-------------------------------- -- @module Director -- @parent_module cc -------------------------------- -- Pauses the running scene.
-- The running scene will be _drawed_ but all scheduled timers will be paused
-- While paused, the draw rate will be 4 FPS to reduce CPU consumption -- @function [parent=#Director] pause -- @param self -------------------------------- -- Sets the EventDispatcher associated with this director
-- since v3.0 -- @function [parent=#Director] setEventDispatcher -- @param self -- @param #cc.EventDispatcher dispatcher -------------------------------- -- Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
-- The new scene will be executed.
-- Try to avoid big stacks of pushed scenes to reduce memory allocation.
-- ONLY call it if there is a running scene. -- @function [parent=#Director] pushScene -- @param self -- @param #cc.Scene scene -------------------------------- -- -- @function [parent=#Director] getDeltaTime -- @param self -- @return float#float ret (return value: float) -------------------------------- -- -- @function [parent=#Director] getContentScaleFactor -- @param self -- @return float#float ret (return value: float) -------------------------------- -- returns the size of the OpenGL view in pixels. -- @function [parent=#Director] getWinSizeInPixels -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- -- @function [parent=#Director] getConsole -- @param self -- @return Console#Console ret (return value: cc.Console) -------------------------------- -- -- @function [parent=#Director] pushMatrix -- @param self -- @param #int type -------------------------------- -- sets the OpenGL default values -- @function [parent=#Director] setGLDefaultValues -- @param self -------------------------------- -- Sets the ActionManager associated with this director
-- since v2.0 -- @function [parent=#Director] setActionManager -- @param self -- @param #cc.ActionManager actionManager -------------------------------- -- enables/disables OpenGL alpha blending -- @function [parent=#Director] setAlphaBlending -- @param self -- @param #bool on -------------------------------- -- Pops out all scenes from the stack until the root scene in the queue.
-- This scene will replace the running one.
-- Internally it will call `popToSceneStackLevel(1)` -- @function [parent=#Director] popToRootScene -- @param self -------------------------------- -- -- @function [parent=#Director] loadMatrix -- @param self -- @param #int type -- @param #mat4_table mat -------------------------------- -- This object will be visited after the main scene is visited.
-- This object MUST implement the "visit" selector.
-- Useful to hook a notification object, like Notifications (http:github.com/manucorporat/CCNotifications)
-- since v0.99.5 -- @function [parent=#Director] getNotificationNode -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- returns the size of the OpenGL view in points. -- @function [parent=#Director] getWinSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- -- @function [parent=#Director] getTextureCache -- @param self -- @return TextureCache#TextureCache ret (return value: cc.TextureCache) -------------------------------- -- Whether or not the replaced scene will receive the cleanup message.
-- If the new scene is pushed, then the old scene won't receive the "cleanup" message.
-- If the new scene replaces the old one, the it will receive the "cleanup" message.
-- since v0.99.0 -- @function [parent=#Director] isSendCleanupToScene -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- returns visible origin of the OpenGL view in points. -- @function [parent=#Director] getVisibleOrigin -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- -- @function [parent=#Director] mainLoop -- @param self -------------------------------- -- enables/disables OpenGL depth test -- @function [parent=#Director] setDepthTest -- @param self -- @param #bool on -------------------------------- -- get Frame Rate -- @function [parent=#Director] getFrameRate -- @param self -- @return float#float ret (return value: float) -------------------------------- -- seconds per frame -- @function [parent=#Director] getSecondsPerFrame -- @param self -- @return float#float ret (return value: float) -------------------------------- -- converts an OpenGL coordinate to a UIKit coordinate
-- Useful to convert node points to window points for calls such as glScissor -- @function [parent=#Director] convertToUI -- @param self -- @param #vec2_table point -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- sets the default values based on the Configuration info -- @function [parent=#Director] setDefaultValues -- @param self -------------------------------- -- -- @function [parent=#Director] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets the Scheduler associated with this director
-- since v2.0 -- @function [parent=#Director] setScheduler -- @param self -- @param #cc.Scheduler scheduler -------------------------------- -- The main loop is triggered again.
-- Call this function only if [stopAnimation] was called earlier
-- warning Don't call this function to start the main loop. To run the main loop call runWithScene -- @function [parent=#Director] startAnimation -- @param self -------------------------------- -- Get the GLView, where everything is rendered
-- js NA
-- lua NA -- @function [parent=#Director] getOpenGLView -- @param self -- @return GLView#GLView ret (return value: cc.GLView) -------------------------------- -- Get current running Scene. Director can only run one Scene at a time -- @function [parent=#Director] getRunningScene -- @param self -- @return Scene#Scene ret (return value: cc.Scene) -------------------------------- -- Sets the glViewport -- @function [parent=#Director] setViewport -- @param self -------------------------------- -- Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
-- If you don't want to pause your animation call [pause] instead. -- @function [parent=#Director] stopAnimation -- @param self -------------------------------- -- The size in pixels of the surface. It could be different than the screen size.
-- High-res devices might have a higher surface size than the screen size.
