mirror of https://github.com/axmolengine/axmol.git
Merge pull request #12060 from CocosRobot/update_lua_bindings_1432717405
[AUTO]: updating luabinding & jsbinding automatically
This commit is contained in:
commit
6f16965b06
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@ -1496,6 +1496,18 @@ getCapInsetsNormalRenderer : function (
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return cc.Rect;
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},
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/**
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* @method setTitleAlignment
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* @param {cc.TextHAlignment|cc.TextHAlignment} texthalignment
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* @param {cc.TextVAlignment} textvalignment
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*/
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setTitleAlignment : function(
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texthalignment,
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textvalignment
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)
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{
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},
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/**
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* @method getCapInsetsPressedRenderer
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* @return {rect_object}
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@ -3595,6 +3595,45 @@ bool js_cocos2dx_ui_Button_getCapInsetsNormalRenderer(JSContext *cx, uint32_t ar
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JS_ReportError(cx, "js_cocos2dx_ui_Button_getCapInsetsNormalRenderer : wrong number of arguments: %d, was expecting %d", argc, 0);
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return false;
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}
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bool js_cocos2dx_ui_Button_setTitleAlignment(JSContext *cx, uint32_t argc, jsval *vp)
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{
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JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
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bool ok = true;
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JS::RootedObject obj(cx);
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cocos2d::ui::Button* cobj = NULL;
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obj = args.thisv().toObjectOrNull();
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js_proxy_t *proxy = jsb_get_js_proxy(obj);
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cobj = (cocos2d::ui::Button *)(proxy ? proxy->ptr : NULL);
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JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_ui_Button_setTitleAlignment : Invalid Native Object");
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do {
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if (argc == 2) {
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cocos2d::TextHAlignment arg0;
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ok &= jsval_to_int32(cx, args.get(0), (int32_t *)&arg0);
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if (!ok) { ok = true; break; }
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cocos2d::TextVAlignment arg1;
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ok &= jsval_to_int32(cx, args.get(1), (int32_t *)&arg1);
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if (!ok) { ok = true; break; }
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cobj->setTitleAlignment(arg0, arg1);
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args.rval().setUndefined();
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return true;
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}
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} while(0);
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do {
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if (argc == 1) {
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cocos2d::TextHAlignment arg0;
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ok &= jsval_to_int32(cx, args.get(0), (int32_t *)&arg0);
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if (!ok) { ok = true; break; }
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cobj->setTitleAlignment(arg0);
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args.rval().setUndefined();
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return true;
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}
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} while(0);
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JS_ReportError(cx, "js_cocos2dx_ui_Button_setTitleAlignment : wrong number of arguments");
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return false;
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}
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bool js_cocos2dx_ui_Button_getCapInsetsPressedRenderer(JSContext *cx, uint32_t argc, jsval *vp)
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{
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JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
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@ -4051,6 +4090,7 @@ void js_register_cocos2dx_ui_Button(JSContext *cx, JS::HandleObject global) {
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JS_FN("loadTexturePressed", js_cocos2dx_ui_Button_loadTexturePressed, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("setTitleFontName", js_cocos2dx_ui_Button_setTitleFontName, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("getCapInsetsNormalRenderer", js_cocos2dx_ui_Button_getCapInsetsNormalRenderer, 0, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("setTitleAlignment", js_cocos2dx_ui_Button_setTitleAlignment, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("getCapInsetsPressedRenderer", js_cocos2dx_ui_Button_getCapInsetsPressedRenderer, 0, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("loadTextures", js_cocos2dx_ui_Button_loadTextures, 2, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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JS_FN("isScale9Enabled", js_cocos2dx_ui_Button_isScale9Enabled, 0, JSPROP_PERMANENT | JSPROP_ENUMERATE),
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@ -195,6 +195,7 @@ bool js_cocos2dx_ui_Button_setCapInsetsNormalRenderer(JSContext *cx, uint32_t ar
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bool js_cocos2dx_ui_Button_loadTexturePressed(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_setTitleFontName(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_getCapInsetsNormalRenderer(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_setTitleAlignment(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_getCapInsetsPressedRenderer(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_loadTextures(JSContext *cx, uint32_t argc, jsval *vp);
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bool js_cocos2dx_ui_Button_isScale9Enabled(JSContext *cx, uint32_t argc, jsval *vp);
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@ -142,6 +142,15 @@
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-- @param self
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-- @return rect_table#rect_table ret (return value: rect_table)
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--------------------------------
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-- @overload self, int, int
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-- @overload self, int
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-- @function [parent=#Button] setTitleAlignment
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-- @param self
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-- @param #int hAlignment
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-- @param #int vAlignment
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-- @return Button#Button self (return value: ccui.Button)
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--------------------------------
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-- Return the capInsets of pressed state scale9sprite.<br>
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-- return The pressed scale9 renderer capInsets.
