CAABB | Axis Aligned Bounding Box (AABB), usually calculate some rough but fast collision detection |
CActionCoroutine | Base class for Coroutine actions |
►CActionInstant | Instant actions are immediate actions |
►CCallFunc | Calls a 'callback' |
CCallFuncN | Calls a 'callback' with the node as the first argument |
CFlipX | Flips the sprite horizontally |
CFlipY | Flips the sprite vertically |
CHide | Hide the node |
CPlace | Places the node in a certain position |
CRemoveSelf | Remove the node |
CReuseGrid | ReuseGrid action |
CShow | Show the node |
CStopGrid | StopGrid action |
CToggleVisibility | Toggles the visibility of a node |
►CActionInterval | An interval action is an action that takes place within a certain period of time |
CAccelAmplitude | AccelAmplitude action |
CAccelDeccelAmplitude | AccelDeccelAmplitude action |
►CActionCamera | Base class for Camera actions |
COrbitCamera | OrbitCamera action |
►CActionEase | Base class for Easing actions |
CEaseBackIn | EaseBackIn action |
CEaseBackInOut | EaseBackInOut action |
CEaseBackOut | EaseBackOut action |
CEaseBezierAction | Ease Bezier |
CEaseBounce | EaseBounce abstract class |
CEaseBounceIn | EaseBounceIn action |
CEaseBounceInOut | EaseBounceInOut action |
CEaseBounceOut | EaseBounceOut action |
CEaseCircleActionIn | Ease Circle In |
CEaseCircleActionInOut | Ease Circle InOut |
CEaseCircleActionOut | Ease Circle Out |
CEaseCubicActionIn | Ease Cubic In |
CEaseCubicActionInOut | Ease Cubic InOut |
CEaseCubicActionOut | Ease Cubic Out |
►CEaseElastic | Ease Elastic abstract class |
CEaseElasticIn | Ease Elastic In action |
CEaseElasticInOut | Ease Elastic InOut action |
CEaseElasticOut | Ease Elastic Out action |
CEaseExponentialIn | Ease Exponential In action |
CEaseExponentialInOut | Ease Exponential InOut |
CEaseExponentialOut | Ease Exponential Out |
CEaseQuadraticActionIn | Ease Quadratic In |
CEaseQuadraticActionInOut | Ease Quadratic InOut |
CEaseQuadraticActionOut | Ease Quadratic Out |
CEaseQuarticActionIn | Ease Quartic In |
CEaseQuarticActionInOut | Ease Quartic InOut |
CEaseQuarticActionOut | Ease Quartic Out |
CEaseQuinticActionIn | Ease Quintic In |
CEaseQuinticActionInOut | Ease Quintic InOut |
CEaseQuinticActionOut | Ease Quintic Out |
►CEaseRateAction | Base class for Easing actions with rate parameters |
CEaseIn | EaseIn action with a rate |
CEaseInOut | EaseInOut action with a rate |
CEaseOut | EaseOut action with a rate |
CEaseSineIn | Ease Sine In |
CEaseSineInOut | Ease Sine InOut |
CEaseSineOut | Ease Sine Out |
CActionFloat | Action used to animate any value in range [from,to] over specified time interval |
CActionTween | ActionTween |
CAnimate | Animates a sprite given the name of an Animation |
CAnimate3D | Animate3D, Animates a MeshRenderer given with an Animation3D |
►CBezierBy | An action that moves the target with a cubic Bezier curve by a certain distance |
CBezierTo | An action that moves the target with a cubic Bezier curve to a destination point |
CBlink | Blinks a Node object by modifying it's visible attribute |
►CCardinalSplineTo | Cardinal Spline path |
►CCardinalSplineBy | Cardinal Spline path |
CCatmullRomBy | An action that moves the target with a CatmullRom curve by a certain distance |
CCatmullRomTo | An action that moves the target with a CatmullRom curve to a destination point |
CDeccelAmplitude | DeccelAmplitude action |
CDelayTime | Delays the action a certain amount of seconds |
►CFadeTo | Fades an object that implements the RGBAProtocol protocol |
CFadeIn | Fades In an object that implements the RGBAProtocol protocol |
CFadeOut | Fades Out an object that implements the RGBAProtocol protocol |
►CGridAction | Base class for Grid actions |
►CGrid3DAction | Base class for Grid3D actions |
►CFlipX3D | FlipX3D action |
CFlipY3D | FlipY3D action |
CLens3D | Lens3D action |
CLiquid | Liquid action |
CPageTurn3D | This action simulates a page turn from the bottom right hand corner of the screen |
