axmol/cocos/scripting/lua-bindings/auto/api/GLView.lua

221 lines
7.4 KiB
Lua

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-- @module GLView
-- @extend Ref
-- @parent_module cc
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-- Set the frame size of EGL view.
-- @function [parent=#GLView] setFrameSize
-- @param self
-- @param #float width
-- @param #float height
-- @return GLView#GLView self (return value: cc.GLView)
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-- Get the opengl view port rectangle.
-- @function [parent=#GLView] getViewPortRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- only works on ios platform
-- @function [parent=#GLView] setContentScaleFactor
-- @param self
-- @param #float scaleFactor
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#GLView] getContentScaleFactor
-- @param self
-- @return float#float ret (return value: float)
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-- Open or close IME keyboard , subclass must implement this method.
-- @function [parent=#GLView] setIMEKeyboardState
-- @param self
-- @param #bool open
-- @return GLView#GLView self (return value: cc.GLView)
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-- Set Scissor rectangle with points.
-- @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)
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--
-- @function [parent=#GLView] getViewName
-- @param self
-- @return string#string ret (return value: string)
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-- 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)
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-- Force destroying EGL view, subclass must implement this method.
-- @function [parent=#GLView] end
-- @param self
-- @return GLView#GLView self (return value: cc.GLView)
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-- Get scale factor of the vertical direction.
-- @function [parent=#GLView] getScaleY
-- @param self
-- @return float#float ret (return value: float)
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-- Get scale factor of the horizontal direction.
-- @function [parent=#GLView] getScaleX
-- @param self
-- @return float#float ret (return value: float)
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-- Get the visible origin point of opengl viewport.
-- @function [parent=#GLView] getVisibleOrigin
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- Get the frame size of EGL view.<br>
-- In general, it returns the screen size since the EGL view is a fullscreen view.
-- @function [parent=#GLView] getFrameSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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-- Set and get zoom factor for frame. This two methods are for<br>
-- debugging big resolution (e.g.new ipad) app on desktop.
-- @function [parent=#GLView] setFrameZoomFactor
-- @param self
-- @param #float zoomFactor
-- @return GLView#GLView self (return value: cc.GLView)
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--
-- @function [parent=#GLView] getFrameZoomFactor
-- @param self
-- @return float#float ret (return value: float)
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-- Get design resolution size.<br>
-- Default resolution size is the same as 'getFrameSize'.
-- @function [parent=#GLView] getDesignResolutionSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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--
-- @function [parent=#GLView] windowShouldClose
-- @param self
-- @return bool#bool ret (return value: bool)
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-- 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)
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-- Set the design resolution size.<br>
-- param width Design resolution width.<br>
-- param height Design resolution height.<br>
-- param resolutionPolicy The resolution policy desired, you may choose:<br>
-- [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.<br>
-- [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.<br>
-- [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)
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-- returns the current Resolution policy
-- @function [parent=#GLView] getResolutionPolicy
-- @param self
-- @return int#int ret (return value: int)
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-- returns whether or not the view is in Retina Display mode
-- @function [parent=#GLView] isRetinaDisplay
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Set opengl view port rectangle with points.
-- @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)
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-- Get the current scissor rectangle
-- @function [parent=#GLView] getScissorRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- Get retina factor
-- @function [parent=#GLView] getRetinaFactor
-- @param self
-- @return int#int ret (return value: int)
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--
-- @function [parent=#GLView] setViewName
-- @param self
-- @param #string viewname
-- @return GLView#GLView self (return value: cc.GLView)
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-- Get the visible rectangle of opengl viewport.
-- @function [parent=#GLView] getVisibleRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- Get the visible area size of opengl viewport.
-- @function [parent=#GLView] getVisibleSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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-- Get whether GL_SCISSOR_TEST is enable
-- @function [parent=#GLView] isScissorEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#GLView] pollEvents
-- @param self
-- @return GLView#GLView self (return value: cc.GLView)
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--
-- @function [parent=#GLView] setGLContextAttrs
-- @param self
-- @param #GLContextAttrs glContextAttrs
-- @return GLView#GLView self (return value: cc.GLView)
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--
-- @function [parent=#GLView] getGLContextAttrs
-- @param self
-- @return GLContextAttrs#GLContextAttrs ret (return value: GLContextAttrs)
return nil