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gameplay::Text Member List
This is the complete list of members for gameplay::Text, including all inherited members.
_nodegameplay::Drawable [protected]
_targetTypegameplay::AnimationTarget [protected]
addChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
addRef()gameplay::Ref
ANIMATE_COLORgameplay::Text [static]
ANIMATE_OPACITYgameplay::Text [static]
AnimationTarget()gameplay::AnimationTarget [protected]
clone(NodeCloneContext &context)gameplay::Text [protected, virtual]
cloneInto(AnimationTarget *target, NodeCloneContext &context) const gameplay::AnimationTarget [protected]
create(const char *fontPath, const char *str, const Vector4 &color=Vector4::one(), unsigned int size=0)gameplay::Text [static]
create(Properties *properties)gameplay::Text [static]
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, float *keyInValue, float *keyOutValue, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, const char *url)gameplay::AnimationTarget
createAnimation(const char *id, Properties *animationProperties)gameplay::AnimationTarget
createAnimationFromBy(const char *id, int propertyId, float *from, float *by, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
createAnimationFromTo(const char *id, int propertyId, float *from, float *to, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
destroyAnimation(const char *id=NULL)gameplay::AnimationTarget
draw(bool wireframe=false)gameplay::Text [virtual]
Drawable()gameplay::Drawable
getAnimation(const char *id=NULL) const gameplay::AnimationTarget
getAnimationPropertyComponentCount(int propertyId) const gameplay::Text [protected, virtual]
getAnimationPropertyValue(int propertyId, AnimationValue *value)gameplay::Text [protected, virtual]
getChannel(const char *id) const gameplay::AnimationTarget [protected]
getClip() const gameplay::Text
getColor() const gameplay::Text
getHeight() const gameplay::Text
getJustify() const gameplay::Text
getNode() const gameplay::Drawable
getOpacity() const gameplay::Text
getPropertyId(TargetType type, const char *propertyIdStr)gameplay::Text [protected, virtual]
getRefCount() const gameplay::Ref
getRightToLeft() const gameplay::Text
getSize() const gameplay::Text
getText() const gameplay::Text
getWidth() const gameplay::Text
getWrap() const gameplay::Text
operator=(const Text &text)gameplay::Text [protected]
Ref()gameplay::Ref [protected]
Ref(const Ref &copy)gameplay::Ref [protected]
release()gameplay::Ref
removeChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
SCALAR enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
setAnimationPropertyValue(int propertyId, AnimationValue *value, float blendWeight=1.0f)gameplay::Text [protected, virtual]
setClip(const Rectangle &clip)gameplay::Text
setColor(const Vector4 &color)gameplay::Text
setHeight(float height)gameplay::Text
setJustify(Font::Justify align)gameplay::Text
setNode(Node *node)gameplay::Drawable [protected, virtual]
setOpacity(float opacity)gameplay::Text
setRightToLeft(bool rightToLeft)gameplay::Text
setText(const char *str)gameplay::Text
setWidth(float width)gameplay::Text
setWrap(bool wrap)gameplay::Text
TargetType enum namegameplay::AnimationTarget [protected]
Text()gameplay::Text [protected]
TRANSFORM enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
~AnimationTarget()gameplay::AnimationTarget [protected, virtual]
~Drawable()gameplay::Drawable [virtual]
~Ref()gameplay::Ref [protected, virtual]
~Text()gameplay::Text [protected]
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