CRipple3D | Ripple3D action |
CShaky3D | Shaky3D action |
CTwirl | Twirl action |
CWaves | Waves action |
CWaves3D | Waves3D action |
►CTiledGrid3DAction | Base class for TiledGrid3D actions |
►CFadeOutTRTiles | FadeOutTRTiles action |
CFadeOutBLTiles | FadeOutBLTiles action |
►CFadeOutUpTiles | FadeOutUpTiles action |
CFadeOutDownTiles | FadeOutDownTiles action |
CJumpTiles3D | JumpTiles3D action |
CShakyTiles3D | ShakyTiles3D action |
CShatteredTiles3D | ShatteredTiles3D action |
CShuffleTiles | ShuffleTiles action |
CSplitCols | SplitCols action |
CSplitRows | SplitRows action |
CTurnOffTiles | TurnOffTiles action |
CWavesTiles3D | WavesTiles3D action |
►CJumpBy | Moves a Node object simulating a parabolic jump movement by modifying it's position attribute |
CJumpTo | Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute |
►CMoveBy | Moves a Node object x,y pixels by modifying it's position attribute |
CMoveTo | Moves a Node object to the position x,y |
CProgressFromTo | Progress from a percentage to another percentage |
CProgressTo | Progress to percentage |
CRepeat | Repeats an action a number of times |
CRepeatForever | Repeats an action for ever |
CResizeBy | Resize a Node object by a size |
CResizeTo | Resize a Node object to the final size by modifying it's 'size' attribute |
CReverseTime | Executes an action in reverse order, from time=duration to time=0 |
CRotateBy | Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute |
CRotateTo | Rotates a Node object to a certain angle by modifying it's rotation attribute |
►CScaleTo | Scales a Node object to a zoom factor by modifying it's scale attribute |
CScaleBy | Scales a Node object a zoom factor by modifying it's scale attribute |
CSequence | Runs actions sequentially, one after another |
►CSkewTo | Skews a Node object to given angles by modifying it's skewX and skewY attributes |
CSkewBy | Skews a Node object by skewX and skewY degrees |
CSpawn | Spawn a new action immediately |
CTargetedAction | Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction |
CTintBy | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
CTintTo | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
CActionObjectScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
CActionTweenDelegate | The delegate class for ActionTween |
CAffineTransform | |
CAnimation3DCache | Animation3D Cache |
CAnimation3DData | Animation data @js NA @lua NA |
CAnimationCache | Singleton that manages the Animations |
CAnimationFrameData | Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad |
CAsyncTaskPool | This class allows to perform background operations without having to manipulate threads |
CAttributeInfo | Store attribute information |
►CAudioDecoder | The class for decoding compressed audio file to PCM buffer |
CAudioDecoderEXT | The class for decoding compressed audio file to PCM buffer |
CAudioDecoderMp3 | The class for decoding compressed audio file to PCM buffer |
CAudioDecoderOgg | The class for decoding compressed audio file to PCM buffer |
CAudioDecoderWav | The class for decoding compressed audio file to PCM buffer |
CAudioEngine | Offers a interface to play audio |
CAudioPlayerSettings | @js NA |
CAudioProfile | @js NA |
CAutoPolygon | AutoPolygon is a helper Object AutoPolygon's purpose is to process an image into 2d polygon mesh in runtime It has functions for each step in the process, from tracing all the points, to triangulation the result can be then passed to Sprite::create() to create a Polygon Sprite |
CAutoreleasePool | A pool for managing autorelease objects |
C<AXUITextInput> | This protocol provides a common interface for consolidating text input method calls |
CBasicScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
CBlendDescriptor | Structor to store blend descriptor |
CBlendFunc | Blend Function used for textures |