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@ -0,0 +1,104 @@
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--------------------------------
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-- @module Material
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-- @extend RenderState
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-- @parent_module cc
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--------------------------------
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-- returns a clone (deep-copy) of the material
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-- @function [parent=#Material] clone
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-- @param self
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-- @return Material#Material ret (return value: cc.Material)
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--------------------------------
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-- Returns the number of Techniques in the Material.
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-- @function [parent=#Material] getTechniqueCount
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-- @param self
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-- @return long#long ret (return value: long)
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--------------------------------
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-- / sets the material name
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-- @function [parent=#Material] setName
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-- @param self
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-- @param #string name
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-- @return Material#Material self (return value: cc.Material)
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--------------------------------
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-- Returns a Technique by index. <br>
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-- returns `nullptr` if the index is invalid.
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-- @function [parent=#Material] getTechniqueByIndex
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-- @param self
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-- @param #long index
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-- @return Technique#Technique ret (return value: cc.Technique)
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--------------------------------
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-- / returns the material name
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-- @function [parent=#Material] getName
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-- @param self
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-- @return string#string ret (return value: string)
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--------------------------------
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-- Returns the list of Techniques
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-- @function [parent=#Material] getTechniques
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-- @param self
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-- @return array_table#array_table ret (return value: array_table)
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--------------------------------
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-- Sets the current technique
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-- @function [parent=#Material] setTechnique
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-- @param self
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-- @param #string techniqueName
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-- @return Material#Material self (return value: cc.Material)
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--------------------------------
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-- Returns a Technique by its name.<br>
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-- returns `nullptr` if the Technique can't be found.
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-- @function [parent=#Material] getTechniqueByName
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-- @param self
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-- @param #string name
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-- @return Technique#Technique ret (return value: cc.Technique)
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--------------------------------
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-- Adds a Technique into the Material
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-- @function [parent=#Material] addTechnique
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-- @param self
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-- @param #cc.Technique technique
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-- @return Material#Material self (return value: cc.Material)
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--------------------------------
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-- Returns the Technique used by the Material
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-- @function [parent=#Material] getTechnique
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-- @param self
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-- @return Technique#Technique ret (return value: cc.Technique)
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--------------------------------
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-- Creates a Material using the data from the Properties object defined at the specified URL,<br>
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-- where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"<br>
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-- (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).<br>
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-- param url The URL pointing to the Properties object defining the material.<br>
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-- return A new Material or NULL if there was an error.
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-- @function [parent=#Material] createWithFilename
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-- @param self
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-- @param #string path
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-- @return Material#Material ret (return value: cc.Material)
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--------------------------------
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-- Creates a Material with a GLProgramState.<br>
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-- It will only contain one Technique and one Pass.<br>
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-- Added in order to support legacy code.
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-- @function [parent=#Material] createWithGLStateProgram
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-- @param self
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-- @param #cc.GLProgramState programState
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-- @return Material#Material ret (return value: cc.Material)
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--------------------------------
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-- Creates a material from the specified properties object.<br>
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-- param materialProperties The properties object defining the<br>
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-- material (must have namespace equal to 'material').<br>
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-- return A new Material.
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-- @function [parent=#Material] createWithProperties
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-- @param self
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-- @param #cc.Properties materialProperties
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-- @return Material#Material ret (return value: cc.Material)
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return nil
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@ -0,0 +1,73 @@
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--------------------------------
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-- @module Pass
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-- @extend RenderState
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-- @parent_module cc
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--------------------------------
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-- Unbinds the Pass.<br>
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-- This method must be called AFTER calling the actuall draw call
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-- @function [parent=#Pass] unbind
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-- @param self
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-- @return Pass#Pass self (return value: cc.Pass)
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--------------------------------
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-- @overload self, mat4_table, bool
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-- @overload self, mat4_table
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-- @function [parent=#Pass] bind
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-- @param self
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-- @param #mat4_table modelView
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-- @param #bool bindAttributes
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-- @return Pass#Pass self (return value: cc.Pass)
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--------------------------------
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-- Returns a clone (deep-copy) of this instance
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-- @function [parent=#Pass] clone
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-- @param self
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-- @return Pass#Pass ret (return value: cc.Pass)
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--------------------------------
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-- Returns the GLProgramState
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-- @function [parent=#Pass] getGLProgramState
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-- @param self
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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--------------------------------
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-- Returns the vertex attribute binding for this pass.<br>
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-- return The vertex attribute binding for this pass.
