-------------------------------- -- @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