Add javascript notes...

cocos/2d/CCAction.h
  cocos/2d/CCActionCamera.h
  cocos/2d/CCActionCatmullRom.h
  cocos/2d/CCActionInstant.h
  cocos/2d/CCActionInterval.h
  cocos/2d/CCActionManager.h
  cocos/audio/include/AudioEngine.h
  cocos/audio/include/SimpleAudioEngine.h
This commit is contained in:
VisualSJ 2015-03-19 18:41:11 +08:00
parent d4766e934c
commit f87b06a1c8
8 changed files with 32 additions and 5 deletions

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@ -66,6 +66,7 @@ public:
/** Returns a new action that performs the exactly the reverse action.
*
* @return A new action that performs the exactly the reverse action.
* @js NA
*/
virtual Action* reverse() const
{
@ -319,6 +320,7 @@ public:
virtual Follow* reverse() const override;
/**
* @param dt in seconds.
* @js NA
*/
virtual void step(float dt) override;
virtual bool isDone() const override;

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@ -65,32 +65,38 @@ public:
/* Sets the Eye value of the Camera.
*
* @param eye The Eye value of the Camera.
* @js NA
*/
void setEye(const Vec3 &eye);
void setEye(float x, float y, float z);
/* Returns the Eye value of the Camera.
*
* @return The Eye value of the Camera.
* @js NA
*/
const Vec3& getEye() const { return _eye; }
/* Sets the Center value of the Camera.
*
* @param center The Center value of the Camera.
* @js NA
*/
void setCenter(const Vec3 &center);
/* Returns the Center value of the Camera.
*
* @return The Center value of the Camera.
* @js NA
*/
const Vec3& getCenter() const { return _center; }
/* Sets the Up value of the Camera.
*
* @param up The Up value of the Camera.
* @js NA
*/
void setUp(const Vec3 &up);
/* Returns the Up value of the Camera.
*
* @return The Up value of the Camera.
* @js NA
*/
const Vec3& getUp() const { return _up; }

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@ -52,6 +52,7 @@ class Node;
/** An Array that contain control points.
* Used by CardinalSplineTo and (By) and CatmullRomTo (and By) actions.
* @ingroup Actions
* @js NA
*/
class CC_DLL PointArray : public Ref, public Clonable
{
@ -182,7 +183,7 @@ public:
*/
virtual ~CardinalSplineTo();
/**
* @js NA
* @js ctor
* @lua NA
*/
CardinalSplineTo();

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@ -391,7 +391,6 @@ CC_CONSTRUCTOR_ACCESS:
CC_DEPRECATED_ATTRIBUTE bool initWithTarget(Ref* target);
/** initializes the action with the std::function<void()>
* @js NA
* @lua NA
*/
bool initWithFunction(const std::function<void()>& func);
@ -415,6 +414,7 @@ private:
/** @class CallFuncN
* @brief Calls a 'callback' with the node as the first argument. N means Node.
* @js NA
*/
class CC_DLL CallFuncN : public CallFunc
{
@ -466,6 +466,7 @@ private:
* @deprecated Please use CallFuncN instead.
* @brief Calls a 'callback' with the node as the first argument and the 2nd argument is data.
* ND means: Node and Data. Data is void *, so it could be anything.
* @js NA
*/
class CC_DLL __CCCallFuncND : public CallFunc
{
@ -505,6 +506,7 @@ private:
@deprecated Please use CallFuncN instead.
@brief Calls a 'callback' with an object as the first argument. O means Object.
@since v0.99.5
@js NA
*/
class CC_DLL __CCCallFuncO : public CallFunc

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@ -160,12 +160,14 @@ public:
* @param action1 The first sequenceable action.
* @param args The va_list variable.
* @return An autoreleased Sequence object.
* @js NA
*/
static Sequence* createWithVariableList(FiniteTimeAction *action1, va_list args);
/** Creates the action.
* @param actionOne The first sequenceable action.
* @param actionTwo The second sequenceable action.
* @return An autoreleased Sequence object.
* @js NA
*/
static Sequence* createWithTwoActions(FiniteTimeAction *actionOne, FiniteTimeAction *actionTwo);
@ -374,6 +376,7 @@ public:
* @param action1 The first sequenceable action.
* @param args The va_list variable.
* @return An autoreleased Spawn object.
* @js NA
*/
static Spawn* createWithVariableList(FiniteTimeAction *action1, va_list args);
@ -389,6 +392,7 @@ public:
* @param action1 The first spawned action.
* @param action2 THe second spawned action.
* @return An autoreleased Spawn object.
* @js NA
*/
static Spawn* createWithTwoActions(FiniteTimeAction *action1, FiniteTimeAction *action2);
@ -1188,6 +1192,9 @@ public:
virtual FadeIn* clone() const override;
virtual FadeTo* reverse(void) const override;
/**
* @js NA
*/
void setReverseAction(FadeTo* ac);
CC_CONSTRUCTOR_ACCESS:
@ -1219,6 +1226,9 @@ public:
virtual FadeOut* clone() const override;
virtual FadeTo* reverse(void) const override;
/**
* @js NA
*/
void setReverseAction(FadeTo* ac);
CC_CONSTRUCTOR_ACCESS:

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@ -110,6 +110,7 @@ public:
*
* @param tag The actions' tag.
* @param target A certain target.
* @js NA
*/
void removeAllActionsByTag(int tag, Node *target);
@ -128,6 +129,7 @@ public:
*
* @param target A certain target.
* @return The numbers of actions that are running in a certain target.
* @js NA
*/
ssize_t getNumberOfRunningActionsInTarget(const Node *target) const;

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@ -52,6 +52,7 @@ NS_CC_BEGIN
* @class AudioProfile
*
* @brief
* @js NA
*/
class EXPORT_DLL AudioProfile
{
@ -80,6 +81,7 @@ class AudioEngineImpl;
* @brief Offers a interface to play audio.
*
* @note Make sure to call AudioEngine::end() when the audio engine is not needed anymore to release resources.
* @js NA
*/
class EXPORT_DLL AudioEngine

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@ -57,6 +57,7 @@ class EXPORT_DLL SimpleAudioEngine
public:
/**
* Returns a shared instance of the SimpleAudioEngine.
* @js NA
*/
static SimpleAudioEngine* getInstance();
@ -78,7 +79,7 @@ public:
* Preload background music.
*
* @param filePath The path of the background music file.
* @js preloadMusic
* @js NA
* @lua preloadMusic
*/
virtual void preloadBackgroundMusic(const char* filePath);
@ -235,6 +236,7 @@ public:
* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
*
* @param filePath The path of the effect file.
* @js NA
*/
virtual void preloadEffect(const char* filePath);