Merge pull request #10962 from dingpinglv/Iss_Annotate

[ci skip] added js annotate to classes
This commit is contained in:
minggo 2015-03-19 11:56:07 +08:00
commit 1d37016912
5 changed files with 24 additions and 18 deletions

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@ -99,7 +99,7 @@ public:
* @brief Get the vertex that belongs to certain position in the grid. * @brief Get the vertex that belongs to certain position in the grid.
* @param position The position of the grid. * @param position The position of the grid.
* @return Return a pointer of vertex. * @return Return a pointer of vertex.
* @js NA * @js vertex
* @lua NA * @lua NA
*/ */
Vec3 getVertex(const Vec2& position) const; Vec3 getVertex(const Vec2& position) const;
@ -114,7 +114,7 @@ public:
* @brief Get the non-transformed vertex that belongs to certain position in the grid. * @brief Get the non-transformed vertex that belongs to certain position in the grid.
* @param position The position of the grid. * @param position The position of the grid.
* @return Return a pointer of vertex. * @return Return a pointer of vertex.
* @js NA * @js originalVertex
* @lua NA * @lua NA
*/ */
Vec3 getOriginalVertex(const Vec2& position) const; Vec3 getOriginalVertex(const Vec2& position) const;
@ -129,7 +129,7 @@ public:
* @brief Set a new vertex to a certain position of the grid. * @brief Set a new vertex to a certain position of the grid.
* @param position The position of the grid. * @param position The position of the grid.
* @param vertex The vertex will be used on the certain position of grid. * @param vertex The vertex will be used on the certain position of grid.
* @js NA * @js setVertex
* @lua NA * @lua NA
*/ */
void setVertex(const Vec2& position, const Vec3& vertex); void setVertex(const Vec2& position, const Vec3& vertex);
@ -153,7 +153,6 @@ public:
* @param duration The duration of the action. It's a value in seconds. * @param duration The duration of the action. It's a value in seconds.
* @param gridSize Specify the grid size of the action. * @param gridSize Specify the grid size of the action.
* @return A pointer of TiledGrid3DAction. If creation failed, return nil. * @return A pointer of TiledGrid3DAction. If creation failed, return nil.
* @js NA
* @lua NA * @lua NA
*/ */
static TiledGrid3DAction* create(float duration, const Size& gridSize); static TiledGrid3DAction* create(float duration, const Size& gridSize);
@ -162,7 +161,7 @@ public:
* @brief Get the tile that belongs to a certain position of the grid. * @brief Get the tile that belongs to a certain position of the grid.
* @param position The position of the tile want to get. * @param position The position of the tile want to get.
* @return A quadrilateral of the tile. * @return A quadrilateral of the tile.
* @js NA * @js tile
* @lua NA * @lua NA
*/ */
Quad3 getTile(const Vec2& position) const; Quad3 getTile(const Vec2& position) const;
@ -177,7 +176,7 @@ public:
* @brief Get the non-transformed tile that belongs to a certain position of the grid. * @brief Get the non-transformed tile that belongs to a certain position of the grid.
* @param position The position of the tile want to get. * @param position The position of the tile want to get.
* @return A quadrilateral of the tile. * @return A quadrilateral of the tile.
* @js NA * @js originalTile
* @lua NA * @lua NA
*/ */
Quad3 getOriginalTile(const Vec2& position) const; Quad3 getOriginalTile(const Vec2& position) const;
@ -192,7 +191,6 @@ public:
* @brief Set a new tile to a certain position of the grid. * @brief Set a new tile to a certain position of the grid.
* @param position The position of the tile. * @param position The position of the tile.
* @param coords The quadrilateral of the new tile. * @param coords The quadrilateral of the new tile.
* @js NA
* @lua NA * @lua NA
*/ */
void setTile(const Vec2& position, const Quad3& coords); void setTile(const Vec2& position, const Quad3& coords);
@ -210,6 +208,7 @@ public:
/** /**
@brief AccelDeccelAmplitude action. @brief AccelDeccelAmplitude action.
@js NA
*/ */
class CC_DLL AccelDeccelAmplitude : public ActionInterval class CC_DLL AccelDeccelAmplitude : public ActionInterval
{ {
@ -261,6 +260,7 @@ private:
/** /**
@brief AccelAmplitude action. @brief AccelAmplitude action.
@js NA
*/ */
class CC_DLL AccelAmplitude : public ActionInterval class CC_DLL AccelAmplitude : public ActionInterval
{ {
@ -306,6 +306,7 @@ private:
/** /**
@brief DeccelAmplitude action. @brief DeccelAmplitude action.
@js NA
*/ */
class CC_DLL DeccelAmplitude : public ActionInterval class CC_DLL DeccelAmplitude : public ActionInterval
{ {