CBufferManager | A static class to manage BufferMTL Schedule next available buffer at the beginning of frame for the render pass |
CBundle3D | Defines a bundle file that contains a collection of assets |
►CClonable | Interface that defines how to clone an Object |
CAnimation | A Animation object is used to perform animations on the Sprite objects |
CAnimationFrame | A frame of the animation |
CPointArray | An Array that contain control points |
CSpriteFrame | A SpriteFrame has: |
CColor3B | RGB color composed of bytes 3 bytes |
CColor4B | RGBA color composed of 4 bytes |
CColor4F | RGBA color composed of 4 floats |
CCommonScriptData | For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Object") into the Lua stack as the parameter when the common event such as is triggered |
CConfiguration | Configuration contains some openGL variables |
CAnimation3D::Curve | Animation curve, translation, rotation, and scale |
CWebSocket::Data | Data structure for message view |
CWebSocket::Delegate | The delegate class is used to process websocket events |
CDepthStencilDescriptor | Depth and stencil descriptor |
CTerrain::DetailMap | DetailMap this struct maintain a detail map data ,including source file ,detail size |
CDirector | Class that creates and handles the main Window and manages how and when to execute the Scenes |
CAnimationFrame::DisplayedEventInfo | When the animation display,Dispatches the event of UserData |
►CDriverBase | New or create resources from DriverBase |
CDriverGL | Use to create resoureces |
CDriverMTL | Create resources from MTLDevice |
CEditBoxDelegate | Editbox delegate class |
CEmissionShape | Particle emission shapes |
CFastRNG | A fast more effective seeded random number generator struct, uses xoshiro128** |
►CFileUtils | Helper class to handle file operations |
CFileUtilsWinRT | Helper class to handle file operations |
CFontDefinition | Font attributes |
CFontFreeType | FontFreeType is a class of rendering ttf/ttc characters |
CFontShadow | Types used for defining fonts properties (i.e |
CFontStroke | Stroke attributes |
CFrustum | Frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity @js NA @lua NA |
CGLContextAttrs | There are six opengl Context Attrs |
CHelper | Helper class for traversing children in widget tree |
CHSL | Hue Saturation Luminance color space composed of 4 floats |
CHSV | Hue Saturation Value color space composed of 4 floats |
CHttpClient | Singleton that handles asynchronous http requests |
CHttpRequest | Defines the object which users must packed for HttpClient::send(HttpRequest*) method |
CHttpResponse | Defines the object which users will receive at onHttpCompleted(sender, HttpResponse) callback |
►CIMEDelegate | Input method editor delegate |
►CTextFieldTTF | A simple text input field with TTF font |
CUICCTextField | A helper class which inherit from |
CEditBox | Class for edit box |
CTextFieldEx | The ui::TextFieldEx, better design, better cursor support than ui::TextField will replace ui::TextField, currently, ui::TextField, 2d/TextFieldTTF were maked as deprecated |
CIMEDispatcher | Input Method Edit Message Dispatcher |
CIMEKeyboardNotificationInfo | Keyboard notification event type |
CKeypadScriptData | For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered |
CLayoutComponent | A component class used for layout |
►CLayoutParameterProtocol | Protocol for getting a LayoutParameter |
►CWidget | Base class for all ui widgets |
►CAbstractCheckButton | AbstractCheckButton is a specific type of two-states button that can be either checked or unchecked |
CCheckBox | Checkbox is a specific type of two-states button that can be either checked or unchecked |
CRadioButton | RadioButton is a specific type of two-states button that is similar to CheckBox |
CTabHeader | Header button in TabControl |
CButton | Represents a push-button widget |
CEditBox | Class for edit box |
CImageView | A widget to display images |
►CLayout | A container for holding a few child widgets |
