mirror of https://github.com/axmolengine/axmol.git
473 lines
16 KiB
Lua
473 lines
16 KiB
Lua
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--------------------------------
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-- @module Director
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-- @parent_module cc
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--------------------------------
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-- Pauses the running scene.<br>
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-- The running scene will be _drawed_ but all scheduled timers will be paused<br>
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-- While paused, the draw rate will be 4 FPS to reduce CPU consumption
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-- @function [parent=#Director] pause
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Sets the EventDispatcher associated with this director <br>
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-- since v3.0
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-- @function [parent=#Director] setEventDispatcher
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-- @param self
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-- @param #cc.EventDispatcher dispatcher
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- The size in pixels of the surface. It could be different than the screen size.<br>
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-- High-res devices might have a higher surface size than the screen size.<br>
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-- Only available when compiled using SDK >= 4.0.<br>
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-- since v0.99.4
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-- @function [parent=#Director] setContentScaleFactor
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-- @param self
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-- @param #float scaleFactor
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] getContentScaleFactor
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- returns the size of the OpenGL view in pixels.
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-- @function [parent=#Director] getWinSizeInPixels
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-- @param self
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-- @return size_table#size_table ret (return value: size_table)
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--------------------------------
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--
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-- @function [parent=#Director] getDeltaTime
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- sets the OpenGL default values
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-- @function [parent=#Director] setGLDefaultValues
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Sets the ActionManager associated with this director<br>
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-- since v2.0
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-- @function [parent=#Director] setActionManager
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-- @param self
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-- @param #cc.ActionManager actionManager
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- enables/disables OpenGL alpha blending
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-- @function [parent=#Director] setAlphaBlending
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-- @param self
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-- @param #bool on
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Pops out all scenes from the stack until the root scene in the queue.<br>
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-- This scene will replace the running one.<br>
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-- Internally it will call `popToSceneStackLevel(1)`
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-- @function [parent=#Director] popToRootScene
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] loadMatrix
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-- @param self
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-- @param #int type
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-- @param #mat4_table mat
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- This object will be visited after the main scene is visited.<br>
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-- This object MUST implement the "visit" selector.<br>
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-- Useful to hook a notification object, like Notifications (http:github.com/manucorporat/CCNotifications)<br>
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-- since v0.99.5
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-- @function [parent=#Director] getNotificationNode
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-- @param self
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-- @return Node#Node ret (return value: cc.Node)
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--------------------------------
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-- returns the size of the OpenGL view in points.
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-- @function [parent=#Director] getWinSize
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-- @param self
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-- @return size_table#size_table ret (return value: size_table)
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--------------------------------
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--
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-- @function [parent=#Director] getTextureCache
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-- @param self
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-- @return TextureCache#TextureCache ret (return value: cc.TextureCache)
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--------------------------------
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-- Whether or not the replaced scene will receive the cleanup message.<br>
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-- If the new scene is pushed, then the old scene won't receive the "cleanup" message.<br>
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-- If the new scene replaces the old one, the it will receive the "cleanup" message.<br>
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-- since v0.99.0
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-- @function [parent=#Director] isSendCleanupToScene
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- returns visible origin of the OpenGL view in points.
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-- @function [parent=#Director] getVisibleOrigin
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-- @param self
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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--
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-- @function [parent=#Director] mainLoop
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- enables/disables OpenGL depth test
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-- @function [parent=#Director] setDepthTest
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-- @param self
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-- @param #bool on
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- get Frame Rate
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-- @function [parent=#Director] getFrameRate
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- seconds per frame
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-- @function [parent=#Director] getSecondsPerFrame
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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--
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-- @function [parent=#Director] resetMatrixStack
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- converts an OpenGL coordinate to a UIKit coordinate<br>
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-- Useful to convert node points to window points for calls such as glScissor
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-- @function [parent=#Director] convertToUI
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-- @param self
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-- @param #vec2_table point
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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--
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-- @function [parent=#Director] pushMatrix
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-- @param self
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-- @param #int type
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- sets the default values based on the Configuration info
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-- @function [parent=#Director] setDefaultValues
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] init
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- Sets the Scheduler associated with this director<br>
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-- since v2.0
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-- @function [parent=#Director] setScheduler
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-- @param self
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-- @param #cc.Scheduler scheduler
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] getMatrix
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-- @param self
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-- @param #int type
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-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--------------------------------
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-- The main loop is triggered again.<br>
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-- Call this function only if [stopAnimation] was called earlier<br>
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-- warning Don't call this function to start the main loop. To run the main loop call runWithScene
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-- @function [parent=#Director] startAnimation
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Get the GLView, where everything is rendered<br>
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-- js NA<br>
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-- lua NA
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-- @function [parent=#Director] getOpenGLView
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-- @param self
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-- @return GLView#GLView ret (return value: cc.GLView)
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--------------------------------
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-- Get current running Scene. Director can only run one Scene at a time
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-- @function [parent=#Director] getRunningScene
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-- @param self
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-- @return Scene#Scene ret (return value: cc.Scene)
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--------------------------------
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-- Sets the glViewport
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-- @function [parent=#Director] setViewport
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.<br>
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-- If you don't want to pause your animation call [pause] instead.
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-- @function [parent=#Director] stopAnimation
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Pops out all scenes from the stack until it reaches `level`.<br>
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-- If level is 0, it will end the director.<br>
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-- If level is 1, it will pop all scenes until it reaches to root scene.<br>
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-- If level is <= than the current stack level, it won't do anything.
