--------------------------------
-- @module Sprite
-- @extend Node,TextureProtocol
-- @parent_module cc
--------------------------------
-- @overload self, cc.SpriteFrame
-- @overload self, string
-- @function [parent=#Sprite] setSpriteFrame
-- @param self
-- @param #string spriteFrameName
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- @overload self, cc.Texture2D
-- @overload self, string
-- @function [parent=#Sprite] setTexture
-- @param self
-- @param #string filename
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Returns the Texture2D object used by the sprite.
-- @function [parent=#Sprite] getTexture
-- @param self
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
--------------------------------
-- Sets whether the sprite should be flipped vertically or not.
-- param flippedY true if the sprite should be flipped vertically, false otherwise.
-- @function [parent=#Sprite] setFlippedY
-- @param self
-- @param #bool flippedY
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Sets whether the sprite should be flipped horizontally or not.
-- param flippedX true if the sprite should be flipped horizontally, false otherwise.
-- @function [parent=#Sprite] setFlippedX
-- @param self
-- @param #bool flippedX
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- / @}
-- @function [parent=#Sprite] getResourceType
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- / @{/ @name Animation methods
-- Changes the display frame with animation name and index.
-- The animation name will be get from the AnimationCache.
-- @function [parent=#Sprite] setDisplayFrameWithAnimationName
-- @param self
-- @param #string animationName
-- @param #int frameIndex
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Returns the batch node object if this sprite is rendered by SpriteBatchNode.
-- return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
-- nullptr if the sprite isn't used batch node.
-- @function [parent=#Sprite] getBatchNode
-- @param self
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
--------------------------------
-- Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
-- @function [parent=#Sprite] getOffsetPosition
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
--------------------------------
-- brief Returns the Cap Insets rect
-- return Scale9Sprite's cap inset.
-- @function [parent=#Sprite] getCenterRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
--------------------------------
--
-- @function [parent=#Sprite] removeAllChildrenWithCleanup
-- @param self
-- @param #bool cleanup
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- setCenterRectNormalized
-- Useful to implement "9 sliced" sprites.
-- The default value is (0,0) - (1,1), which means that only one "slice" will be used: From top-left (0,0) to bottom-right (1,1).
-- If the value is different than (0,0), (1,1), then the sprite will be sliced into a 3 x 3 grid. The four corners of this grid are applied without
-- performing any scaling. The upper- and lower-middle parts are scaled horizontally, and the left- and right-middle parts are scaled vertically.
-- The center is scaled in both directions.
-- Important: The scaling is based the Sprite's trimmed size.
-- Limitations: Does not work when the sprite is part of `SpriteBatchNode`.
-- @function [parent=#Sprite] setCenterRectNormalized
-- @param self
-- @param #rect_table rect
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- @overload self, rect_table, bool, size_table
-- @overload self, rect_table
-- @function [parent=#Sprite] setTextureRect
-- @param self
-- @param #rect_table rect
-- @param #bool rotated
-- @param #size_table untrimmedSize
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Initializes a sprite with an sprite frame name.
-- A SpriteFrame will be fetched from the SpriteFrameCache by name.
-- If the SpriteFrame doesn't exist it will raise an exception.
-- param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.
-- return True if the sprite is initialized properly, false otherwise.
-- @function [parent=#Sprite] initWithSpriteFrameName
-- @param self
-- @param #string spriteFrameName
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Returns whether or not a SpriteFrame is being displayed.
-- @function [parent=#Sprite] isFrameDisplayed
-- @param self
-- @param #cc.SpriteFrame frame
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Returns the index used on the TextureAtlas.
-- @function [parent=#Sprite] getAtlasIndex
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- Sets the batch node to sprite.
-- warning This method is not recommended for game developers. Sample code for using batch node
-- code
-- SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
-- Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
-- batch->addChild(sprite);
-- layer->addChild(batch);
-- endcode
-- @function [parent=#Sprite] setBatchNode
-- @param self
-- @param #cc.SpriteBatchNode spriteBatchNode
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- js NA
-- lua NA
-- @function [parent=#Sprite] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
--------------------------------
--
-- @function [parent=#Sprite] setCenterRect
-- @param self
-- @param #rect_table rect
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
-- @function [parent=#Sprite] setTextureAtlas
-- @param self
-- @param #cc.TextureAtlas textureAtlas
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Returns the current displayed frame.
-- @function [parent=#Sprite] getSpriteFrame
-- @param self
-- @return SpriteFrame#SpriteFrame ret (return value: cc.SpriteFrame)
--------------------------------
--
-- @function [parent=#Sprite] getResourceName
-- @param self
-- @return string#string ret (return value: string)
--------------------------------
-- Whether or not the Sprite needs to be updated in the Atlas.
-- return True if the sprite needs to be updated in the Atlas, false otherwise.
-- @function [parent=#Sprite] isDirty
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- getCenterRectNormalized
-- Returns the CenterRect in normalized coordinates
-- @function [parent=#Sprite] getCenterRectNormalized
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
--------------------------------
-- Sets the index used on the TextureAtlas.
-- warning Don't modify this value unless you know what you are doing.
-- @function [parent=#Sprite] setAtlasIndex
-- @param self
-- @param #int atlasIndex
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- @overload self, cc.Texture2D, rect_table
-- @overload self, cc.Texture2D
-- @overload self, cc.Texture2D, rect_table, bool
-- @function [parent=#Sprite] initWithTexture
-- @param self
-- @param #cc.Texture2D texture
-- @param #rect_table rect
-- @param #bool rotated
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Makes the Sprite to be updated in the Atlas.