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@ -182,7 +182,6 @@ public:
/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed. /* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
* @since v2.0 * @since v2.0
* @js NA
* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame. * @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
* @param delayPerUnit The delay per units in seconds and and how many times it should be executed. * @param delayPerUnit The delay per units in seconds and and how many times it should be executed.
* @param loops The times the animation is going to loop. * @param loops The times the animation is going to loop.
@ -203,6 +202,7 @@ public:
void addSpriteFrameWithFile(const std::string& filename); void addSpriteFrameWithFile(const std::string& filename);
/** /**
* @deprecated. Use addSpriteFrameWithFile() instead. * @deprecated. Use addSpriteFrameWithFile() instead.
@js NA
*/ */
CC_DEPRECATED_ATTRIBUTE void addSpriteFrameWithFileName(const std::string& filename){ addSpriteFrameWithFile(filename);} CC_DEPRECATED_ATTRIBUTE void addSpriteFrameWithFileName(const std::string& filename){ addSpriteFrameWithFile(filename);}

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@ -45,10 +45,13 @@ class Animation;
*/ */
/** Singleton that manages the Animations. /** Singleton that manages the Animations.
* It saves in a cache the animations. You should use this class if you want to save your animations in a cache. It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
* Before v0.99.5, the recommend way was to save them on the Sprite. Since v0.99.5, you should use this class instead.
* @since v0.99.5 Before v0.99.5, the recommend way was to save them on the Sprite. Since v0.99.5, you should use this class instead.
*/
@since v0.99.5
@js cc.animationCache
*/
class CC_DLL AnimationCache : public Ref class CC_DLL AnimationCache : public Ref
{ {
public: public:
@ -61,13 +64,14 @@ public:
* @lua NA * @lua NA
*/ */
~AnimationCache(); ~AnimationCache();
/** Returns the shared instance of the Animation cache. /** Returns the shared instance of the Animation cache
* @js NA
* @return The shared instance of the Animation cache. */
*/
static AnimationCache* getInstance(); static AnimationCache* getInstance();
/** Purges the cache. It releases all the Animation objects and the shared instance. */ /** Purges the cache. It releases all the Animation objects and the shared instance.
@js NA
*/
static void destroyInstance(); static void destroyInstance();
/** @deprecated Use getInstance() instead. */ /** @deprecated Use getInstance() instead. */
@ -115,6 +119,7 @@ public:
* @param dictionary An NSDictionary. * @param dictionary An NSDictionary.
* @param plist The path of the relative file,it use to find the plist path for load SpriteFrames. * @param plist The path of the relative file,it use to find the plist path for load SpriteFrames.
* @since v1.1 * @since v1.1
@js NA
*/ */
void addAnimationsWithDictionary(const ValueMap& dictionary,const std::string& plist); void addAnimationsWithDictionary(const ValueMap& dictionary,const std::string& plist);

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@ -96,7 +96,6 @@ public:
*/ */
virtual void setBlendFunc(const BlendFunc& blendFunc) override; virtual void setBlendFunc(const BlendFunc& blendFunc) override;
/** /**
* @js NA
* @lua NA * @lua NA
*/ */
virtual const BlendFunc& getBlendFunc() const override; virtual const BlendFunc& getBlendFunc() const override;

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@ -71,6 +71,7 @@ public:
/** /**
* Ref is used for reference count manangement. If a class inherits from Ref, * Ref is used for reference count manangement. If a class inherits from Ref,
* then it is easy to be shared in different places. * then it is easy to be shared in different places.
* @js NA
*/ */
class CC_DLL Ref class CC_DLL Ref
{ {