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

473 lines
16 KiB
Lua

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