mirror of https://github.com/axmolengine/axmol.git
1048 lines
38 KiB
Lua
1048 lines
38 KiB
Lua
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--------------------------------
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-- @module Node
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-- @extend Ref
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-- @parent_module cc
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--------------------------------
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-- @overload self, cc.Node, int
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-- @overload self, cc.Node
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-- @overload self, cc.Node, int, int
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-- @overload self, cc.Node, int, string
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-- @function [parent=#Node] addChild
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-- @param self
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-- @param #cc.Node child
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-- @param #int localZOrder
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-- @param #string name
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--------------------------------
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-- @overload self, cc.Component
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-- @overload self, string
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-- @function [parent=#Node] removeComponent
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-- @param self
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-- @param #string name
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-- @return bool#bool ret (retunr value: bool)
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--------------------------------
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-- set the PhysicsBody that let the sprite effect with physics<br>
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-- note This method will set anchor point to Vec2::ANCHOR_MIDDLE if body not null, and you cann't change anchor point if node has a physics body.
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-- @function [parent=#Node] setPhysicsBody
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-- @param self
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-- @param #cc.PhysicsBody body
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--------------------------------
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-- Gets the description string. It makes debugging easier.<br>
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-- return A string<br>
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-- js NA<br>
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-- lua NA
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-- @function [parent=#Node] getDescription
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-- @param self
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-- @return string#string ret (return value: string)
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--------------------------------
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-- Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br>
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-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
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-- while the second one uses the real skew function.<br>
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-- 0 is the default rotation angle.<br>
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-- Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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-- param rotationY The Y rotation in degrees.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setRotationSkewY
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-- @param self
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-- @param #float rotationY
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--------------------------------
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--
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-- @function [parent=#Node] setOpacityModifyRGB
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-- @param self
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-- @param #bool value
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--------------------------------
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--
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-- @function [parent=#Node] setCascadeOpacityEnabled
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-- @param self
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-- @param #bool cascadeOpacityEnabled
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--------------------------------
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-- @overload self
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-- @overload self
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-- @function [parent=#Node] getChildren
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-- @param self
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-- @return array_table#array_table ret (retunr value: array_table)
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--------------------------------
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--
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-- @function [parent=#Node] setOnExitCallback
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-- @param self
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-- @param #function callback
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--------------------------------
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-- Pauses all scheduled selectors, actions and event listeners..<br>
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-- This method is called internally by onExit
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-- @function [parent=#Node] pause
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-- @param self
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--------------------------------
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-- Converts a local Vec2 to world space coordinates.The result is in Points.<br>
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-- treating the returned/received node point as anchor relative.
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-- @function [parent=#Node] convertToWorldSpaceAR
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-- @param self
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-- @param #vec2_table nodePoint
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- Gets whether the anchor point will be (0,0) when you position this node.<br>
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-- see `ignoreAnchorPointForPosition(bool)`<br>
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-- return true if the anchor point will be (0,0) when you position this node.
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-- @function [parent=#Node] isIgnoreAnchorPointForPosition
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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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-- Gets a child from the container with its name<br>
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-- param name An identifier to find the child node.<br>
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-- return a Node object whose name equals to the input parameter<br>
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-- since v3.2
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-- @function [parent=#Node] getChildByName
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-- @param self
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-- @param #string name
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-- @return Node#Node ret (return value: cc.Node)
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--------------------------------
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--
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-- @function [parent=#Node] updateDisplayedOpacity
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-- @param self
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-- @param #unsigned char parentOpacity
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--------------------------------
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-- get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
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-- @function [parent=#Node] getCameraMask
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-- @param self
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-- @return unsigned short#unsigned short ret (return value: unsigned short)
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--------------------------------
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-- Sets the rotation (angle) of the node in degrees.<br>
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-- 0 is the default rotation angle.<br>
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-- Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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-- param rotation The rotation of the node in degrees.
