--------------------------------
-- @module SpriteBatchNode
-- @extend Node,TextureProtocol
-- @parent_module cc
--------------------------------
--
-- @function [parent=#SpriteBatchNode] appendChild
-- @param self
-- @param #cc.Sprite sprite
--------------------------------
--
-- @function [parent=#SpriteBatchNode] addSpriteWithoutQuad
-- @param self
-- @param #cc.Sprite child
-- @param #int z
-- @param #int aTag
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
--------------------------------
--
-- @function [parent=#SpriteBatchNode] reorderBatch
-- @param self
-- @param #bool reorder
--------------------------------
--
-- @function [parent=#SpriteBatchNode] removeAllChildrenWithCleanup
-- @param self
-- @param #bool cleanup
--------------------------------
--
-- @function [parent=#SpriteBatchNode] lowestAtlasIndexInChild
-- @param self
-- @param #cc.Sprite sprite
-- @return long#long ret (return value: long)
--------------------------------
--
-- @function [parent=#SpriteBatchNode] atlasIndexForChild
-- @param self
-- @param #cc.Sprite sprite
-- @param #int z
-- @return long#long ret (return value: long)
--------------------------------
-- sets the TextureAtlas object
-- @function [parent=#SpriteBatchNode] setTextureAtlas
-- @param self
-- @param #cc.TextureAtlas textureAtlas
--------------------------------
--
-- @function [parent=#SpriteBatchNode] getTexture
-- @param self
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
--------------------------------
--
-- @function [parent=#SpriteBatchNode] increaseAtlasCapacity
-- @param self
--------------------------------
-- returns the TextureAtlas object
-- @function [parent=#SpriteBatchNode] getTextureAtlas
-- @param self
-- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas)
--------------------------------
-- Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.
-- This method should be called only when you are dealing with very big AtlasSrite and when most of the Sprite won't be updated.
-- For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont)
-- @function [parent=#SpriteBatchNode] insertQuadFromSprite
-- @param self
-- @param #cc.Sprite sprite
-- @param #long index
--------------------------------
--
-- @function [parent=#SpriteBatchNode] setTexture
-- @param self
-- @param #cc.Texture2D texture
--------------------------------
--
-- @function [parent=#SpriteBatchNode] rebuildIndexInOrder
-- @param self
-- @param #cc.Sprite parent
-- @param #long index
-- @return long#long ret (return value: long)
--------------------------------
--
-- @function [parent=#SpriteBatchNode] highestAtlasIndexInChild
-- @param self
-- @param #cc.Sprite sprite
-- @return long#long ret (return value: long)
--------------------------------
-- removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
-- warning Removing a child from a SpriteBatchNode is very slow
-- @function [parent=#SpriteBatchNode] removeChildAtIndex
-- @param self
-- @param #long index
-- @param #bool doCleanup
--------------------------------
--
-- @function [parent=#SpriteBatchNode] removeSpriteFromAtlas
-- @param self
-- @param #cc.Sprite sprite
--------------------------------
-- creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
-- The capacity will be increased in 33% in runtime if it run out of space.
-- The file will be loaded using the TextureMgr.
-- @function [parent=#SpriteBatchNode] create
-- @param self
-- @param #string fileImage
-- @param #long capacity
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
--------------------------------
-- creates a SpriteBatchNode with a texture2d and capacity of children.
-- The capacity will be increased in 33% in runtime if it run out of space.
-- @function [parent=#SpriteBatchNode] createWithTexture
-- @param self
-- @param #cc.Texture2D tex
-- @param #long capacity
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
--------------------------------
-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#SpriteBatchNode] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
--------------------------------
--
-- @function [parent=#SpriteBatchNode] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
--------------------------------
--
-- @function [parent=#SpriteBatchNode] getDescription
-- @param self
-- @return string#string ret (return value: string)
--------------------------------
--
-- @function [parent=#SpriteBatchNode] visit
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table parentTransform
-- @param #unsigned int parentFlags
--------------------------------
--
-- @function [parent=#SpriteBatchNode] sortAllChildren
-- @param self
--------------------------------
--
-- @function [parent=#SpriteBatchNode] removeChild
-- @param self
-- @param #cc.Node child
-- @param #bool cleanup
--------------------------------
--
-- @function [parent=#SpriteBatchNode] reorderChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
return nil