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-- @function [parent=#Pass] getVertexAttributeBinding
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-- @param self
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-- @return VertexAttribBinding#VertexAttribBinding ret (return value: cc.VertexAttribBinding)
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--------------------------------
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--
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-- @function [parent=#Pass] getHash
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-- @param self
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-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--------------------------------
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-- Sets a vertex attribute binding for this pass.<br>
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-- When a mesh binding is set, the VertexAttribBinding will be automatically<br>
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-- bound when the bind() method is called for the pass.<br>
|
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-- param binding The VertexAttribBinding to set (or NULL to remove an existing binding).
|
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-- @function [parent=#Pass] setVertexAttribBinding
|
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-- @param self
|
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-- @param #cc.VertexAttribBinding binding
|
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-- @return Pass#Pass self (return value: cc.Pass)
|
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|
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--------------------------------
|
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--
|
||||
-- @function [parent=#Pass] create
|
||||
-- @param self
|
||||
-- @param #cc.Technique parent
|
||||
-- @return Pass#Pass ret (return value: cc.Pass)
|
||||
|
||||
--------------------------------
|
||||
-- Creates a Pass with a GLProgramState.
|
||||
-- @function [parent=#Pass] createWithGLProgramState
|
||||
-- @param self
|
||||
-- @param #cc.Technique parent
|
||||
-- @param #cc.GLProgramState programState
|
||||
-- @return Pass#Pass ret (return value: cc.Pass)
|
||||
|
||||
return nil
|
|
@ -0,0 +1,307 @@
|
|||
|
||||
--------------------------------
|
||||
-- @module Properties
|
||||
-- @parent_module cc
|
||||
|
||||
--------------------------------
|
||||
-- Returns the value of a variable that is set in this Properties object.<br>
|
||||
-- Variables take on the format ${name} and are inherited from parent Property objects.<br>
|
||||
-- param name Name of the variable to get.<br>
|
||||
-- param defaultValue Value to return if the variable is not found.<br>
|
||||
-- return The value of the specified variable, or defaultValue if not found.
|
||||
-- @function [parent=#Properties] getVariable
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #char defaultValue
|
||||
-- @return char#char ret (return value: char)
|
||||
|
||||
--------------------------------
|
||||
-- Get the value of the given property as a string. This can always be retrieved,<br>
|
||||
-- whatever the intended type of the property.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param defaultValue The default value to return if the specified property does not exist.<br>
|
||||
-- return The value of the given property as a string, or the empty string if no property with that name exists.
|
||||
-- @function [parent=#Properties] getString
|
||||
-- @param self
|
||||
-- @return char#char ret (return value: char)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a long integer.<br>
|
||||
-- If the property does not exist, zero will be returned.<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and zero will be returned.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- return The value of the given property interpreted as a long.<br>
|
||||
-- Zero if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getLong
|
||||
-- @param self
|
||||
-- @return long#long ret (return value: long)
|
||||
|
||||
--------------------------------
|
||||
-- @overload self
|
||||
-- @overload self, char, bool, bool
|
||||
-- @function [parent=#Properties] getNamespace
|
||||
-- @param self
|
||||
-- @param #char id
|
||||
-- @param #bool searchNames
|
||||
-- @param #bool recurse
|
||||
-- @return Properties#Properties ret (return value: cc.Properties)
|
||||
|
||||
--------------------------------
|
||||
-- Gets the file path for the given property if the file exists.<br>
|
||||
-- This method will first search for the file relative to the working directory.<br>
|
||||
-- If the file is not found then it will search relative to the directory the bundle file is in.<br>
|
||||
-- param name The name of the property.<br>
|
||||
-- param path The string to copy the path to if the file exists.<br>
|
||||
-- return True if the property exists and the file exists, false otherwise.<br>
|
||||
-- script{ignore}
|
||||
-- @function [parent=#Properties] getPath
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #string path
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a Matrix.<br>
|
||||
-- If the property does not exist, out will be set to the identity matrix.<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and out will be set<br>
|
||||
-- to the identity matrix.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param out The matrix to set to this property's interpreted value.<br>
|
||||
-- return True on success, false if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getMat4
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #mat4_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Check if a property with the given name is specified in this Properties object.<br>
|
||||
-- param name The name of the property to query.<br>
|
||||
-- return True if the property exists, false otherwise.