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-- @function [parent=#Node] setRotation
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-- @param self
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-- @param #float rotation
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--------------------------------
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-- Changes the scale factor on Z axis of this node<br>
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-- The Default value is 1.0 if you haven't changed it before.<br>
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-- param scaleY The scale factor on Y axis.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setScaleZ
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-- @param self
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-- @param #float scaleZ
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--------------------------------
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-- Sets the scale (y) of the node.<br>
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-- It is a scaling factor that multiplies the height of the node and its children.<br>
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-- param scaleY The scale factor on Y axis.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setScaleY
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-- @param self
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-- @param #float scaleY
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--------------------------------
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-- Sets the scale (x) of the node.<br>
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-- It is a scaling factor that multiplies the width of the node and its children.<br>
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-- param scaleX The scale factor on X axis.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setScaleX
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-- @param self
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-- @param #float scaleX
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--------------------------------
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-- Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.<br>
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-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
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-- while the second one uses the real skew function.<br>
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-- 0 is the default rotation angle.<br>
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-- Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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-- param rotationX The X rotation in degrees which performs a horizontal rotational skew.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setRotationSkewX
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-- @param self
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-- @param #float rotationX
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--------------------------------
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--
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-- @function [parent=#Node] setonEnterTransitionDidFinishCallback
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-- @param self
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-- @param #function callback
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--------------------------------
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-- removes all components
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-- @function [parent=#Node] removeAllComponents
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-- @param self
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--------------------------------
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--
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-- @function [parent=#Node] _setLocalZOrder
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-- @param self
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-- @param #int z
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--------------------------------
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--
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-- @function [parent=#Node] setCameraMask
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-- @param self
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-- @param #unsigned short mask
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-- @param #bool applyChildren
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--------------------------------
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-- Returns a tag that is used to identify the node easily.<br>
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-- return An integer that identifies the node.<br>
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-- Please use `getTag()` instead.
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-- @function [parent=#Node] getTag
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- / @{/ @name GLProgram<br>
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-- Return the GLProgram (shader) currently used for this node<br>
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-- return The GLProgram (shader) currently used for this node
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-- @function [parent=#Node] getGLProgram
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-- @param self
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-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
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--------------------------------
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-- Returns the world affine transform matrix. The matrix is in Pixels.
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-- @function [parent=#Node] getNodeToWorldTransform
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-- @param self
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-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--------------------------------
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-- returns the position (X,Y,Z) in its parent's coordinate system
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-- @function [parent=#Node] getPosition3D
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-- @param self
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-- @return vec3_table#vec3_table ret (return value: vec3_table)
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--------------------------------
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-- Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.<br>
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-- param child The child node which will be removed.<br>
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-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
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-- @function [parent=#Node] removeChild
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-- @param self
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-- @param #cc.Node child
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-- @param #bool cleanup
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--------------------------------
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-- Converts a Vec2 to world space coordinates. The result is in Points.
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-- @function [parent=#Node] convertToWorldSpace
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-- @param self
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-- @param #vec2_table nodePoint
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- Returns the Scene that contains the Node.<br>
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-- It returns `nullptr` if the node doesn't belong to any Scene.<br>
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-- This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.
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-- @function [parent=#Node] getScene
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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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--
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-- @function [parent=#Node] 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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-- Changes the X skew angle of the node in degrees.<br>
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-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
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-- while the second one uses the real skew function.<br>
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-- This angle describes the shear distortion in the X direction.<br>
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-- Thus, it is the angle between the Y coordinate and the left edge of the shape<br>
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-- The default skewX angle is 0. Positive values distort the node in a CW direction.<br>
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-- param skewX The X skew angle of the node in degrees.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setSkewX
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-- @param self
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-- @param #float skewX
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--------------------------------
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--
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-- @function [parent=#Node] setGLProgramState
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-- @param self
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-- @param #cc.GLProgramState glProgramState
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--------------------------------
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--
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-- @function [parent=#Node] setOnEnterCallback
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-- @param self
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-- @param #function callback
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--------------------------------
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--
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-- @function [parent=#Node] getOpacity
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-- @param self
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-- @return unsigned char#unsigned char ret (return value: unsigned char)
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--------------------------------
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-- Sets the position (x,y) using values between 0 and 1.<br>
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-- The positions in pixels is calculated like the following:<br>
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-- code pseudo code<br>
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-- void setNormalizedPosition(Vec2 pos) {<br>
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-- Size s = getParent()->getContentSize();<br>
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-- _position = pos * s;<br>
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-- }<br>
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-- endcode
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-- @function [parent=#Node] setNormalizedPosition
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-- @param self
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-- @param #vec2_table position
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--------------------------------
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--
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-- @function [parent=#Node] setonExitTransitionDidStartCallback
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-- @param self
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-- @param #function callback
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--------------------------------
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-- convenience methods which take a Touch instead of Vec2
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-- @function [parent=#Node] convertTouchToNodeSpace
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-- @param self
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-- @param #cc.Touch touch
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- @overload self, bool
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-- @overload self
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-- @function [parent=#Node] removeAllChildrenWithCleanup
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-- @param self
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-- @param #bool cleanup
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--------------------------------
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--
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-- @function [parent=#Node] getNodeToParentAffineTransform
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-- @param self
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-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
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--------------------------------
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--
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-- @function [parent=#Node] isCascadeOpacityEnabled
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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 parent node<br>
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-- param parent A pointer to the parent node
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-- @function [parent=#Node] setParent
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-- @param self
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-- @param #cc.Node parent
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--------------------------------
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-- Returns a string that is used to identify the node.<br>
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-- return A string that identifies the node.<br>
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-- since v3.2
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-- @function [parent=#Node] getName
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-- @param self
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-- @return string#string ret (return value: string)
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--------------------------------
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-- returns the rotation (X,Y,Z) in degrees.