CHBox | HBox is just a convenient wrapper class for horizontal layout type |
CRelativeBox | RelativeBox is just a convenient wrapper class for relative layout type |
►CScrollView | Layout container for a view hierarchy that can be scrolled by the user, allowing it to be larger than the physical display |
►CListView | ListView is a view group that displays a list of scrollable items |
CPageView | Layout manager that allows the user to flip left & right and up & down through pages of data |
CVBox | VBox is just a convenient wrapper class for vertical layout type |
CLoadingBar | Visual indicator of progress in some operation |
CRadioButtonGroup | RadioButtonGroup groups designated radio buttons to make them interact to each other |
CRichText | A container for displaying various RichElements |
CSlider | UI Slider widget |
CTabControl | TabControl, use header button switch container |
CText | For creating a system font or a TTF font Text |
CTextAtlas | UI TextAtlas widget |
CTextBMFont | A widget for displaying BMFont label |
CTextField | A widget which allows users to input text |
CTextFieldEx | The ui::TextFieldEx, better design, better cursor support than ui::TextField will replace ui::TextField, currently, ui::TextField, 2d/TextFieldTTF were maked as deprecated |
►CLayoutProtocol | Layout interface for creating LayoutManger and do actual layout |
CLayout | A container for holding a few child widgets |
CMap< K, V, H, E > | Similar to std::unordered_map, but it will manage reference count automatically internally |
CMargin | Margin of widget's in point |
CMat4 | Defines a 4 x 4 floating point matrix representing a 3D transformation |
CMaterialData | Material data, @js NA @lua NA |
CMaterialDatas | Material datas, since 3.3 @js NA @lua NA |
CMathUtil | Defines a math utility class |
CMeshData | Mesh data @js NA @lua NA |
CMeshDatas | Mesh datas @js NA @lua NA |
CMeshMaterialCache | MeshMaterialCache: the MeshRenderer material cache, it can only cache textures for now |
CMeshRendererCache | MeshRendererCache: the cache data of MeshRenderer, used to speed up the creation process of MeshRenderer |
CMeshVertexAttrib | Mesh vertex attribute @js NA @lua NA |
CMipmapInfo | Structure which can tell where mipmap begins and how long is it |
CModelData | Model node data, since 3.3 @js NA @lua NA |
CNinePatchImageParser | A class for paring Android .9 patch image |
CNodeData | Node data, since 3.3 @js NA @lua NA |
CNodeDatas | Node datas, since 3.3 @js NA @lua NA |
CNTextureData | New material, since 3.3 @js NA @lua NA |
COBB | Oriented Bounding Box(OBB): OBB is similar to AABB except the bounding box has the same direction as the MeshRenderer |
►CObject | Object is used for reference count management |
CAnimationCurve< 3 > | |
CAnimationCurve< 4 > | |
CAcceleration | The device accelerometer reports values for each axis in units of g-force |
CActionManager | ActionManager is a singleton that manages all the actions |
CAnimation | A Animation object is used to perform animations on the Sprite objects |
CAnimation3D | Static animation data, shared |
CAnimationCurve< componentSize > | Curve of bone's position, rotation or scale |
CAnimationFrame | A frame of the animation |
CBone3D | Defines a basic hierarchical structure of transformation spaces |
CBundleReader | BundleReader is an interface for reading sequence of bytes |
►CCameraBackgroundBrush | Defines a brush to clear the background of camera |
►CCameraBackgroundDepthBrush | Depth brush clear depth buffer with given depth |
CCameraBackgroundColorBrush | Color brush clear buffer with given depth and color |
CCameraBackgroundSkyBoxBrush | Skybox brush clear buffer with a skybox |
►CEvent | Base class of all kinds of events |
CEventAcceleration | Accelerometer event |
CEventCustom | Custom event |
CEventFocus | Focus event |
CEventKeyboard | Keyboard event |
CEventMouse | The mouse event |
CEventTouch | Touch event |
