-------------------------------- -- @module Director -- @parent_module cc -------------------------------- -- Pauses the running scene.<br> -- The running scene will be _drawed_ but all scheduled timers will be paused.<br> -- While paused, the draw rate will be 4 FPS to reduce CPU consumption. -- @function [parent=#Director] pause -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Clones a projection matrix and put it to the top of projection matrix stack.<br> -- param index The index of projection matrix stack.<br> -- js NA -- @function [parent=#Director] pushProjectionMatrix -- @param self -- @param #unsigned long index -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Pops the top matrix of the projection matrix stack.<br> -- param index The index of projection matrix stack.<br> -- js NA -- @function [parent=#Director] popProjectionMatrix -- @param self -- @param #unsigned long index -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the EventDispatcher associated with this director.<br> -- since v3.0<br> -- js NA -- @function [parent=#Director] setEventDispatcher -- @param self -- @param #cc.EventDispatcher dispatcher -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Adds an identity matrix to the top of projection matrix stack.<br> -- param index The index of projection matrix stack.<br> -- js NA -- @function [parent=#Director] loadProjectionIdentityMatrix -- @param self -- @param #unsigned long index -- @return Director#Director self (return value: cc.Director) -------------------------------- -- The size in pixels of the surface. It could be different than the screen size.<br> -- High-res devices might have a higher surface size than the screen size.<br> -- Only available when compiled using SDK >= 4.0.<br> -- since v0.99.4 -- @function [parent=#Director] setContentScaleFactor -- @param self -- @param #float scaleFactor -- @return Director#Director self (return value: cc.Director) -------------------------------- -- -- @function [parent=#Director] getDeltaTime -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Gets content scale factor.<br> -- see Director::setContentScaleFactor() -- @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) -------------------------------- -- Returns safe area rectangle of the OpenGL view in points. -- @function [parent=#Director] getSafeAreaRect -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Sets the OpenGL default values.<br> -- It will enable alpha blending, disable depth test.<br> -- js NA -- @function [parent=#Director] setGLDefaultValues -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the ActionManager associated with this director.<br> -- since v2.0 -- @function [parent=#Director] setActionManager -- @param self -- @param #cc.ActionManager actionManager -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Enables/disables OpenGL alpha blending. -- @function [parent=#Director] setAlphaBlending -- @param self -- @param #bool on -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Pops out all scenes from the stack until the root scene in the queue.<br> -- This scene will replace the running one.<br> -- Internally it will call `popToSceneStackLevel(1)`. -- @function [parent=#Director] popToRootScene -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Adds a matrix to the top of specified type of matrix stack.<br> -- param type Matrix type.<br> -- param mat The matrix that to be added.<br> -- js NA -- @function [parent=#Director] loadMatrix -- @param self -- @param #int type -- @param #mat4_table mat -- @return Director#Director self (return value: cc.Director) -------------------------------- -- This object will be visited after the main scene is visited.<br> -- This object MUST implement the "visit" function.<br> -- Useful to hook a notification object, like Notifications (http:github.com/manucorporat/CCNotifications)<br> -- 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.<br> -- If the new scene is pushed, then the old scene won't receive the "cleanup" message.<br> -- If the new scene replaces the old one, the it will receive the "cleanup" message.<br> -- since v0.99.0 -- @function [parent=#Director] isSendCleanupToScene -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Returns visible origin coordinate of the OpenGL view in points. -- @function [parent=#Director] getVisibleOrigin -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @overload self, float -- @overload self -- @function [parent=#Director] mainLoop -- @param self -- @param #float dt -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Enables/disables OpenGL depth test. -- @function [parent=#Director] setDepthTest -- @param self -- @param #bool on -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets Frame Rate.<br> -- js NA -- @function [parent=#Director] getFrameRate -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Get seconds per frame. -- @function [parent=#Director] getSecondsPerFrame -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Clear all types of matrix stack, and add identity matrix to these matrix stacks.<br> -- js NA -- @function [parent=#Director] resetMatrixStack -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Converts an OpenGL coordinate to a screen coordinate.<br> -- 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) -------------------------------- -- Clones a specified type matrix and put it to the top of specified type of matrix stack.<br> -- js NA -- @function [parent=#Director] pushMatrix -- @param self -- @param #int type -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the default values based on the Configuration info. -- @function [parent=#Director] setDefaultValues -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- -- @function [parent=#Director] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets the Scheduler associated with this director.<br> -- since v2.0 -- @function [parent=#Director] setScheduler -- @param self -- @param #cc.Scheduler scheduler -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Multiplies a matrix to the top of projection matrix stack.<br> -- param mat The matrix that to be multiplied.<br> -- param index The index of projection matrix stack.<br> -- js NA -- @function [parent=#Director] multiplyProjectionMatrix -- @param self -- @param #mat4_table mat -- @param #unsigned long index -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the top matrix of specified type of matrix stack.<br> -- js NA -- @function [parent=#Director] getMatrix -- @param self -- @param #int type -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- returns whether or not the Director is in a valid state -- @function [parent=#Director] isValid -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- The main loop is triggered again.<br> -- Call this function only if [stopAnimation] was called earlier.<br> -- warning Don't call this function to start the main loop. To run the main loop call runWithScene. -- @function [parent=#Director] startAnimation -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Get the GLView.<br> -- lua NA -- @function [parent=#Director] getOpenGLView -- @param self -- @return GLView#GLView ret (return value: cc.GLView) -------------------------------- -- Gets 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 -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.<br> -- If you don't want to pause your animation call [pause] instead. -- @function [parent=#Director] stopAnimation -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Pops out all scenes from the stack until it reaches `level`.