-------------------------------- -- @module GLView -- @extend Ref -- @parent_module cc -------------------------------- -- Set the frame size of EGL view.
-- param width The width of the fram size.
-- param height The height of the fram size. -- @function [parent=#GLView] setFrameSize -- @param self -- @param #float width -- @param #float height -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get the opengl view port rectangle.
-- return Return the opengl view port rectangle. -- @function [parent=#GLView] getViewPortRect -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Only works on ios platform. Set Content Scale of the Factor. -- @function [parent=#GLView] setContentScaleFactor -- @param self -- @param #float -- @return bool#bool ret (return value: bool) -------------------------------- -- Only works on ios platform. Get Content Scale of the Factor. -- @function [parent=#GLView] getContentScaleFactor -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Open or close IME keyboard , subclass must implement this method.
-- param open Open or close IME keyboard. -- @function [parent=#GLView] setIMEKeyboardState -- @param self -- @param #bool open -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- -- @function [parent=#GLView] getVR -- @param self -- @return VRIRenderer#VRIRenderer ret (return value: cc.VRIRenderer) -------------------------------- -- Set Scissor rectangle with points.
-- param x Set the points of x.
-- param y Set the points of y.
-- param w Set the width of the view port
-- param h Set the Height of the view port. -- @function [parent=#GLView] setScissorInPoints -- @param self -- @param #float x -- @param #float y -- @param #float w -- @param #float h -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get the view name.
-- return The view name. -- @function [parent=#GLView] getViewName -- @param self -- @return string#string ret (return value: string) -------------------------------- -- Get whether opengl render system is ready, subclass must implement this method. -- @function [parent=#GLView] isOpenGLReady -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Hide or Show the mouse cursor if there is one.
-- param isVisible Hide or Show the mouse cursor if there is one. -- @function [parent=#GLView] setCursorVisible -- @param self -- @param #bool -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get the frame size of EGL view.
-- In general, it returns the screen size since the EGL view is a fullscreen view.
-- return The frame size of EGL view. -- @function [parent=#GLView] getFrameSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Get scale factor of the vertical direction.
-- return Scale factor of the vertical direction. -- @function [parent=#GLView] getScaleY -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Get scale factor of the horizontal direction.
-- return Scale factor of the horizontal direction. -- @function [parent=#GLView] getScaleX -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Get the visible origin point of opengl viewport.
-- return The visible origin point of opengl viewport. -- @function [parent=#GLView] getVisibleOrigin -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- Set zoom factor for frame. This methods are for
-- debugging big resolution (e.g.new ipad) app on desktop.
-- param zoomFactor The zoom factor for frame. -- @function [parent=#GLView] setFrameZoomFactor -- @param self -- @param #float -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get zoom factor for frame. This methods are for
-- debugging big resolution (e.g.new ipad) app on desktop.
-- return The zoom factor for frame. -- @function [parent=#GLView] getFrameZoomFactor -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Get design resolution size.
-- Default resolution size is the same as 'getFrameSize'.
-- return The design resolution size. -- @function [parent=#GLView] getDesignResolutionSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- When the window is closed, it will return false if the platforms is Ios or Android.
-- If the platforms is windows or Mac,it will return true.
-- return In ios and android it will return false,if in windows or Mac it will return true. -- @function [parent=#GLView] windowShouldClose -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Exchanges the front and back buffers, subclass must implement this method. -- @function [parent=#GLView] swapBuffers -- @param self -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Set the design resolution size.
-- param width Design resolution width.
-- param height Design resolution height.
-- param resolutionPolicy The resolution policy desired, you may choose:
-- [1] EXACT_FIT Fill screen by stretch-to-fit: if the design resolution ratio of width to height is different from the screen resolution ratio, your game view will be stretched.
-- [2] NO_BORDER Full screen without black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two areas of your game view will be cut.
-- [3] SHOW_ALL Full screen with black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two black borders will be shown. -- @function [parent=#GLView] setDesignResolutionSize -- @param self -- @param #float width -- @param #float height -- @param #int resolutionPolicy -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Returns the current Resolution policy.
-- return The current Resolution policy. -- @function [parent=#GLView] getResolutionPolicy -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Force destroying EGL view, subclass must implement this method.
-- lua endToLua -- @function [parent=#GLView] end -- @param self -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Returns whether or not the view is in Retina Display mode.
-- return Returns whether or not the view is in Retina Display mode. -- @function [parent=#GLView] isRetinaDisplay -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Renders a Scene with a Renderer
-- This method is called directly by the Director -- @function [parent=#GLView] renderScene -- @param self -- @param #cc.Scene scene -- @param #cc.Renderer renderer -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Sets a VR renderer.
-- if `vrrenderer` is `nullptr` VR will be disabled -- @function [parent=#GLView] setVR -- @param self -- @param #cc.VRIRenderer vrrenderer -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Set opengl view port rectangle with points.
-- param x Set the points of x.
-- param y Set the points of y.
-- param w Set the width of the view port
-- param h Set the Height of the view port. -- @function [parent=#GLView] setViewPortInPoints -- @param self -- @param #float x -- @param #float y -- @param #float w -- @param #float h -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get the current scissor rectangle.
-- return The current scissor rectangle. -- @function [parent=#GLView] getScissorRect -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Get retina factor.
-- return The retina factor. -- @function [parent=#GLView] getRetinaFactor -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Set the view name.
-- param viewname A string will be set to the view as name. -- @function [parent=#GLView] setViewName -- @param self -- @param #string viewname -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Get the visible rectangle of opengl viewport.
-- return The visible rectangle of opengl viewport. -- @function [parent=#GLView] getVisibleRect -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Get the visible area size of opengl viewport.
-- return The visible area size of opengl viewport. -- @function [parent=#GLView] getVisibleSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Get whether GL_SCISSOR_TEST is enable.
-- return Whether GL_SCISSOR_TEST is enable. -- @function [parent=#GLView] isScissorEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Polls the events. -- @function [parent=#GLView] pollEvents -- @param self -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Static method and member so that we can modify it on all platforms before create OpenGL context.
-- param glContextAttrs The OpenGL context attrs. -- @function [parent=#GLView] setGLContextAttrs -- @param self -- @param #GLContextAttrs glContextAttrs -- @return GLView#GLView self (return value: cc.GLView) -------------------------------- -- Return the OpenGL context attrs.
-- return Return the OpenGL context attrs. -- @function [parent=#GLView] getGLContextAttrs -- @param self -- @return GLContextAttrs#GLContextAttrs ret (return value: GLContextAttrs) return nil