mirror of https://github.com/axmolengine/axmol.git
Merge pull request #10962 from dingpinglv/Iss_Annotate
[ci skip] added js annotate to classes
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commit
1d37016912
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@ -99,7 +99,7 @@ public:
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* @brief Get the vertex that belongs to certain position in the grid.
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* @brief Get the vertex that belongs to certain position in the grid.
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* @param position The position of the grid.
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* @param position The position of the grid.
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* @return Return a pointer of vertex.
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* @return Return a pointer of vertex.
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* @js NA
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* @js vertex
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* @lua NA
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* @lua NA
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*/
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*/
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Vec3 getVertex(const Vec2& position) const;
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Vec3 getVertex(const Vec2& position) const;
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@ -114,7 +114,7 @@ public:
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* @brief Get the non-transformed vertex that belongs to certain position in the grid.
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* @brief Get the non-transformed vertex that belongs to certain position in the grid.
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* @param position The position of the grid.
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* @param position The position of the grid.
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* @return Return a pointer of vertex.
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* @return Return a pointer of vertex.
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* @js NA
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* @js originalVertex
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* @lua NA
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* @lua NA
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*/
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*/
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Vec3 getOriginalVertex(const Vec2& position) const;
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Vec3 getOriginalVertex(const Vec2& position) const;
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@ -129,7 +129,7 @@ public:
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* @brief Set a new vertex to a certain position of the grid.
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* @brief Set a new vertex to a certain position of the grid.
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* @param position The position of the grid.
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* @param position The position of the grid.
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* @param vertex The vertex will be used on the certain position of grid.
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* @param vertex The vertex will be used on the certain position of grid.
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* @js NA
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* @js setVertex
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* @lua NA
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* @lua NA
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*/
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*/
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void setVertex(const Vec2& position, const Vec3& vertex);
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void setVertex(const Vec2& position, const Vec3& vertex);
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@ -153,7 +153,6 @@ public:
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* @param duration The duration of the action. It's a value in seconds.
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* @param duration The duration of the action. It's a value in seconds.
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* @param gridSize Specify the grid size of the action.
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* @param gridSize Specify the grid size of the action.
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* @return A pointer of TiledGrid3DAction. If creation failed, return nil.
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* @return A pointer of TiledGrid3DAction. If creation failed, return nil.
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* @js NA
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* @lua NA
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* @lua NA
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*/
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*/
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static TiledGrid3DAction* create(float duration, const Size& gridSize);
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static TiledGrid3DAction* create(float duration, const Size& gridSize);
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@ -162,7 +161,7 @@ public:
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* @brief Get the tile that belongs to a certain position of the grid.
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* @brief Get the tile that belongs to a certain position of the grid.
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* @param position The position of the tile want to get.
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* @param position The position of the tile want to get.
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* @return A quadrilateral of the tile.
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* @return A quadrilateral of the tile.
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* @js NA
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* @js tile
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* @lua NA
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* @lua NA
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*/
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*/
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Quad3 getTile(const Vec2& position) const;
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Quad3 getTile(const Vec2& position) const;
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@ -177,7 +176,7 @@ public:
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* @brief Get the non-transformed tile that belongs to a certain position of the grid.
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* @brief Get the non-transformed tile that belongs to a certain position of the grid.
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* @param position The position of the tile want to get.
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* @param position The position of the tile want to get.
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* @return A quadrilateral of the tile.
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* @return A quadrilateral of the tile.
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* @js NA
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* @js originalTile
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* @lua NA
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* @lua NA
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*/
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*/
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Quad3 getOriginalTile(const Vec2& position) const;
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Quad3 getOriginalTile(const Vec2& position) const;
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@ -192,7 +191,6 @@ public:
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* @brief Set a new tile to a certain position of the grid.
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* @brief Set a new tile to a certain position of the grid.
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* @param position The position of the tile.
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* @param position The position of the tile.
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* @param coords The quadrilateral of the new tile.
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* @param coords The quadrilateral of the new tile.
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* @js NA
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* @lua NA
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* @lua NA
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*/
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*/
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void setTile(const Vec2& position, const Quad3& coords);
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void setTile(const Vec2& position, const Quad3& coords);
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@ -210,6 +208,7 @@ public:
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/**
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/**
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@brief AccelDeccelAmplitude action.
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@brief AccelDeccelAmplitude action.