<br> -- If level is 0, it will end the director.<br> -- If level is 1, it will pop all scenes until it reaches to root scene.<br> -- If level is <= than the current stack level, it won't do anything. -- @function [parent=#Director] popToSceneStackLevel -- @param self -- @param #int level -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Resumes the paused scene.<br> -- The scheduled timers will be activated again.<br> -- The "delta time" will be 0 (as if the game wasn't paused). -- @function [parent=#Director] resume -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Whether or not `_nextDeltaTimeZero` is set to 0. -- @function [parent=#Director] isNextDeltaTimeZero -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets clear values for the color buffers,<br> -- value range of each element is [0.0, 1.0].<br> -- js NA -- @function [parent=#Director] setClearColor -- @param self -- @param #color4f_table clearColor -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Ends the execution, releases the running scene.<br> -- lua endToLua -- @function [parent=#Director] end -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the GLView. <br> -- lua NA -- @function [parent=#Director] setOpenGLView -- @param self -- @param #cc.GLView openGLView -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Converts a screen coordinate to an OpenGL coordinate.<br> -- 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.<br> -- It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache<br> -- since v0.99.3 -- @function [parent=#Director] purgeCachedData -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- 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.<br> -- Call it to run only your FIRST scene.<br> -- Don't call it if there is already a running scene.<br> -- It will call pushScene: and then it will call startAnimation<br> -- js NA -- @function [parent=#Director] runWithScene -- @param self -- @param #cc.Scene scene -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the notification node.<br> -- see Director::getNotificationNode() -- @function [parent=#Director] setNotificationNode -- @param self -- @param #cc.Node node -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Draw the scene.<br> -- This method is called every frame. Don't call it manually. -- @function [parent=#Director] drawScene -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- -- @function [parent=#Director] restart -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Pops out a scene from the stack.<br> -- This scene will replace the running one.<br> -- The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.<br> -- ONLY call it if there is a running scene. -- @function [parent=#Director] popScene -- @param self -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Adds an identity matrix to the top of specified type of matrix stack.<br> -- js NA -- @function [parent=#Director] loadIdentityMatrix -- @param self -- @param #int type -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Whether or not displaying the FPS on the bottom-left corner of the screen. -- @function [parent=#Director] isDisplayStats -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Sets OpenGL projection. -- @function [parent=#Director] setProjection -- @param self -- @param #int projection -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Returns the Console associated with this director.<br> -- since v3.0<br> -- js NA -- @function [parent=#Director] getConsole -- @param self -- @return Console#Console ret (return value: cc.Console) -------------------------------- -- Multiplies a matrix to the top of specified type of matrix stack.<br> -- param type Matrix type.<br> -- param mat The matrix that to be multiplied.<br> -- js NA -- @function [parent=#Director] multiplyMatrix -- @param self -- @param #int type -- @param #mat4_table mat -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the distance between camera and near clipping frame.<br> -- It is correct for default camera that near clipping frame is same as the screen. -- @function [parent=#Director] getZEye -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Sets the delta time between current frame and next frame is 0.<br> -- This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions.<br> -- This value will take effect only one time. -- @function [parent=#Director] setNextDeltaTimeZero -- @param self -- @param #bool nextDeltaTimeZero -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Pops the top matrix of the specified type of matrix stack.<br> -- js NA -- @function [parent=#Director] popMatrix -- @param self -- @param #int type -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Returns visible size of the OpenGL view in points.<br> -- The value is equal to `Director::getWinSize()` if don't invoke `GLView::setDesignResolutionSize()`. -- @function [parent=#Director] getVisibleSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Adds a matrix to the top of projection matrix stack.<br> -- param mat The matrix that to be added.<br> -- param index The index of projection matrix stack.<br> -- js NA -- @function [parent=#Director] loadProjectionMatrix -- @param self -- @param #mat4_table mat -- @param #unsigned long index -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Init the projection matrix stack.<br> -- param stackCount The size of projection matrix stack.<br> -- js NA -- @function [parent=#Director] initProjectionMatrixStack -- @param self -- @param #unsigned long stackCount -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the Scheduler associated with this director.<br> -- since v2.0 -- @function [parent=#Director] getScheduler -- @param self -- @return Scheduler#Scheduler ret (return value: cc.Scheduler) -------------------------------- -- Suspends the execution of the running scene, pushing it on the stack of suspended scenes.<br> -- The new scene will be executed.<br> -- Try to avoid big stacks of pushed scenes to reduce memory allocation. <br> -- ONLY call it if there is a running scene. -- @function [parent=#Director] pushScene -- @param self -- @param #cc.Scene scene -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the FPS value. -- @function [parent=#Director] getAnimationInterval -- @param self -- @return float#float ret (return value: float) -------------------------------- -- 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 of the screen. -- @function [parent=#Director] setDisplayStats -- @param self -- @param #bool displayStats -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the EventDispatcher associated with this director.<br> -- since v3.0<br> -- js NA -- @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.<br> -- ONLY call it if there is a running scene.<br> -- js NA -- @function [parent=#Director] replaceScene -- @param self -- @param #cc.Scene scene -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Sets the FPS value. FPS = 1/interval. -- @function [parent=#Director] setAnimationInterval -- @param self -- @param #float interval -- @return Director#Director self (return value: cc.Director) -------------------------------- -- Gets the ActionManager associated with this director.<br> -- since v2.0 -- @function [parent=#Director] getActionManager -- @param self -- @return ActionManager#ActionManager ret (return value: cc.ActionManager) -------------------------------- -- Returns a shared instance of the director. <br> -- js _getInstance -- @function [parent=#Director] getInstance -- @param self -- @return Director#Director ret (return value: cc.Director) return nil