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CHttpRequest::_prxy This sub class is just for migration SEL_CallFuncND to SEL_HttpResponse,someday this way will be removed
CAABB Axis Aligned Bounding Box (
AABB), usually used to detect the collision at early step
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
CAsyncTaskPool This class allows to perform background operations without having to manipulate threads
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
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
CBundle3D Defines a bundle file that contains a collection of assets
C<CCUITextInput> This protocol provides a common interface for consolidating text input method calls
►CCallFuncN Calls a 'callback' with the node as the first argument
CLuaCallFunc The
LuaCallFunc is wrapped to call the callback function in the Lua conveniently and don't insert useless code to processing the Lua in the
CallFuncN
CFlipX Flips the sprite horizontally
CFlipY Flips the sprite vertically
CPlace Places the node in a certain position
►CActionInterval An interval action is an action that takes place within a certain period of time
CEaseInOut EaseInOut action with a rate If time * 2 < 1, the timeline of inner action will be changed by: \(0.5*{ time }^{ rate }\)
CActionFloat Action used to animate any value in range [from,to] over specified time interval
►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 An action that moves the target with a Cardinal Spline curve to a destination point
►CCardinalSplineBy An action that moves the target with a Cardinal Spline curve by a certain distance
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
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
CPageTurn3D This action simulates a page turn from the bottom right hand corner of the screen
►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 by x,y pixels by modifying it's position attribute
CRepeat Repeats an action a number of times
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
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
CSpeed Changes the speed of an action, making it take longer (speed>1) or less (speed<1) time
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.Ref") into the Lua stack as the parameter when the common event such as is triggered
CTerrain::DetailMap This struct maintain a detail map data ,including source file ,detail size
CDevice A class for providing platform specific features
CFileUtils Helper class to handle file operations
CFontShadow Types used for defining fonts properties (i.e
CFrustum The frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity
CHttpClient Singleton that handles asynchronous http requests
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
►CWidget Base class for all ui widgets
CWebView A View that displays web pages
CCheckBox Checkbox is a specific type of two-states button that can be either checked or unchecked
CButton Represents a push-button widget
►CLayout A container for holding a few child widgets
CHBox HBox is just a convenient wrapper class for horizontal 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
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
CRichText A container for displaying various RichElements
CText For creating a system font or a TTF font
Text
CTextField A widget which allows users to input text
►CLayoutProtocol Layout interface for creating LayoutManger and do actual layout
CLayout A container for holding a few child widgets
►CLuaBridge Build bridge between ObjC and Lua
CLuaValue Wrap different general types of data into a same specific type named
LuaValue
CMap< K, V > Similar to std::unordered_map, but it will manage reference count automatically internally
CMat4 Defines a 4 x 4 floating point matrix representing a 3D transformation
COBB Oritened Bounding Box(OBB)
CPhysics3DComponent A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body
CPhysicsJointLimit A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope
CPhysicsJointPin A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together
CPolygonInfo PolygonInfo is an object holding the required data to display Sprites。 It can be a simple as a triangle, or as complex as a whole 3D mesh
CProperties Defines a properties file for loading text files
CPUForceField Internal class, This class defines a force field to affect the particle direction
CPUPlane Internal class��defines a plane in 3D space
CPUScriptLexer Internal class, this struct represents a lexer of Script
CPUScriptToken Internal class, this struct represents a token, which is an ID'd lexeme from the parsing input stream
CPUSphere Internal class��A sphere primitive, mostly used for bounds checking�� A sphere in math texts is normally represented by the function x^2 + y^2 + z^2 = r^2 (for sphere's centered on the origin)
CQuaternion Defines a 4-element quaternion that represents the orientation of an object in space
CRay Ray is a line with a start point
►CRef Ref is used for reference count management
CAcceleration The device accelerometer reports values for each axis in units of g-force
CBone3D Defines a basic hierachial structure of transformation spaces
►CDirector Class that creates and handles the main Window and manages how and when to execute the Scenes
►CEvent Base class of all kinds of events