|
||||
-- @function [parent=#Properties] exists
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Sets the value of the property with the specified name.<br>
|
||||
-- If there is no property in this namespace with the current name,<br>
|
||||
-- one is added. Otherwise, the value of the first property with the<br>
|
||||
-- specified name is updated.<br>
|
||||
-- If name is NULL, the value current property (see getNextProperty) is<br>
|
||||
-- set, unless there is no current property, in which case false<br>
|
||||
-- is returned.<br>
|
||||
-- param name The name of the property to set.<br>
|
||||
-- param value The property value.<br>
|
||||
-- return True if the property was set, false otherwise.
|
||||
-- @function [parent=#Properties] setString
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #char value
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Get the ID of this Property's namespace. The ID should be a unique identifier,<br>
|
||||
-- but its uniqueness is not enforced.<br>
|
||||
-- return The ID of this Property's namespace.
|
||||
-- @function [parent=#Properties] getId
|
||||
-- @param self
|
||||
-- @return char#char ret (return value: char)
|
||||
|
||||
--------------------------------
|
||||
-- Rewind the getNextProperty() and getNextNamespace() iterators<br>
|
||||
-- to the beginning of the file.
|
||||
-- @function [parent=#Properties] rewind
|
||||
-- @param self
|
||||
-- @return Properties#Properties self (return value: cc.Properties)
|
||||
|
||||
--------------------------------
|
||||
-- Sets the value of the specified variable.<br>
|
||||
-- param name Name of the variable to set.<br>
|
||||
-- param value The value to set.
|
||||
-- @function [parent=#Properties] setVariable
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #char value
|
||||
-- @return Properties#Properties self (return value: cc.Properties)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a boolean.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param defaultValue the default value to return if the specified property does not exist within the properties file.<br>
|
||||
-- return true if the property exists and its value is "true", otherwise false.
|
||||
-- @function [parent=#Properties] getBool
|
||||
-- @param self
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- @overload self, char, vec4_table
|
||||
-- @overload self, char, vec3_table
|
||||
-- @function [parent=#Properties] getColor
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #vec3_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the type of a property.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's type.<br>
|
||||
-- return The type of the property.
|
||||
-- @function [parent=#Properties] getType
|
||||
-- @param self
|
||||
-- @return int#int ret (return value: int)
|
||||
|
||||
--------------------------------
|
||||
-- Get the next namespace.
|
||||
-- @function [parent=#Properties] getNextNamespace
|
||||
-- @param self
|
||||
-- @return Properties#Properties ret (return value: cc.Properties)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as an integer.<br>
|
||||
-- If the property does not exist, zero will be returned.<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and zero will be returned.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- return The value of the given property interpreted as an integer.<br>
|
||||
-- Zero if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getInt
|
||||
-- @param self
|
||||
-- @return int#int ret (return value: int)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a Vector3.<br>
|
||||
-- If the property does not exist, out will be set to Vector3(0.0f, 0.0f, 0.0f).<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and out will be set<br>
|
||||
-- to Vector3(0.0f, 0.0f, 0.0f).<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param out The vector to set to this property's interpreted value.<br>
|
||||
-- return True on success, false if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getVec3
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #vec3_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a Vector2.<br>
|
||||
-- If the property does not exist, out will be set to Vector2(0.0f, 0.0f).<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and out will be set<br>
|
||||
-- to Vector2(0.0f, 0.0f).<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param out The vector to set to this property's interpreted value.<br>
|
||||
-- return True on success, false if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getVec2
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #vec2_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a Vector4.<br>
|
||||
-- If the property does not exist, out will be set to Vector4(0.0f, 0.0f, 0.0f, 0.0f).<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and out will be set<br>
|
||||
-- to Vector4(0.0f, 0.0f, 0.0f, 0.0f).<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param out The vector to set to this property's interpreted value.<br>
|
||||
-- return True on success, false if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getVec4
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #vec4_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Get the name of the next property.<br>
|
||||
-- If a valid next property is returned, the value of the property can be<br>
|
||||
-- retrieved using any of the get methods in this class, passing NULL for the property name.<br>
|
||||
-- return The name of the next property, or NULL if there are no properties remaining.