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-- @function [parent=#Node] getRotation3D
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-- @param self
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-- @return vec3_table#vec3_table ret (return value: vec3_table)
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--------------------------------
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-- Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.<br>
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-- The matrix is in Pixels.
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-- @function [parent=#Node] getNodeToParentTransform
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-- @param self
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-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--------------------------------
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-- converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).
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-- @function [parent=#Node] convertTouchToNodeSpaceAR
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-- @param self
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-- @param #cc.Touch touch
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- Converts a Vec2 to node (local) space coordinates. The result is in Points.
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-- @function [parent=#Node] convertToNodeSpace
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-- @param self
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-- @param #vec2_table worldPoint
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-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--------------------------------
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-- Resumes all scheduled selectors, actions and event listeners.<br>
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-- This method is called internally by onEnter
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-- @function [parent=#Node] resume
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-- @param self
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--------------------------------
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-- get the PhysicsBody the sprite have
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-- @function [parent=#Node] getPhysicsBody
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-- @param self
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-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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--------------------------------
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-- @overload self, float, float
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-- @overload self, vec2_table
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-- @function [parent=#Node] setPosition
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-- @param self
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-- @param #float x
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-- @param #float y
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--------------------------------
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-- Removes an action from the running action list by its tag.<br>
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-- param tag A tag that indicates the action to be removed.
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-- @function [parent=#Node] stopActionByTag
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-- @param self
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-- @param #int tag
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--------------------------------
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-- Reorders a child according to a new z value.<br>
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-- param child An already added child node. It MUST be already added.<br>
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-- param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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-- @function [parent=#Node] reorderChild
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-- @param self
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-- @param #cc.Node child
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-- @param #int localZOrder
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--------------------------------
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-- Sets whether the anchor point will be (0,0) when you position this node.<br>
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-- This is an internal method, only used by Layer and Scene. Don't call it outside framework.<br>
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-- The default value is false, while in Layer and Scene are true<br>
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-- param ignore true if anchor point will be (0,0) when you position this node<br>
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-- todo This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"
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-- @function [parent=#Node] ignoreAnchorPointForPosition
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-- @param self
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-- @param #bool ignore
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--------------------------------
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-- Changes the Y skew angle of the node in degrees.<br>
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-- The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
|
|
-- while the second one uses the real skew function.<br>
|
|
-- This angle describes the shear distortion in the Y direction.<br>
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-- Thus, it is the angle between the X coordinate and the bottom edge of the shape<br>
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-- The default skewY angle is 0. Positive values distort the node in a CCW direction.<br>
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-- param skewY The Y skew angle of the node in degrees.<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setSkewY
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-- @param self
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-- @param #float skewY
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--------------------------------
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-- Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.<br>
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-- The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on<br>
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-- in order to use this property correctly.<br>
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-- `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.<br>
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-- see `setGlobalZValue()`<br>
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-- param vertexZ OpenGL Z vertex of this node.
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-- @function [parent=#Node] setPositionZ
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-- @param self
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-- @param #float positionZ
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--------------------------------
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-- Sets the rotation (X,Y,Z) in degrees.<br>
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-- Useful for 3d rotations<br>
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-- warning The physics body doesn't support this.
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-- @function [parent=#Node] setRotation3D
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-- @param self
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-- @param #vec3_table rotation
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--------------------------------
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-- Gets/Sets x or y coordinate individually for position.<br>
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-- These methods are used in Lua and Javascript Bindings
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-- @function [parent=#Node] setPositionX
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-- @param self
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-- @param #float x
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--------------------------------
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-- Sets the Transformation matrix manually.