CEventDispatcher | This class manages event listener subscriptions and event dispatching |
►CEventListener | The base class of event listener |
CEventListenerAcceleration | Acceleration event listener |
CEventListenerController | |
CEventListenerCustom | Custom event listener |
CEventListenerFocus | Focus event listener |
CEventListenerKeyboard | Keyboard event listener |
CEventListenerMouse | Mouse event listener |
CEventListenerTouchAllAtOnce | Multiple touches event listener |
CEventListenerTouchOneByOne | Single touch event listener |
CGLView | By GLView you can operate the frame information of EGL view through some function |
►CGridBase | Base class for Other grid |
CGrid3D | Grid3D is a 3D grid implementation |
CTiledGrid3D | TiledGrid3D is a 3D grid implementation |
CImage | For loading all images supported by axmol |
►CMaterial | Material |
CMeshMaterial | MeshMaterial: a mesh material for MeshRenderers |
CMesh | Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on |
CMeshIndexData | MeshIndexData class |
CMeshSkin | MeshSkin, A class maintain a collection of bones that affect Mesh vertex |
CMeshVertexData | MeshVertexData class |
►CNode | Node is the base element of the Scene Graph |
►CAtlasNode | AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol |
CLabelAtlas | LabelAtlas is a subclass of AtlasNode |
CAttachNode | Attach a node to a bone usage: auto mesh = MeshRenderer::create("girl.c3b"); auto weapon = MeshRenderer::create("weapon.c3b"); auto attachNode = mesh->getAttachNode("left hand"); attachNode->addChild(weapon); |
►CBaseLight | @js NA |
CAmbientLight | @js NA |
CDirectionLight | @js NA |
CPointLight | @js NA |
CSpotLight | @js NA |
CCamera | Defines a camera |
CClippingNode | ClippingNode is a subclass of Node |
CClippingRectangleNode | Clipping Rectangle Node |
CDrawNode | Node that draws dots, segments and polygons |
CFastTMXLayer | FastTMXLayer represents the TMX layer |
CFastTMXTiledMap | FastTMXTiledMap knows how to parse and render a TMX map |
►CLabel | Label is a subclass of Node that knows how to render text labels |
CTextFieldTTF | A simple text input field with TTF font |
CLayerMultiplex | MultipleLayer is a Layer with the ability to multiplex it's children |
CLayerRadialGradient | LayerRadialGradient is a subclass of Layer that draws radial gradients across the background |
CMenu | A Menu for touch handling |
►CMenuItem | MenuItem base class |
►CMenuItemLabel | An abstract class for "label" MenuItemLabel items |
CMenuItemAtlasFont | A MenuItemAtlasFont |
CMenuItemFont | A MenuItemFont |
►CMenuItemSprite | MenuItemSprite accepts Node<RGBAProtocol> objects as items |
CMenuItemImage | MenuItemImage accepts images as items |
CMenuItemToggle | A MenuItemToggle |
CMeshRenderer | MeshRenderer: A mesh can be loaded from model files, .obj, .c3t, .c3b and a mesh renderer renders a list of these loaded meshes with specified materials |
CMotionStreak | Creates a trailing path |
CMotionStreak3D | Creates a trailing path |
CNodeGrid | Base class for Grid Node |
CParallaxNode | ParallaxNode: A node that simulates a parallax scroller |
CParticleBatchNode | ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
►CParticleSystem | Particle System base class |
►CParticleSystemQuad | ParticleSystemQuad is a subclass of ParticleSystem |
CParticleExplosion | An explosion particle system |
CParticleFire | A fire particle system |
CParticleFireworks | A fireworks particle system |
CParticleFlower | A flower particle system |
CParticleGalaxy | A galaxy particle system |
CParticleMeteor | A meteor particle system |
CParticleRain | A rain particle system |
CParticleSmoke | An smoke particle system |
CParticleSnow | An snow particle system |
CParticleSpiral | An spiral particle system |
CParticleSun | A sun particle system |
CProgressTimer | ProgressTimer is a subclass of Node |
►CProtectedNode | A inner node type mainly used for UI module |
CScrollViewBar | Scroll bar being attached to ScrollView layout container |