|
||||
-- @function [parent=#Properties] getNextProperty
|
||||
-- @param self
|
||||
-- @return char#char ret (return value: char)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a floating-point number.<br>
|
||||
-- If the property does not exist, zero will be returned.<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and zero will be returned.<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- return The value of the given property interpreted as a float.<br>
|
||||
-- Zero if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getFloat
|
||||
-- @param self
|
||||
-- @return float#float ret (return value: float)
|
||||
|
||||
--------------------------------
|
||||
-- Interpret the value of the given property as a Quaternion specified as an axis angle.<br>
|
||||
-- If the property does not exist, out will be set to Quaternion().<br>
|
||||
-- If the property exists but could not be scanned, an error will be logged and out will be set<br>
|
||||
-- to Quaternion().<br>
|
||||
-- param name The name of the property to interpret, or NULL to return the current property's value.<br>
|
||||
-- param out The quaternion to set to this property's interpreted value.<br>
|
||||
-- return True on success, false if the property does not exist or could not be scanned.
|
||||
-- @function [parent=#Properties] getQuaternionFromAxisAngle
|
||||
-- @param self
|
||||
-- @param #char name
|
||||
-- @param #cc.Quaternion out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- @overload self, char, vec4_table
|
||||
-- @overload self, char, vec3_table
|
||||
-- @function [parent=#Properties] parseColor
|
||||
-- @param self
|
||||
-- @param #char str
|
||||
-- @param #vec3_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Attempts to parse the specified string as a Vector3 value.<br>
|
||||
-- On error, false is returned and the output is set to all zero values.<br>
|
||||
-- param str The string to parse.<br>
|
||||
-- param out The value to populate if successful.<br>
|
||||
-- return True if a valid Vector3 was parsed, false otherwise.
|
||||
-- @function [parent=#Properties] parseVec3
|
||||
-- @param self
|
||||
-- @param #char str
|
||||
-- @param #vec3_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Attempts to parse the specified string as an axis-angle value.<br>
|
||||
-- The specified string is expected to contain four comma-separated<br>
|
||||
-- values, where the first three values represents the axis and the<br>
|
||||
-- fourth value represents the angle, in degrees.<br>
|
||||
-- On error, false is returned and the output is set to all zero values.<br>
|
||||
-- param str The string to parse.<br>
|
||||
-- param out A Quaternion populated with the orientation of the axis-angle, if successful.<br>
|
||||
-- return True if a valid axis-angle was parsed, false otherwise.
|
||||
-- @function [parent=#Properties] parseAxisAngle
|
||||
-- @param self
|
||||
-- @param #char str
|
||||
-- @param #cc.Quaternion out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Attempts to parse the specified string as a Vector2 value.<br>
|
||||
-- On error, false is returned and the output is set to all zero values.<br>
|
||||
-- param str The string to parse.<br>
|
||||
-- param out The value to populate if successful.<br>
|
||||
-- return True if a valid Vector2 was parsed, false otherwise.
|
||||
-- @function [parent=#Properties] parseVec2
|
||||
-- @param self
|
||||
-- @param #char str
|
||||
-- @param #vec2_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
--------------------------------
|
||||
-- Attempts to parse the specified string as a Vector4 value.<br>
|
||||
-- On error, false is returned and the output is set to all zero values.<br>
|
||||
-- param str The string to parse.<br>
|
||||
-- param out The value to populate if successful.<br>
|
||||
-- return True if a valid Vector4 was parsed, false otherwise.
|
||||
-- @function [parent=#Properties] parseVec4
|
||||
-- @param self
|
||||
-- @param #char str
|
||||
-- @param #vec4_table out
|
||||
-- @return bool#bool ret (return value: bool)
|
||||
|
||||
return nil
|
|
@ -0,0 +1,61 @@
|
|||
|
||||
--------------------------------
|
||||
-- @module RenderState
|
||||
-- @extend Ref
|
||||
-- @parent_module cc
|
||||
|
||||
--------------------------------
|
||||
-- Replaces the texture that is at the front of _textures array.<br>
|
||||
-- Added to be backwards compatible.