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@js NA
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*/
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*/
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class CC_DLL AccelDeccelAmplitude : public ActionInterval
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class CC_DLL AccelDeccelAmplitude : public ActionInterval
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{
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{
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@ -261,6 +260,7 @@ private:
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/**
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/**
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@brief AccelAmplitude action.
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@brief AccelAmplitude action.
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@js NA
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*/
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*/
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class CC_DLL AccelAmplitude : public ActionInterval
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class CC_DLL AccelAmplitude : public ActionInterval
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{
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{
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@ -306,6 +306,7 @@ private:
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/**
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/**
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@brief DeccelAmplitude action.
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@brief DeccelAmplitude action.
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@js NA
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*/
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*/
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class CC_DLL DeccelAmplitude : public ActionInterval
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class CC_DLL DeccelAmplitude : public ActionInterval
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{
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{
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@ -182,7 +182,6 @@ public:
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
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* @since v2.0
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* @since v2.0
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* @js NA
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* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
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* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
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* @param delayPerUnit The delay per units in seconds and and how many times it should be executed.
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* @param delayPerUnit The delay per units in seconds and and how many times it should be executed.
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* @param loops The times the animation is going to loop.
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* @param loops The times the animation is going to loop.
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@ -203,6 +202,7 @@ public:
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void addSpriteFrameWithFile(const std::string& filename);
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void addSpriteFrameWithFile(const std::string& filename);
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/**
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/**
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* @deprecated. Use addSpriteFrameWithFile() instead.
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* @deprecated. Use addSpriteFrameWithFile() instead.
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@js NA
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*/
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*/
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CC_DEPRECATED_ATTRIBUTE void addSpriteFrameWithFileName(const std::string& filename){ addSpriteFrameWithFile(filename);}
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CC_DEPRECATED_ATTRIBUTE void addSpriteFrameWithFileName(const std::string& filename){ addSpriteFrameWithFile(filename);}
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@ -45,10 +45,13 @@ class Animation;
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*/
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*/
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/** Singleton that manages the Animations.
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/** Singleton that manages the Animations.
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* It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
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It saves in a cache the animations. You should use this class if you want to save your animations in a cache.
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* Before v0.99.5, the recommend way was to save them on the Sprite. Since v0.99.5, you should use this class instead.
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* @since v0.99.5
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Before v0.99.5, the recommend way was to save them on the Sprite. Since v0.99.5, you should use this class instead.
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*/
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@since v0.99.5
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@js cc.animationCache
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*/
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class CC_DLL AnimationCache : public Ref
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class CC_DLL AnimationCache : public Ref
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{
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{
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public:
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public:
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@ -61,13 +64,14 @@ public:
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* @lua NA
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* @lua NA
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*/
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*/
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~AnimationCache();
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~AnimationCache();
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/** Returns the shared instance of the Animation cache.
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/** Returns the shared instance of the Animation cache
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*
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@js NA
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* @return The shared instance of the Animation cache.
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*/
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*/
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static AnimationCache* getInstance();
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static AnimationCache* getInstance();
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/** Purges the cache. It releases all the Animation objects and the shared instance. */
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/** Purges the cache. It releases all the Animation objects and the shared instance.
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@js NA
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*/
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static void destroyInstance();
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static void destroyInstance();
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/** @deprecated Use getInstance() instead. */
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/** @deprecated Use getInstance() instead. */
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@ -115,6 +119,7 @@ public:
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* @param dictionary An NSDictionary.
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* @param dictionary An NSDictionary.
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* @param plist The path of the relative file,it use to find the plist path for load SpriteFrames.
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* @param plist The path of the relative file,it use to find the plist path for load SpriteFrames.
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* @since v1.1
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* @since v1.1
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@js NA
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*/
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*/
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void addAnimationsWithDictionary(const ValueMap& dictionary,const std::string& plist);
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void addAnimationsWithDictionary(const ValueMap& dictionary,const std::string& plist);
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@ -96,7 +96,6 @@ public:
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*/
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*/
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
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/**
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/**
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* @js NA
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* @lua NA
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* @lua NA
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*/
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*/
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virtual const BlendFunc& getBlendFunc() const override;
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virtual const BlendFunc& getBlendFunc() const override;
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@ -71,6 +71,7 @@ public:
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/**
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/**
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* Ref is used for reference count manangement. If a class inherits from Ref,
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* Ref is used for reference count manangement. If a class inherits from Ref,
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* then it is easy to be shared in different places.
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* then it is easy to be shared in different places.
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* @js NA
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*/
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*/
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class CC_DLL Ref
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class CC_DLL Ref
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{
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{
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