CWidget | Base class for all ui widgets |
CRenderTexture | RenderTexture is a generic rendering target |
►CScene | Scene is a subclass of Node that is used only as an abstract concept |
►CTransitionScene | Base class for Transition scenes |
CTransitionCrossFade | TransitionCrossFade: Cross fades two scenes using the RenderTexture object |
CTransitionFade | TransitionFade: Fade out the outgoing scene and then fade in the incoming scene |
►CTransitionFadeTR | TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner |
CTransitionFadeBL | TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner |
CTransitionFadeDown | TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom |
CTransitionFadeUp | TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top |
CTransitionJumpZoom | TransitionJumpZoom: Zoom out and jump the outgoing scene, and then jump and zoom in the incoming |
►CTransitionMoveInL | TransitionMoveInL: Move in from to the left the incoming scene |
CTransitionMoveInB | TransitionMoveInB: Move in from to the bottom the incoming scene |
CTransitionMoveInR | TransitionMoveInR: Move in from to the right the incoming scene |
CTransitionMoveInT | TransitionMoveInT: Move in from to the top the incoming scene |
CTransitionPageTurn | A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn |
►CTransitionProgress | A base class of progress transition |
CTransitionProgressHorizontal | TransitionProgressHorizontal transition |
CTransitionProgressInOut | TransitionProgressInOut transition |
CTransitionProgressOutIn | TransitionProgressOutIn transition |
CTransitionProgressRadialCCW | TransitionRadialCCW transition |
CTransitionProgressRadialCW | TransitionRadialCW transition |
CTransitionProgressVertical | TransitionProgressVertical transition |
CTransitionRotoZoom | TransitionRotoZoom: Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming |
►CTransitionSceneOriented | A Transition that supports orientation like |
CTransitionFlipAngular | TransitionFlipAngular: Flips the screen half horizontally and half vertically |
CTransitionFlipX | TransitionFlipX: Flips the screen horizontally |
CTransitionFlipY | TransitionFlipY: Flips the screen vertically |
CTransitionZoomFlipAngular | TransitionZoomFlipAngular: Flips the screen half horizontally and half vertically doing a little zooming out/in |
CTransitionZoomFlipX | TransitionZoomFlipX: Flips the screen horizontally doing a zoom out/in The front face is the outgoing scene and the back face is the incoming scene |
CTransitionZoomFlipY | TransitionZoomFlipY: Flips the screen vertically doing a little zooming out/in The front face is the outgoing scene and the back face is the incoming scene |
CTransitionShrinkGrow | Shrink the outgoing scene while grow the incoming scene |
►CTransitionSlideInL | TransitionSlideInL: Slide in the incoming scene from the left border |
CTransitionSlideInB | TransitionSlideInB: Slide in the incoming scene from the bottom border |
CTransitionSlideInR | TransitionSlideInR: Slide in the incoming scene from the right border |
CTransitionSlideInT | TransitionSlideInT: Slide in the incoming scene from the top border |
►CTransitionSplitCols | TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards |
CTransitionSplitRows | TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right |
CTransitionTurnOffTiles | TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order |
CSkybox | Sky box technology is usually used to simulate infinity sky, mountains and other phenomena |
►CSprite | Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) |
CAnchoredSprite | Anchored Sprite |
CBillBoard | Inherit from Sprite, achieve BillBoard |
►CLayerColor | LayerColor is a subclass of Layer that implements the RGBAProtocol protocol |
CLayerGradient | LayerGradient is a subclass of LayerColor that draws gradients across the background |
CScale9Sprite | A 9-slice sprite for cocos2d-x |