|
||||
-- @function [parent=#RenderState] setTexture
|
||||
-- @param self
|
||||
-- @param #cc.Texture2D texture
|
||||
-- @return RenderState#RenderState self (return value: cc.RenderState)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the topmost RenderState in the hierarchy below the given RenderState.
|
||||
-- @function [parent=#RenderState] getTopmost
|
||||
-- @param self
|
||||
-- @param #cc.RenderState below
|
||||
-- @return RenderState#RenderState ret (return value: cc.RenderState)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the texture that is at the front of the _textures array.<br>
|
||||
-- Added to be backwards compatible.
|
||||
-- @function [parent=#RenderState] getTexture
|
||||
-- @param self
|
||||
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
|
||||
|
||||
--------------------------------
|
||||
-- Binds the render state for this RenderState and any of its parents, top-down,<br>
|
||||
-- for the given pass.
|
||||
-- @function [parent=#RenderState] bind
|
||||
-- @param self
|
||||
-- @param #cc.Pass pass
|
||||
-- @return RenderState#RenderState self (return value: cc.RenderState)
|
||||
|
||||
--------------------------------
|
||||
--
|
||||
-- @function [parent=#RenderState] getName
|
||||
-- @param self
|
||||
-- @return string#string ret (return value: string)
|
||||
|
||||
--------------------------------
|
||||
--
|
||||
-- @function [parent=#RenderState] getStateBlock
|
||||
-- @param self
|
||||
-- @return RenderState::StateBlock#RenderState::StateBlock ret (return value: cc.RenderState::StateBlock)
|
||||
|
||||
--------------------------------
|
||||
--
|
||||
-- @function [parent=#RenderState] getTextures
|
||||
-- @param self
|
||||
-- @return array_table#array_table ret (return value: array_table)
|
||||
|
||||
--------------------------------
|
||||
-- Static initializer that is called during game startup.
|
||||
-- @function [parent=#RenderState] initialize
|
||||
-- @param self
|
||||
-- @return RenderState#RenderState self (return value: cc.RenderState)
|
||||
|
||||
return nil
|
|
@ -0,0 +1,62 @@
|
|||
|
||||
--------------------------------
|
||||
-- @module Technique
|
||||
-- @extend RenderState
|
||||
-- @parent_module cc
|
||||
|
||||
--------------------------------
|
||||
-- Returns the number of Passes in the Technique
|
||||
-- @function [parent=#Technique] getPassCount
|
||||
-- @param self
|
||||
-- @return long#long ret (return value: long)
|
||||
|
||||
--------------------------------
|
||||
-- Returns a new clone of the Technique
|
||||
-- @function [parent=#Technique] clone
|
||||
-- @param self
|
||||
-- @return Technique#Technique ret (return value: cc.Technique)
|
||||
|
||||
--------------------------------
|
||||
-- Adds a new pass to the Technique.<br>
|
||||
-- Order matters. First added, first rendered
|
||||
-- @function [parent=#Technique] addPass
|
||||
-- @param self
|
||||
-- @param #cc.Pass pass
|
||||
-- @return Technique#Technique self (return value: cc.Technique)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the list of passes
|
||||
-- @function [parent=#Technique] getPasses
|
||||
-- @param self
|
||||
-- @return array_table#array_table ret (return value: array_table)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the name of the Technique
|
||||
-- @function [parent=#Technique] getName
|
||||
-- @param self
|
||||
-- @return string#string ret (return value: string)
|
||||
|
||||
--------------------------------
|
||||
-- Returns the Pass at given index
|
||||
-- @function [parent=#Technique] getPassByIndex
|
||||
-- @param self
|
||||
-- @param #long index
|
||||
-- @return Pass#Pass ret (return value: cc.Pass)
|
||||
|
||||
--------------------------------
|
||||
--
|
||||
-- @function [parent=#Technique] create
|
||||
-- @param self
|
||||
-- @param #cc.Material parent
|
||||
-- @return Technique#Technique ret (return value: cc.Technique)
|
||||
|
||||
--------------------------------
|
||||
-- Creates a new Technique with a GLProgramState.<br>
|
||||
-- Method added to support legacy code
|
||||
-- @function [parent=#Technique] createWithGLProgramState
|