CEventDispatcher This class manages event listener subscriptions and event dispatching
CAssetsManagerEx This class is used for resources hot update, you can update images or scripts during runtime of the game
CGLProgram Class that implements a openGL Program
CGLView By
GLView you can operate the frame information of EGL view through some function
CGrabber FBO class that grabs the the contents of the screen
CLuaStack LuaStack is used to manager the operation on the lua_State,eg., push data onto the lua_State, execute the function depended on the lua_State, and so on
CSIOClient A single connection to a socket.io endpoint
CAttachNode Attach a node to a bone usage: auto sprite =
Sprite3D::create("girl.c3b"); auto weapon =
Sprite3D::create("weapon.c3b"); auto attachNode = sprite->getAttachNode("left hand"); attachNode->addChild(weapon);
CAmbientLight Ambient light simulates the light in the enviorment, it emits to all direction with the same intensity
CPointLight Point light has a position, and sends rays in all directions
CSpotLight Spot light is a special light that all light rays are restricted to a cone of light
CTMXLayer FastTMXLayer represents the TMX layer
CTMXTiledMap FastTMXTiledMap knows how to parse and render a TMX map
CAssetsManager This class is used to auto update resources, such as pictures or scripts
►CLabel Label is a subclass of
Node that knows how to render text labels
►CLayer Layer is a subclass of
Node that implements the TouchEventsDelegate protocol
CNodeGrid Base class for Grid
Node,the grid action's management class
CWidget Base class for all ui widgets
►CScene Scene is a subclass of
Node that is used only as an abstract concept
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
CSkybox Sky box technology usually used to simulate infinity sky, mountains and other phenomena
►CSprite3D Sprite3D can be loaded from 3D model files, .obj, .c3t, .c3b, then can be drawed as sprite
►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 Defines a
Terrain that is capable of rendering large landscapes from 2D heightmap images
CGLNode The
GLNode is wrapped to call the callback function about draw in the Lua
CPUMeshSurfaceEmitter The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh
►CPhysics3DConstraint Constraint affects the movement of physics object, it usually connet one or two physics object
CPhysics3D6DofConstraint This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (dof)
CPhysics3DHingeConstraint Hinge constraint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis
CPhysics3DShape Create a physical shape(box, sphere, cylinder, capsule, convexhull, mesh and heightfield)
CPhysics3DWorld The physics information container, include Physics3DObjects, Physics3DConstraints, collision information and so on
CPrimitive Primitive can support sending points, lines and triangles to glpipeline, which is an abstraction of primitive data
►CPUDynamicAttribute This class provides a uniform interface for retrieving the value of an attribute, while the calculation of this value may vary
►CRenderState Defines the rendering state of the graphics device
►CScriptHandlerEntry This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id
CTextureCube TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube
CTextureCache Singleton that handles the loading of textures
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)
CCustomCommand Custom command is used for call custom openGL command which can not be done by other commands, such as stencil function, depth functions etc
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
►CScriptEngineProtocol Don't make
ScriptEngineProtocol inherits from
Ref 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
CLuaEngine The
LuaEngine integrated into the cocos2d-x to process the interactive operation between lua and c++
CScriptingCore ScriptingCore is the main class which manages interaction with JavaScript environment It creates the JavaScript context and its global object
CScriptEvent The
ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct
CScriptHandlerMgr In order to reduce the coupling of lua script engine and native c++ engine
CSimpleAudioEngine Offers a very simple interface to play background music & sound effects
CSize A size, which has width and height, could be used to represent the size in 2D
CSocketIO Singleton and wrapper class to provide static creation method as well as registry of all sockets
CT2F_Quad Texture coordinates for a quad
CTableViewDelegate Sole purpose of this delegate is to single touch event in this version
CTex2F A TEXCOORD composed of 2 floats: u, y
CTexParams Extension to set the Min / Mag filter
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
CUniform Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation
CUniformValue Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX
CVec2 Defines a 2-element floating point vector
CVec3 Defines a 3-element floating point vector
CVec4 Defines 4-element floating point vector
CVertexAttribValue Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer
CVertexStreamAttribute VertexStreamAttribute is used to specify the vertex attribute for drawing, which is correspondent to glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
CViewport Viewport is a normalized to FrameBufferObject But for default FBO, the size is absolute