CSpriteBatchNode | SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
CTerrain | Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images |
CPointArray | An Array that contain control points |
CRenderState | Defines the rendering state of the graphics device |
CScheduler | Scheduler is responsible for triggering the scheduled callbacks |
►CScriptHandlerEntry | This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id @js NA |
CSchedulerScriptHandlerEntry | The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry |
CSkeleton3D | Skeleton |
CSpriteFrame | A SpriteFrame has: |
CTMXObjectGroup | TMXObjectGroup represents the TMX object group |
CTMXTileAnimManager | TMXTileAnimManager controls all tile animation of a layer |
CTMXTileAnimTask | TMXTileAnimTask represents the frame-tick task of an animated tile |
CTechnique | Technique |
CTexture2D | Texture2D class |
CTextureAtlas | A class that implements a Texture Atlas |
CTextureCache | Singleton that handles the loading of textures |
CTextureCube | TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube |
CTouch | Encapsulates the Touch information, such as touch point, id and so on, and provides the methods that commonly used |
CVertexAttribBinding | Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect) |
►CBuffer | Used to store vertex and index data data |
CBufferGL | Store vertex and index data |
CBufferMTL | Used to store vertex and index data data |
►CCommandBuffer | Store encoded commands for the GPU to execute |
►CCommandBufferGL | Store encoded commands for the GPU to execute |
CCommandBufferGLES2 | Store encoded commands for the GPU to execute |
CCommandBufferMTL | Store encoded commands for the GPU to execute |
►CDepthStencilState | Store Depth and stencil status |
CDepthStencilStateGL | Set depth and stencil status to pipeline |
CDepthStencilStateMTL | A class represent a depth/stencil test status |
►CProgram | A program |
CProgramGL | An OpenGL program |
CProgramMTL | A metal Program |
►CRenderPipeline | Render pipeline |
CRenderPipelineGL | Set program and blend state |
CRenderPipelineMTL | Create and compile a new MTLRenderPipelineState object synchronously |
►CShaderModule | Create shader |
CShaderModuleGL | Create and compile shader |
CShaderModuleMTL | To Create a vertex or fragment shader |
►CTextureBackend | A base texture |
►CTexture2DBackend | A 2D texture |
CTexture2DGL | A 2D texture |
CTextureMTL | A 2D texture |
►CTextureCubemapBackend | A cubemap texture |
CTextureCubeGL | Texture cube |
CTextureCubeMTL | A texture cube |
►CLayoutManager | Base class for managing layout |
CLinearCenterHorizontalLayoutManager | Linear horizontal layout class |
CLinearCenterVerticalLayoutManager | Linear vertical layout class |
►CLayoutParameter | Base class for various LayoutParameter |
CLinearLayoutParameter | Linear layout parameter |
CRelativeLayoutParameter | Relative layout parameter |
►CRichElement | Rich text element base class |
CRichElementCustomNode | Rich element for displaying custom node type |
CRichElementImage | Rich element for displaying images |
CRichElementNewLine | Rich element for new line |
CRichElementText | Rich element for displaying text |
CPaddedString | A dedicated class for easy load padded string for simdjson parser |
CParticleAnimationDescriptor | Structure that contains animation description |
CParticleEmissionMaskCache | Particle emission mask cache |
CParticleEmissionMaskDescriptor | Particle emission mask descriptor |
CParticleFrameDescriptor | Structure that contains frame description |
CPlane | Defines plane @js NA @lua NA |
CPointSprite | Vec2 Sprite component |
CPolygonInfo | PolygonInfo is an object holding the required data to display Sprites |
CProgramManager | Cache and reuse program object |
CProperties | Defines a properties file for loading text files |
CQuad2 | A 2D Quad |
CQuad3 | A 3D Quad |
CQuaternion | Defines a 4-element quaternion that represents the orientation of an object in space |
