mirror of https://github.com/axmolengine/axmol.git
Merge pull request #11081 from VisualSJ/v3-docs
[ci skip] Add javascript notes...
This commit is contained in:
commit
2dfc0e11db
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@ -117,7 +117,6 @@ public:
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*/
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void update(float delta) override;
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@ -75,6 +75,7 @@ public:
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* @param tex A given texture.
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* @param capacity A capacity of particles.
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* @return An autoreleased ParticleBatchNode object.
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* @js NA
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*/
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static ParticleBatchNode* createWithTexture(Texture2D *tex, int capacity = kParticleDefaultCapacity);
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@ -51,6 +51,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFire object.
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* @js NA
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*/
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static ParticleFire* createWithTotalParticles(int numberOfParticles);
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@ -87,6 +88,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFireworks object.
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* @js NA
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*/
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static ParticleFireworks* createWithTotalParticles(int numberOfParticles);
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@ -124,6 +126,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSun object.
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* @js NA
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*/
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static ParticleSun* createWithTotalParticles(int numberOfParticles);
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@ -161,6 +164,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleGalaxy object.
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* @js NA
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*/
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static ParticleGalaxy* createWithTotalParticles(int numberOfParticles);
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@ -198,6 +202,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleFlower object.
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* @js NA
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*/
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static ParticleFlower* createWithTotalParticles(int numberOfParticles);
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@ -234,6 +239,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleMeteor object.
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* @js NA
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*/
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static ParticleMeteor* createWithTotalParticles(int numberOfParticles);
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@ -270,6 +276,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSpiral object.
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* @js NA
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*/
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static ParticleSpiral* createWithTotalParticles(int numberOfParticles);
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@ -307,6 +314,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleExplosion object.
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* @js NA
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*/
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static ParticleExplosion* createWithTotalParticles(int numberOfParticles);
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@ -343,6 +351,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSmoke object.
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* @js NA
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*/
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static ParticleSmoke* createWithTotalParticles(int numberOfParticles);
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@ -379,6 +388,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSnow object.
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* @js NA
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*/
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static ParticleSnow* createWithTotalParticles(int numberOfParticles);
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@ -415,6 +425,7 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleRain object.
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* @js NA
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*/
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static ParticleRain* createWithTotalParticles(int numberOfParticles);
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@ -140,6 +140,7 @@ class CC_DLL ParticleSystem : public Node, public TextureProtocol
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{
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public:
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/** Mode
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* @js cc.ParticleSystem.MODE_GRAVITY;
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*/
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enum class Mode
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{
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@ -149,6 +150,7 @@ public:
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/** PositionType
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Possible types of particle positions.
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* @js cc.ParticleSystem.TYPE_FREE
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*/
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enum class PositionType
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{
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@ -187,12 +189,14 @@ public:
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSystemQuad object.
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* @js NA
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*/
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static ParticleSystem* createWithTotalParticles(int numberOfParticles);
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/** Add a particle to the emitter.
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*
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* @return True if add success.
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* @js ctor
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*/
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bool addParticle();
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/** Initializes a particle.
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@ -53,6 +53,7 @@ Special features and Limitations:
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- It supports subrects.
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- It supports batched rendering since 1.1.
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@since v0.8
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@js NA
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*/
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class CC_DLL ParticleSystemQuad : public ParticleSystem
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{
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@ -48,6 +48,7 @@ class NodeGrid;
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/** @class TransitionEaseScene
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* @brief TransitionEaseScene can ease the actions of the scene protocol.
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@since v0.8.2
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@js NA
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*/
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class CC_DLL TransitionEaseScene// : public Ref
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{
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@ -491,7 +492,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -533,7 +533,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -574,7 +573,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -615,7 +613,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -656,7 +653,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -697,7 +693,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -738,7 +733,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -776,12 +770,10 @@ public:
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static TransitionFade* create(float duration, Scene* scene);
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onExit() override;
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@ -822,17 +814,14 @@ public :
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onExit() override;
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@ -864,12 +853,17 @@ public :
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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/**
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* @js NA
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*/
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virtual void onExit() override;
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virtual ActionInterval * easeActionWithAction(ActionInterval * action) override;
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/**
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* @js NA
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*/
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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CC_CONSTRUCTOR_ACCESS:
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@ -909,7 +903,6 @@ public:
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// Overrides
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//
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/**
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* @js NA
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* @lua NA
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*/
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virtual void onEnter() override;
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@ -67,6 +67,7 @@ public:
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//
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// Overrides
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// @js NA
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//
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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@ -42,6 +42,7 @@ NS_CC_BEGIN
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/** @class Configuration
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* @brief Configuration contains some openGL variables
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* @since v0.99.0
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* @js NA
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*/
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class CC_DLL Configuration : public Ref
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{
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@ -43,13 +43,17 @@ NS_CC_BEGIN
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class CC_DLL Touch : public Ref
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{
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public:
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/** Dispatch mode, how the touches are dispathced. */
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/**
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* Dispatch mode, how the touches are dispathced.
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* @js NA
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*/
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enum class DispatchMode {
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ALL_AT_ONCE, /** All at once. */
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ONE_BY_ONE, /** One by one. */
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};
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/** Constructor.
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* @js ctor
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*/
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Touch()
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: _id(0),
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