.4.0-ce063c5
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TransitionJumpZoom Member List

This is the complete list of members for TransitionJumpZoom, including all inherited members.

_IDObject
_luaIDObject
addChild(Node *child)Scenevirtual
addChild(Node *child, int localZOrder)Scenevirtual
addChild(Node *child, int localZOrder, int tag)Scenevirtual
addChild(Node *child, int localZOrder, std::string_view name)Scenevirtual
addComponent(Component *component)Nodevirtual
applyMaskOnEnter(bool applyChildren)Node
autorelease()Object
cleanup() overrideTransitionScenevirtual
convertToNodeSpace(const Vec2 &worldPoint) constNode
convertToNodeSpaceAR(const Vec2 &worldPoint) constNode
convertTouchToNodeSpace(Touch *touch) constNode
convertTouchToNodeSpaceAR(Touch *touch) constNode
convertToWorldSpace(const Vec2 &nodePoint) constNode
convertToWorldSpaceAR(const Vec2 &nodePoint) constNode
create(float t, Scene *scene)TransitionJumpZoomstatic
ax::Scene::create()Scenestatic
createWithSize(const Vec2 &size)Scenestatic
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideTransitionScenevirtual
enumerateChildren(std::string_view name, std::function< bool(Node *node)> callback) constNodevirtual
finish()TransitionScene
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getAnchorPoint() constNodevirtual
getAnchorPointInPoints() constNodevirtual
getAttachedNodeCount()Nodestatic
getBoundingBox() constNodevirtual
getCameraMask() constNodeinline
getCameras()Scene
getChildByName(std::string_view name) constNodevirtual
getChildByName(std::string_view name) constNodeinline
getChildByTag(int tag) constNodevirtual
getChildByTag(int tag) constNodeinline
getChildren()Nodeinlinevirtual
getChildrenCount() constNodevirtual
getColor() constNodevirtual
getComponent(std::string_view name)Node
getContentSize() constNodevirtual
getDefaultCamera() constSceneinline
getDescription() const overrideScenevirtual
getDisplayedColor() constNodevirtual
getDisplayedOpacity() constNodevirtual
getEventDispatcher() constNodeinlinevirtual
getGlobalZOrder() constNodeinlinevirtual
getLights() constSceneinline
getLocalZOrder() constNodeinlinevirtual
getName() constNodevirtual
getNodeToParentAffineTransform(Node *ancestor) constNodevirtual
getNodeToParentTransform() constNodevirtual
getNodeToParentTransform(Node *ancestor) constNodevirtual
getNodeToWorldTransform() constNodevirtual
getNumberOfRunningActions() constNode
getNumberOfRunningActionsByTag(int tag) constNode
getOnEnterCallback() constNodeinline
getOnEnterTransitionDidFinishCallback() constNodeinline
getOnExitCallback() constNodeinline
getOnExitTransitionDidStartCallback() constNodeinline
getOpacity() constNodevirtual
getParent()Nodeinlinevirtual
getParentToNodeTransform() constNodevirtual
getPosition() constNodevirtual
getPosition(float *x, float *y) constNodevirtual
getPosition3D() constNodevirtual
getPositionNormalized() constNodevirtual
getPositionX() constNodevirtual
getPositionY() constNodevirtual
getPositionZ() constNodevirtual
getReferenceCount() constObject
getRotation() constNodevirtual
getRotation3D() constNodevirtual
getRotationQuat() constNodevirtual
getRotationSkewX() constNodevirtual
getRotationSkewY() constNodevirtual
getScale() constNodevirtual
getScaleX() constNodevirtual
getScaleY() constNodevirtual
getScaleZ() constNodevirtual
getScene() constNodevirtual
getScheduler()Nodeinlinevirtual
getSkewX() constNodevirtual
getSkewY() constNodevirtual
getTag() constNodevirtual
getUserData()Nodeinlinevirtual
getUserData() constNodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() constNodeinlinevirtual
getWorldPosition() constNode
getWorldToNodeTransform() constNodevirtual
hideOutShowIn()TransitionScene
hitTest(const Vec2 &worldPoint) constNodevirtual
initWithDuration(float t, Scene *scene)TransitionScene
INVALID_TAGNodestatic
isCascadeColorEnabled() constNodevirtual
isCascadeOpacityEnabled() constNodevirtual
isIgnoreAnchorPointForPosition() constNodevirtual
isOpacityModifyRGB() constNodevirtual
isRunning() constNodevirtual
isScheduled(SEL_SCHEDULE selector) constNode
isScheduled(std::string_view key) constNode
isVisible() constNodevirtual
onEnter() overrideTransitionJumpZoomvirtual
onEnterTransitionDidFinish()Nodevirtual
onExit() overrideTransitionScenevirtual
onExitTransitionDidStart()Nodevirtual
Orientation enum nameTransitionScene
pause()Nodevirtual
release()Object
removeAllChildren() overrideScenevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(std::string_view name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(std::string_view name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
render(Renderer *renderer, const Mat4 &eyeTransform, const Mat4 *eyeProjection=nullptr)Scenevirtual
reorderChild(Node *child, int localZOrder)Nodevirtual
resume()Nodevirtual
retain()Object
runAction(Action *action)Nodevirtual
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, std::string_view key)Node
schedule(const std::function< void(float)> &callback, float interval, std::string_view key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, std::string_view key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, std::string_view key)Node
scheduleUpdate()Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(const Mat4 *additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setCameraMask(unsigned short mask, bool applyChildren=true)Nodevirtual
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Vec2 &contentSize)Nodevirtual
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setIgnoreAnchorPointForPosition(bool ignore)Nodevirtual
setLocalZOrder(int localZOrder)Nodevirtual
setName(std::string_view name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setOnEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setOnExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(uint8_t opacity)Nodevirtual
setOpacityModifyRGB(bool value)Nodevirtual
setParent(Node *parent)Nodevirtual
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionNormalized(const Vec2 &position)Nodevirtual
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setProgramState(backend::ProgramState *programState, bool ownPS=false)Nodevirtual
setProgramStateByProgramId(uint64_t progId)Node
setRotation(float rotation)Nodevirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationQuat(const Quaternion &quat)Nodevirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
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
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setTag(int tag)Nodevirtual
setUserData(void *userData)Nodevirtual
setUserObject(Object *userObject)Nodevirtual
setVisible(bool visible)Nodevirtual
setWorldPosition(const Vec2 &position)Node
sortAllChildren()Nodevirtual
sortNodes(ax::Vector< _T * > &nodes)Nodeinlinestatic
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopActionsByFlags(unsigned int flags)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
unschedule(SEL_SCHEDULE selector)Node
unschedule(std::string_view key)Node
unscheduleAllCallbacks()Node
update(float delta)Nodevirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(uint8_t parentOpacity)Nodevirtual
updateOrderOfArrival()Node
updateTransform()Nodevirtual
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) overrideScenevirtual
~Object()Objectvirtual