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-- @function [parent=#Director] popToSceneStackLevel
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-- @param self
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-- @param #int level
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Resumes the paused scene<br>
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-- The scheduled timers will be activated again.<br>
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-- The "delta time" will be 0 (as if the game wasn't paused)
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-- @function [parent=#Director] resume
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] isNextDeltaTimeZero
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- set clear values for the color buffers, value range of each element is [0.0, 1.0]
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-- @function [parent=#Director] setClearColor
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-- @param self
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-- @param #color4f_table clearColor
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Ends the execution, releases the running scene.<br>
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-- It doesn't remove the OpenGL view from its parent. You have to do it manually.<br>
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-- lua endToLua
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-- @function [parent=#Director] end
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] setOpenGLView
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-- @param self
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-- @param #cc.GLView openGLView
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- converts a UIKit coordinate to an OpenGL coordinate<br>
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-- Useful to convert (multi) touch coordinates to the current layout (portrait or landscape)
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-- @function [parent=#Director] convertToGL
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-- @param self
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-- @param #vec2_table point
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- Removes all cocos2d cached data.<br>
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-- It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache<br>
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-- since v0.99.3
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-- @function [parent=#Director] purgeCachedData
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- How many frames were called since the director started
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-- @function [parent=#Director] getTotalFrames
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-- @param self
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-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--------------------------------
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-- Enters the Director's main loop with the given Scene.<br>
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-- Call it to run only your FIRST scene.<br>
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-- Don't call it if there is already a running scene.<br>
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-- It will call pushScene: and then it will call startAnimation
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-- @function [parent=#Director] runWithScene
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-- @param self
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-- @param #cc.Scene scene
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] setNotificationNode
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-- @param self
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-- @param #cc.Node node
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Draw the scene.<br>
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-- This method is called every frame. Don't call it manually.
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-- @function [parent=#Director] drawScene
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Restart the director
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-- @function [parent=#Director] restart
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Pops out a scene from the stack.<br>
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-- This scene will replace the running one.<br>
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-- The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.<br>
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-- ONLY call it if there is a running scene.
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-- @function [parent=#Director] popScene
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-- @param self
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] loadIdentityMatrix
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-- @param self
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-- @param #int type
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Whether or not to display the FPS on the bottom-left corner
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-- @function [parent=#Director] isDisplayStats
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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--
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-- @function [parent=#Director] setProjection
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-- @param self
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-- @param #int projection
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Returns the Console <br>
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-- since v3.0
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-- @function [parent=#Director] getConsole
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-- @param self
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-- @return Console#Console ret (return value: cc.Console)
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--------------------------------
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--
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-- @function [parent=#Director] multiplyMatrix
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-- @param self
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-- @param #int type
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-- @param #mat4_table mat
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- / FIXME: missing description
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-- @function [parent=#Director] getZEye
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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--
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-- @function [parent=#Director] setNextDeltaTimeZero
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-- @param self
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-- @param #bool nextDeltaTimeZero
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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--
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-- @function [parent=#Director] popMatrix
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-- @param self
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-- @param #int type
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- returns visible size of the OpenGL view in points.<br>
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-- the value is equal to getWinSize if don't invoke<br>
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-- GLView::setDesignResolutionSize()
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-- @function [parent=#Director] getVisibleSize
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-- @param self
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-- @return size_table#size_table ret (return value: size_table)
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--------------------------------
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-- Gets the Scheduler associated with this director<br>
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-- since v2.0
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-- @function [parent=#Director] getScheduler
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-- @param self
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-- @return Scheduler#Scheduler ret (return value: cc.Scheduler)
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--------------------------------
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-- Suspends the execution of the running scene, pushing it on the stack of suspended scenes.<br>
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-- The new scene will be executed.<br>
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-- Try to avoid big stacks of pushed scenes to reduce memory allocation. <br>
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-- ONLY call it if there is a running scene.
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-- @function [parent=#Director] pushScene
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-- @param self
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-- @param #cc.Scene scene
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Get the FPS value
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-- @function [parent=#Director] getAnimationInterval
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-- @param self
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-- @return double#double ret (return value: double)
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--------------------------------
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-- Whether or not the Director is paused
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-- @function [parent=#Director] isPaused
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- Display the FPS on the bottom-left corner
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-- @function [parent=#Director] setDisplayStats
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-- @param self
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-- @param #bool displayStats
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Gets the EventDispatcher associated with this director <br>
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-- since v3.0
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-- @function [parent=#Director] getEventDispatcher
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-- @param self
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-- @return EventDispatcher#EventDispatcher ret (return value: cc.EventDispatcher)
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--------------------------------
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-- Replaces the running scene with a new one. The running scene is terminated.<br>
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-- ONLY call it if there is a running scene.
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-- @function [parent=#Director] replaceScene
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-- @param self
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-- @param #cc.Scene scene
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Set the FPS value.
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-- @function [parent=#Director] setAnimationInterval
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-- @param self
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-- @param #double interval
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-- @return Director#Director self (return value: cc.Director)
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--------------------------------
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-- Gets the ActionManager associated with this director<br>
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-- since v2.0
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-- @function [parent=#Director] getActionManager
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-- @param self
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-- @return ActionManager#ActionManager ret (return value: cc.ActionManager)
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--------------------------------
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-- returns a shared instance of the director
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-- @function [parent=#Director] getInstance
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-- @param self
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-- @return Director#Director ret (return value: cc.Director)
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return nil
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