||||
-- @param self
|
||||
-- @param #cc.Material parent
|
||||
-- @param #cc.GLProgramState state
|
||||
-- @return Technique#Technique ret (return value: cc.Technique)
|
||||
|
||||
return nil
|
|
@ -241,6 +241,11 @@
|
|||
-- @field [parent=#cc] ActionFloat#ActionFloat ActionFloat preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc Properties
|
||||
-- @field [parent=#cc] Properties#Properties Properties preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc UserDefault
|
||||
-- @field [parent=#cc] UserDefault#UserDefault UserDefault preloaded module
|
||||
|
@ -1181,6 +1186,26 @@
|
|||
-- @field [parent=#cc] GLProgramCache#GLProgramCache GLProgramCache preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc RenderState
|
||||
-- @field [parent=#cc] RenderState#RenderState RenderState preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc Pass
|
||||
-- @field [parent=#cc] Pass#Pass Pass preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc Technique
|
||||
-- @field [parent=#cc] Technique#Technique Technique preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc Material
|
||||
-- @field [parent=#cc] Material#Material Material preloaded module
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
-- the cc TextureCache
|
||||
-- @field [parent=#cc] TextureCache#TextureCache TextureCache preloaded module
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1956,6 +1956,76 @@ int register_all_cocos2dx(lua_State* tolua_S);
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -6986,6 +6986,65 @@ int lua_cocos2dx_ui_Button_getCapInsetsNormalRenderer(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_ui_Button_setTitleAlignment(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::ui::Button* cobj = nullptr;
|
||||
bool ok = true;
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"ccui.Button",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
cobj = (cocos2d::ui::Button*)tolua_tousertype(tolua_S,1,0);
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_ui_Button_setTitleAlignment'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
do{
|
||||
if (argc == 2) {
|
||||
cocos2d::TextHAlignment arg0;
|
||||
ok &= luaval_to_int32(tolua_S, 2,(int *)&arg0, "ccui.Button:setTitleAlignment");
|
||||
|
||||
if (!ok) { break; }
|
||||
cocos2d::TextVAlignment arg1;
|
||||
ok &= luaval_to_int32(tolua_S, 3,(int *)&arg1, "ccui.Button:setTitleAlignment");
|
||||
|
||||
if (!ok) { break; }
|
||||
cobj->setTitleAlignment(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
}while(0);
|
||||
ok = true;
|
||||
do{
|
||||
if (argc == 1) {
|
||||
cocos2d::TextHAlignment arg0;
|
||||
ok &= luaval_to_int32(tolua_S, 2,(int *)&arg0, "ccui.Button:setTitleAlignment");
|
||||
|
||||
if (!ok) { break; }
|
||||
cobj->setTitleAlignment(arg0);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
}while(0);
|
||||
ok = true;
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "ccui.Button:setTitleAlignment",argc, 1);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_ui_Button_setTitleAlignment'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_ui_Button_getCapInsetsPressedRenderer(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -7737,6 +7796,7 @@ int lua_register_cocos2dx_ui_Button(lua_State* tolua_S)
|
|||
tolua_function(tolua_S,"loadTexturePressed",lua_cocos2dx_ui_Button_loadTexturePressed);
|
||||
tolua_function(tolua_S,"setTitleFontName",lua_cocos2dx_ui_Button_setTitleFontName);
|
||||
tolua_function(tolua_S,"getCapInsetsNormalRenderer",lua_cocos2dx_ui_Button_getCapInsetsNormalRenderer);
|
||||
tolua_function(tolua_S,"setTitleAlignment",lua_cocos2dx_ui_Button_setTitleAlignment);
|
||||
tolua_function(tolua_S,"getCapInsetsPressedRenderer",lua_cocos2dx_ui_Button_getCapInsetsPressedRenderer);
|
||||
tolua_function(tolua_S,"loadTextures",lua_cocos2dx_ui_Button_loadTextures);
|
||||
tolua_function(tolua_S,"isScale9Enabled",lua_cocos2dx_ui_Button_isScale9Enabled);
|
||||
|
|
|
@ -561,6 +561,7 @@ int register_all_cocos2dx_ui(lua_State* tolua_S);
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#endif // __cocos2dx_ui_h__
|
||||
|
|
Loading…
Reference in New Issue