-- Only available when compiled using SDK >= 4.0.
-- since v0.99.4 -- @function [parent=#Director] setContentScaleFactor -- @param self -- @param #float scaleFactor -------------------------------- -- Pops out all scenes from the stack until it reaches `level`.
-- If level is 0, it will end the director.
-- If level is 1, it will pop all scenes until it reaches to root scene.
-- If level is <= than the current stack level, it won't do anything. -- @function [parent=#Director] popToSceneStackLevel -- @param self -- @param #int level -------------------------------- -- Resumes the paused scene
-- The scheduled timers will be activated again.
-- The "delta time" will be 0 (as if the game wasn't paused) -- @function [parent=#Director] resume -- @param self -------------------------------- -- -- @function [parent=#Director] isNextDeltaTimeZero -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Ends the execution, releases the running scene.
-- It doesn't remove the OpenGL view from its parent. You have to do it manually.
-- lua endToLua -- @function [parent=#Director] end -- @param self -------------------------------- -- -- @function [parent=#Director] setOpenGLView -- @param self -- @param #cc.GLView openGLView -------------------------------- -- converts a UIKit coordinate to an OpenGL coordinate
-- Useful to convert (multi) touch coordinates to the current layout (portrait or landscape) -- @function [parent=#Director] convertToGL -- @param self -- @param #vec2_table point -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Removes all cocos2d cached data.
-- It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache
-- since v0.99.3 -- @function [parent=#Director] purgeCachedData -- @param self -------------------------------- -- How many frames were called since the director started -- @function [parent=#Director] getTotalFrames -- @param self -- @return unsigned int#unsigned int ret (return value: unsigned int) -------------------------------- -- Enters the Director's main loop with the given Scene.
-- Call it to run only your FIRST scene.
-- Don't call it if there is already a running scene.
-- It will call pushScene: and then it will call startAnimation -- @function [parent=#Director] runWithScene -- @param self -- @param #cc.Scene scene -------------------------------- -- -- @function [parent=#Director] setNotificationNode -- @param self -- @param #cc.Node node -------------------------------- -- Draw the scene.
-- This method is called every frame. Don't call it manually. -- @function [parent=#Director] drawScene -- @param self -------------------------------- -- / FIXME: missing description -- @function [parent=#Director] getZEye -- @param self -- @return float#float ret (return value: float) -------------------------------- -- -- @function [parent=#Director] getMatrix -- @param self -- @param #int type -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- Pops out a scene from the stack.
-- This scene will replace the running one.
-- The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
-- ONLY call it if there is a running scene. -- @function [parent=#Director] popScene -- @param self -------------------------------- -- Whether or not to display the FPS on the bottom-left corner -- @function [parent=#Director] isDisplayStats -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Director] setProjection -- @param self -- @param #int projection -------------------------------- -- -- @function [parent=#Director] loadIdentityMatrix -- @param self -- @param #int type -------------------------------- -- -- @function [parent=#Director] setNextDeltaTimeZero -- @param self -- @param #bool nextDeltaTimeZero -------------------------------- -- -- @function [parent=#Director] resetMatrixStack -- @param self -------------------------------- -- -- @function [parent=#Director] popMatrix -- @param self -- @param #int type -------------------------------- -- returns visible size of the OpenGL view in points.
-- the value is equal to getWinSize if don't invoke
-- GLView::setDesignResolutionSize() -- @function [parent=#Director] getVisibleSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Gets the Scheduler associated with this director
-- since v2.0 -- @function [parent=#Director] getScheduler -- @param self -- @return Scheduler#Scheduler ret (return value: cc.Scheduler) -------------------------------- -- Set the FPS value. -- @function [parent=#Director] setAnimationInterval -- @param self -- @param #double interval -------------------------------- -- Get the FPS value -- @function [parent=#Director] getAnimationInterval -- @param self -- @return double#double ret (return value: double) -------------------------------- -- Whether or not the Director is paused -- @function [parent=#Director] isPaused -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Display the FPS on the bottom-left corner -- @function [parent=#Director] setDisplayStats -- @param self -- @param #bool displayStats -------------------------------- -- Gets the EventDispatcher associated with this director
-- since v3.0 -- @function [parent=#Director] getEventDispatcher -- @param self -- @return EventDispatcher#EventDispatcher ret (return value: cc.EventDispatcher) -------------------------------- -- Replaces the running scene with a new one. The running scene is terminated.
-- ONLY call it if there is a running scene. -- @function [parent=#Director] replaceScene -- @param self -- @param #cc.Scene scene -------------------------------- -- -- @function [parent=#Director] multiplyMatrix -- @param self -- @param #int type -- @param #mat4_table mat -------------------------------- -- Gets the ActionManager associated with this director
-- since v2.0 -- @function [parent=#Director] getActionManager -- @param self -- @return ActionManager#ActionManager ret (return value: cc.ActionManager) -------------------------------- -- returns a shared instance of the director -- @function [parent=#Director] getInstance -- @param self -- @return Director#Director ret (return value: cc.Director) return nil