-- @function [parent=#Sprite] setDirty
-- @param self
-- @param #bool dirty
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Returns whether or not the texture rectangle is rotated.
-- @function [parent=#Sprite] isTextureRectRotated
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- whether or not contentSize streches the sprite's texture
-- @function [parent=#Sprite] setStrechEnabled
-- @param self
-- @param #bool enabled
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Returns the rect of the Sprite in points.
-- @function [parent=#Sprite] getTextureRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
--------------------------------
-- returns whether or not contentSize streches the sprite's texture
-- @function [parent=#Sprite] isStrechEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @overload self, string, rect_table
-- @overload self, string
-- @function [parent=#Sprite] initWithFile
-- @param self
-- @param #string filename
-- @param #rect_table rect
-- @return bool#bool ret (return value: bool)
--------------------------------
-- / @{/ @name Functions inherited from TextureProtocol.
-- code
-- When this function bound into js or lua,the parameter will be changed.
-- In js: var setBlendFunc(var src, var dst).
-- In lua: local setBlendFunc(local src, local dst).
-- endcode
-- @function [parent=#Sprite] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
-- @function [parent=#Sprite] getTextureAtlas
-- @param self
-- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas)
--------------------------------
-- Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.
-- param spriteFrame A SpriteFrame object. It should includes a valid texture and a rect.
-- return True if the sprite is initialized properly, false otherwise.
-- @function [parent=#Sprite] initWithSpriteFrame
-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Returns the flag which indicates whether the sprite is flipped horizontally or not.
-- It only flips the texture of the sprite, and not the texture of the sprite's children.
-- Also, flipping the texture doesn't alter the anchorPoint.
-- If you want to flip the anchorPoint too, and/or to flip the children too use:
-- sprite->setScaleX(sprite->getScaleX() * -1);
-- return true if the sprite is flipped horizontally, false otherwise.
-- @function [parent=#Sprite] isFlippedX
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Return the flag which indicates whether the sprite is flipped vertically or not.
-- It only flips the texture of the sprite, and not the texture of the sprite's children.
-- Also, flipping the texture doesn't alter the anchorPoint.
-- If you want to flip the anchorPoint too, and/or to flip the children too use:
-- sprite->setScaleY(sprite->getScaleY() * -1);
-- return true if the sprite is flipped vertically, false otherwise.
-- @function [parent=#Sprite] isFlippedY
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- Sets the vertex rect.
-- It will be called internally by setTextureRect.
-- Useful if you want to create 2x images from SD images in Retina Display.
-- Do not call it manually. Use setTextureRect instead.
-- @function [parent=#Sprite] setVertexRect
-- @param self
-- @param #rect_table rect
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- @overload self, cc.Texture2D, rect_table, bool
-- @overload self, cc.Texture2D
-- @function [parent=#Sprite] createWithTexture
-- @param self
-- @param #cc.Texture2D texture
-- @param #rect_table rect
-- @param #bool rotated
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- Creates a sprite with an sprite frame name.
-- A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
-- If the SpriteFrame doesn't exist it will raise an exception.
-- param spriteFrameName A null terminated string which indicates the sprite frame name.
-- return An autoreleased sprite object.
-- @function [parent=#Sprite] createWithSpriteFrameName
-- @param self
-- @param #string spriteFrameName
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- Creates a sprite with an sprite frame.
-- param spriteFrame A sprite frame which involves a texture and a rect.
-- return An autoreleased sprite object.
-- @function [parent=#Sprite] createWithSpriteFrame
-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#Sprite] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setAnchorPoint
-- @param self
-- @param #vec2_table anchor
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setRotationSkewX
-- @param self
-- @param #float rotationX
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setScaleY
-- @param self
-- @param #float scaleY
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- @overload self, float
-- @overload self, float, float
-- @function [parent=#Sprite] setScale
-- @param self
-- @param #float scaleX
-- @param #float scaleY
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setContentSize
-- @param self
-- @param #size_table size
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] isOpacityModifyRGB
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#Sprite] setOpacityModifyRGB
-- @param self
-- @param #bool modify
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] init
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#Sprite] setRotation
-- @param self
-- @param #float rotation
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setIgnoreAnchorPointForPosition
-- @param self
-- @param #bool value
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- / @{/ @name Functions inherited from Node.
-- @function [parent=#Sprite] setScaleX
-- @param self
-- @param #float scaleX
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- js NA
-- @function [parent=#Sprite] getDescription
-- @param self
-- @return string#string ret (return value: string)
--------------------------------
--
-- @function [parent=#Sprite] setRotationSkewY
-- @param self
-- @param #float rotationY
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] sortAllChildren
-- @param self
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] reorderChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setPositionZ
-- @param self
-- @param #float positionZ
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] removeChild
-- @param self
-- @param #cc.Node child
-- @param #bool cleanup
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- Updates the quad according the rotation, position, scale values.
-- @function [parent=#Sprite] updateTransform
-- @param self
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setSkewX
-- @param self
-- @param #float sx
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setSkewY
-- @param self
-- @param #float sy
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
--
-- @function [parent=#Sprite] setVisible
-- @param self
-- @param #bool bVisible
-- @return Sprite#Sprite self (return value: cc.Sprite)
--------------------------------
-- js ctor
-- @function [parent=#Sprite] Sprite
-- @param self
-- @return Sprite#Sprite self (return value: cc.Sprite)
return nil