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gameplay::Scene Member List
This is the complete list of members for gameplay::Scene, including all inherited members.
addNode(const char *id=NULL)gameplay::Scene
addNode(Node *node)gameplay::Scene
addRef()gameplay::Ref
bindAudioListenerToCamera(bool bind)gameplay::Scene
create(const char *id=NULL)gameplay::Scene [static]
findNode(const char *id, bool recursive=true, bool exactMatch=true) const gameplay::Scene
findNodes(const char *id, std::vector< Node * > &nodes, bool recursive=true, bool exactMatch=true) const gameplay::Scene
getActiveCamera()gameplay::Scene
getAmbientColor() const gameplay::Scene
getFirstNode() const gameplay::Scene
getId() const gameplay::Scene
getNext()gameplay::Scene
getNodeCount() const gameplay::Scene
getRefCount() const gameplay::Ref
getScene(const char *id=NULL)gameplay::Scene [static]
load(const char *filePath)gameplay::Scene [static]
Ref()gameplay::Ref [protected]
Ref(const Ref &copy)gameplay::Ref [protected]
release()gameplay::Ref
removeAllNodes()gameplay::Scene
removeNode(Node *node)gameplay::Scene
reset()gameplay::Scene
setActiveCamera(Camera *camera)gameplay::Scene
setAmbientColor(float red, float green, float blue)gameplay::Scene
setId(const char *id)gameplay::Scene
update(float elapsedTime)gameplay::Scene
visit(T *instance, bool(T::*visitMethod)(Node *))gameplay::Scene
visit(T *instance, bool(T::*visitMethod)(Node *, C), C cookie)gameplay::Scene
visit(const char *visitMethod)gameplay::Scene [inline]
~Ref()gameplay::Ref [protected, virtual]
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