axmol/cocos/scripting/lua-bindings/auto/api/Scale9Sprite.lua

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-- @module Scale9Sprite
-- @extend Node
-- @parent_module ccui
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--
-- @function [parent=#Scale9Sprite] disableCascadeColor
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-- @param self
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-- @overload self, cc.Sprite, rect_table, bool, vec2_table, size_table, rect_table
-- @overload self, cc.Sprite, rect_table, bool, rect_table
-- @function [parent=#Scale9Sprite] updateWithSprite
-- @param self
-- @param #cc.Sprite sprite
-- @param #rect_table rect
-- @param #bool rotated
-- @param #vec2_table offset
-- @param #size_table originalSize
-- @param #rect_table capInsets
-- @return bool#bool ret (return value: bool)
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-- Returns the flag which indicates whether the widget is flipped horizontally or not.<br>
-- It only flips the texture of the widget, and not the texture of the widget's children.<br>
-- Also, flipping the texture doesn't alter the anchorPoint.<br>
-- If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
-- widget->setScaleX(sprite->getScaleX() * -1);<br>
-- return true if the widget is flipped horizaontally, false otherwise.
-- @function [parent=#Scale9Sprite] isFlippedX
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Sets whether the widget should be flipped vertically or not.<br>
-- param bFlippedY true if the widget should be flipped vertically, flase otherwise.
-- @function [parent=#Scale9Sprite] setFlippedY
-- @param self
-- @param #bool flippedY
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-- Sets whether the widget should be flipped horizontally or not.<br>
-- param bFlippedX true if the widget should be flipped horizaontally, false otherwise.
-- @function [parent=#Scale9Sprite] setFlippedX
-- @param self
-- @param #bool flippedX
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--
-- @function [parent=#Scale9Sprite] setScale9Enabled
-- @param self
-- @param #bool enabled
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--
-- @function [parent=#Scale9Sprite] disableCascadeOpacity
-- @param self
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--
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-- @function [parent=#Scale9Sprite] setInsetBottom
-- @param self
-- @param #float bottomInset
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-- @overload self, string
-- @overload self, string, rect_table
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-- @function [parent=#Scale9Sprite] initWithSpriteFrameName
-- @param self
-- @param #string spriteFrameName
-- @param #rect_table capInsets
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Scale9Sprite] getSprite
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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--
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-- @function [parent=#Scale9Sprite] setInsetTop
-- @param self
-- @param #float topInset
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-- @overload self, cc.Sprite, rect_table, bool, rect_table
-- @overload self
-- @overload self, cc.Sprite, rect_table, rect_table
-- @overload self, cc.Sprite, rect_table, bool, vec2_table, size_table, rect_table
-- @function [parent=#Scale9Sprite] init
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-- @param self
-- @param #cc.Sprite sprite
-- @param #rect_table rect
-- @param #bool rotated
-- @param #vec2_table offset
-- @param #size_table originalSize
-- @param #rect_table capInsets
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Scale9Sprite] setPreferredSize
-- @param self
-- @param #size_table size
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--
-- @function [parent=#Scale9Sprite] getInsetRight
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-- @param self
-- @return float#float ret (return value: float)
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--
-- @function [parent=#Scale9Sprite] setSpriteFrame
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-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @param #rect_table capInsets
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--
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-- @function [parent=#Scale9Sprite] getInsetBottom
-- @param self
-- @return float#float ret (return value: float)
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-- Creates and returns a new sprite object with the specified cap insets.<br>
-- You use this method to add cap insets to a sprite or to change the existing<br>
-- cap insets of a sprite. In both cases, you get back a new image and the<br>
-- original sprite remains untouched.<br>
-- param capInsets The values to use for the cap insets.
-- @function [parent=#Scale9Sprite] resizableSpriteWithCapInsets
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-- @param self
-- @param #rect_table capInsets
-- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite)
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--
-- @function [parent=#Scale9Sprite] isScale9Enabled
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-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Scale9Sprite] getCapInsets
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-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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--
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-- @function [parent=#Scale9Sprite] getOriginalSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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-- @overload self, string, rect_table
-- @overload self, string, rect_table, rect_table
-- @overload self, rect_table, string
-- @overload self, string
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-- @function [parent=#Scale9Sprite] initWithFile
-- @param self
-- @param #string file
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-- @param #rect_table rect
-- @param #rect_table capInsets
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Scale9Sprite] getInsetTop
-- @param self
-- @return float#float ret (return value: float)
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--
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-- @function [parent=#Scale9Sprite] setInsetLeft
-- @param self
-- @param #float leftInset
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-- @overload self, cc.SpriteFrame
-- @overload self, cc.SpriteFrame, rect_table
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-- @function [parent=#Scale9Sprite] initWithSpriteFrame
-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @param #rect_table capInsets
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Scale9Sprite] getPreferredSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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--
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-- @function [parent=#Scale9Sprite] setCapInsets
-- @param self
-- @param #rect_table rect
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-- Return the flag which indicates whether the widget is flipped vertically or not.<br>
-- It only flips the texture of the widget, and not the texture of the widget's children.<br>
-- Also, flipping the texture doesn't alter the anchorPoint.<br>
-- If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
-- widget->setScaleY(widget->getScaleY() * -1);<br>
-- return true if the widget is flipped vertically, flase otherwise.
-- @function [parent=#Scale9Sprite] isFlippedY
-- @param self
-- @return bool#bool ret (return value: bool)
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--
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-- @function [parent=#Scale9Sprite] getInsetLeft
-- @param self
-- @return float#float ret (return value: float)
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--
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-- @function [parent=#Scale9Sprite] setInsetRight
-- @param self
-- @param #float rightInset
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-- @overload self, string, rect_table, rect_table
-- @overload self
-- @overload self, rect_table, string
-- @overload self, string, rect_table
-- @overload self, string
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-- @function [parent=#Scale9Sprite] create
-- @param self
-- @param #string file
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-- @param #rect_table rect
-- @param #rect_table capInsets
-- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite)
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-- @overload self, string, rect_table
-- @overload self, string
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-- @function [parent=#Scale9Sprite] createWithSpriteFrameName
-- @param self
-- @param #string spriteFrameName
-- @param #rect_table capInsets
-- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite)
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-- @overload self, cc.SpriteFrame, rect_table
-- @overload self, cc.SpriteFrame
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-- @function [parent=#Scale9Sprite] createWithSpriteFrame
-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @param #rect_table capInsets
-- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite)
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--
-- @function [parent=#Scale9Sprite] setAnchorPoint
-- @param self
-- @param #vec2_table anchorPoint
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--
-- @function [parent=#Scale9Sprite] updateDisplayedOpacity
-- @param self
-- @param #unsigned char parentOpacity
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--
-- @function [parent=#Scale9Sprite] cleanup
-- @param self
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--
-- @function [parent=#Scale9Sprite] updateDisplayedColor
-- @param self
-- @param #color3b_table parentColor
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--
-- @function [parent=#Scale9Sprite] setContentSize
-- @param self
-- @param #size_table size
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-- js ctor
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-- @function [parent=#Scale9Sprite] Scale9Sprite
-- @param self
return nil