CRandomHelper | A helper class for creating device dependent random number |
CRay | Ray is a line with one end |
CRect | Rectangle area |
CReference | Reference data @js NA @lua NA |
►CRenderCommand | Base class of the RenderCommand hierarchy |
CCallbackCommand | Callback command is used to invoke a callback function when this command is executed |
CCustomCommand | Custom command is used to draw all things except triangle commands |
CGroupCommand | GroupCommand is used to group several command together, and more, it can be nested |
CRenderPassDescriptor | Store values about color, depth and stencil attachment |
CRenderQueue | Class that knows how to sort RenderCommand objects |
CSamplerDescriptor | |
CSchedulerScriptData | For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered |
CScriptEngineManager | ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine |
CScriptEngineProtocol | Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine |
CScriptEvent | The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct |
CShaderCache | Create and reuse shader module |
CSkinData | Skin data @js NA @lua NA |
CSpriteFrameCache | Singleton that handles the loading of the sprite frames |
CRenderState::StateBlock | Defines a block of fixed-function render states that can be applied to a RenderState object |
CStencilDescriptor | Stencil descriptor |
CStringUTF8 | Utf8 sequence Store all utf8 chars as std::string Build from std::string |
CT2F_Quad | Texture coordinates for a quad |
CTerrain::TerrainData | TerrainData This TerrainData struct warp all parameter that Terrain need to create |
CTex2F | A TEXCOORD composed of 2 floats: u, v |
►CTextFieldDelegate | A input protocol for TextField |
CUICCTextField | A helper class which inherit from |
CTextureDescriptor | Store texture description |
CTextureFlag | Texture flags |
CTextureInfoGL | Store texture information |
CTextureSamplerFlag | Texture sampler flags |
CTouchesScriptData | For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touches data and actionType into the Lua stack as the parameters when the touches event is triggered |
CTouchScriptData | For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered |
►CTransitionEaseScene | TransitionEaseScene can ease the actions of the scene protocol |
CTransitionFadeTR | TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner |
CTransitionMoveInL | TransitionMoveInL: Move in from to the left the incoming scene |
CTransitionShrinkGrow | Shrink the outgoing scene while grow the incoming scene |
CTransitionSlideInL | TransitionSlideInL: Slide in the incoming scene from the left border |
CTransitionSplitCols | TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards |
CTransitionTurnOffTiles | TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order |
CTerrain::Triangle | Triangle |
CTrianglesCommand::Triangles | The structure of Triangles |
CTTFConfig | |
CUri | Class representing a URI |
CUserDefault | UserDefault acts as a tiny database |
CUtilsMTL | Create and manager default depth and stencil attachment |
CV2F_C4B_T2F | A Vec2 with a vertex point, a tex coord point and a color 4B |
CV2F_C4B_T2F_Quad | A Quad of V2F_C4B_T2F |
CV2F_C4B_T2F_Triangle | A Triangle of V2F_C4B_T2F |
CV2F_C4F_T2F | A Vec2 with a vertex point, a tex coord point and a color 4F |
CV2F_C4F_T2F_Quad | 4 Vertex2FTex2FColor4F Quad |
CV3F_C4B_T2F | A Vec2 with a vertex point, a tex coord point and a color 4B |
CV3F_C4B_T2F_Quad | 4 Vertex3FTex2FColor4B |
CV3F_C4F | A Vec3 with a vertex point, a color |
CV3F_T2F | A Vec2 with a vertex point, a tex coord point |
CVec2 | Defines a 2-element floating point vector |
CVec3 | Defines a 3-element floating point vector |
CVec4 | Defines 4-element floating point vector |
CVertexLayout | Store vertex attribute layout |
CLayoutHelper::VisibleRect | CLASS VisibleRect |
CWebSocket | WebSocket implementation using yasio |