namespace cocos2d { class CCSpriteBatchNode : public CCNode, public CCTextureProtocol { ~CCSpriteBatchNode(); CCTextureAtlas* getTextureAtlas(void); void setTextureAtlas(CCTextureAtlas* textureAtlas); CCArray* getDescendants(void); static CCSpriteBatchNode* batchNodeWithTexture(CCTexture2D *tex); static CCSpriteBatchNode* spriteSheetWithTexture(CCTexture2D *tex); // deprecated static CCSpriteBatchNode* batchNodeWithTexture(CCTexture2D* tex, unsigned int capacity); static CCSpriteBatchNode* spriteSheetWithTexture(CCTexture2D *tex, unsigned int capacity); // deprecated static CCSpriteBatchNode* batchNodeWithFile(const char* fileImage); static CCSpriteBatchNode* spriteSheetWithFile(const char* fileImage); // deprecated static CCSpriteBatchNode* batchNodeWithFile(const char* fileImage, unsigned int capacity); static CCSpriteBatchNode* spriteSheetWithFile(const char* fileImage, unsigned int capacity); // deprecated bool initWithTexture(CCTexture2D *tex, unsigned int capacity); bool initWithFile(const char* fileImage, unsigned int capacity); void increaseAtlasCapacity(); CCSprite* createSpriteWithRect(CCRect rect); void initSprite(CCSprite *sprite, CCRect rect); void removeChildAtIndex(unsigned int index, bool doCleanup); void insertChild(CCSprite *child, unsigned int index); void removeSpriteFromAtlas(CCSprite *sprite); unsigned int rebuildIndexInOrder(CCSprite *parent, unsigned int index); unsigned int highestAtlasIndexInChild(CCSprite *sprite); unsigned int lowestAtlasIndexInChild(CCSprite *sprite); unsigned int atlasIndexForChild(CCSprite *sprite, int z); // CCTextureProtocol CCTexture2D* getTexture(void); void setTexture(CCTexture2D *texture); void setBlendFunc(ccBlendFunc blendFunc); ccBlendFunc getBlendFunc(void); void visit(void); void addChild(CCNode * child); void addChild(CCNode * child, int zOrder); void addChild(CCNode * child, int zOrder, int tag); void reorderChild(CCNode * child, int zOrder); void removeChild(CCNode* child, bool cleanup); void removeAllChildrenWithCleanup(bool cleanup); void draw(void); }; }