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-- @module DisplayManager
-- @extend Ref
-- @parent_module ccs
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--
-- @function [parent=#DisplayManager] getDisplayRenderNode
-- @param self
-- @return Node#Node ret (return value: cc.Node)
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--
-- @function [parent=#DisplayManager] getAnchorPointInPoints
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--
-- @function [parent=#DisplayManager] getDisplayRenderNodeType
-- @param self
-- @return int#int ret (return value: int)
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--
-- @function [parent=#DisplayManager] removeDisplay
-- @param self
-- @param #int index
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] setForceChangeDisplay
-- @param self
-- @param #bool force
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] init
-- @param self
-- @param #ccs.Bone bone
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#DisplayManager] getContentSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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--
-- @function [parent=#DisplayManager] getBoundingBox
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- @overload self, cc.Node, int
-- @overload self, ccs.DisplayData, int
-- @function [parent=#DisplayManager] addDisplay
-- @param self
-- @param #ccs.DisplayData displayData
-- @param #int index
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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-- @overload self, float, float
-- @overload self, vec2_table
-- @function [parent=#DisplayManager] containPoint
-- @param self
-- @param #float x
-- @param #float y
-- @return bool#bool ret (return value: bool)
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-- Change display by index. You can just use this method to change display in the display list.
-- The display list is just used for this bone, and it is the displays you may use in every frame.
-- Note : if index is the same with prev index, the method will not effect
-- param index The index of the display you want to change
-- param force If true, then force change display to specified display, or current display will set to display index edit in the flash every key frame.
-- @function [parent=#DisplayManager] changeDisplayWithIndex
-- @param self
-- @param #int index
-- @param #bool force
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] changeDisplayWithName
-- @param self
-- @param #string name
-- @param #bool force
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] isForceChangeDisplay
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#DisplayManager] getCurrentDisplayIndex
-- @param self
-- @return int#int ret (return value: int)
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--
-- @function [parent=#DisplayManager] getAnchorPoint
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--
-- @function [parent=#DisplayManager] getDecorativeDisplayList
-- @param self
-- @return array_table#array_table ret (return value: array_table)
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-- Determines if the display is visible
-- see setVisible(bool)
-- return true if the node is visible, false if the node is hidden.
-- @function [parent=#DisplayManager] isVisible
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Sets whether the display is visible
-- The default value is true, a node is default to visible
-- param visible true if the node is visible, false if the node is hidden.
-- @function [parent=#DisplayManager] setVisible
-- @param self
-- @param #bool visible
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] create
-- @param self
-- @param #ccs.Bone bone
-- @return DisplayManager#DisplayManager ret (return value: ccs.DisplayManager)
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--
-- @function [parent=#DisplayManager] DisplayManager
-- @param self
-- @return DisplayManager#DisplayManager self (return value: ccs.DisplayManager)
return nil