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-- @function [parent=#Node] setNodeToParentTransform
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-- @param self
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-- @param #mat4_table transform
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--------------------------------
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-- Returns the anchor point in percent.<br>
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-- see `setAnchorPoint(const Vec2&)`<br>
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-- return The anchor point of node.
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-- @function [parent=#Node] getAnchorPoint
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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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-- Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).<br>
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-- Composable actions are counted as 1 action. Example:<br>
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-- If you are running 1 Sequence of 7 actions, it will return 1.<br>
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-- If you are running 7 Sequences of 2 actions, it will return 7.<br>
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-- todo Rename to getNumberOfRunningActions()<br>
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-- return The number of actions that are running plus the ones that are schedule to run
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-- @function [parent=#Node] getNumberOfRunningActions
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-- @param self
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-- @return long#long ret (return value: long)
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--------------------------------
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-- Calls children's updateTransform() method recursively.<br>
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-- This method is moved from Sprite, so it's no longer specific to Sprite.<br>
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-- As the result, you apply SpriteBatchNode's optimization on your customed Node.<br>
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-- e.g., `batchNode->addChild(myCustomNode)`, while you can only addChild(sprite) before.
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-- @function [parent=#Node] updateTransform
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-- @param self
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--------------------------------
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-- Sets the shader program for this node<br>
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-- Since v2.0, each rendering node must set its shader program.<br>
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-- It should be set in initialize phase.<br>
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-- code<br>
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-- node->setGLrProgram(GLProgramCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));<br>
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-- endcode<br>
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-- param shaderProgram The shader program
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-- @function [parent=#Node] setGLProgram
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-- @param self
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-- @param #cc.GLProgram glprogram
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--------------------------------
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-- Determines if the node is visible<br>
|
|
-- see `setVisible(bool)`<br>
|
|
-- return true if the node is visible, false if the node is hidden.
|
|
-- @function [parent=#Node] isVisible
|
|
-- @param self
|
|
-- @return bool#bool ret (return value: bool)
|
|
|
|
--------------------------------
|
|
-- Returns the amount of children<br>
|
|
-- return The amount of children.
|
|
-- @function [parent=#Node] getChildrenCount
|
|
-- @param self
|
|
-- @return long#long ret (return value: long)
|
|
|
|
--------------------------------
|
|
-- Converts a Vec2 to node (local) space coordinates. The result is in Points.<br>
|
|
-- treating the returned/received node point as anchor relative.
|
|
-- @function [parent=#Node] convertToNodeSpaceAR
|
|
-- @param self
|
|
-- @param #vec2_table worldPoint
|
|
-- @return vec2_table#vec2_table ret (return value: vec2_table)
|
|
|
|
--------------------------------
|
|
-- adds a component
|
|
-- @function [parent=#Node] addComponent
|
|
-- @param self
|
|
-- @param #cc.Component component
|
|
-- @return bool#bool ret (return value: bool)
|
|
|
|
--------------------------------
|
|
-- Executes an action, and returns the action that is executed.<br>
|
|
-- This node becomes the action's target. Refer to Action::getTarget()<br>
|
|
-- warning Actions don't retain their target.<br>
|
|
-- return An Action pointer
|
|
-- @function [parent=#Node] runAction
|
|
-- @param self
|
|
-- @param #cc.Action action
|
|
-- @return Action#Action ret (return value: cc.Action)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] isOpacityModifyRGB
|
|
-- @param self
|
|
-- @return bool#bool ret (return value: bool)
|
|
|
|
--------------------------------
|
|
-- Returns the rotation of the node in degrees.<br>
|
|
-- see `setRotation(float)`<br>
|
|
-- return The rotation of the node in degrees.
|
|
-- @function [parent=#Node] getRotation
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Returns the anchorPoint in absolute pixels.<br>
|
|
-- warning You can only read it. If you wish to modify it, use anchorPoint instead.<br>
|
|
-- see `getAnchorPoint()`<br>
|
|
-- return The anchor point in absolute pixels.
|
|
-- @function [parent=#Node] getAnchorPointInPoints
|
|
-- @param self
|
|
-- @return vec2_table#vec2_table ret (return value: vec2_table)
|
|
|
|
--------------------------------
|
|
-- @overload self
|
|
-- @overload self, cc.Renderer, mat4_table, unsigned int
|
|
-- @function [parent=#Node] visit
|
|
-- @param self
|
|
-- @param #cc.Renderer renderer
|
|
-- @param #mat4_table parentTransform
|
|
-- @param #unsigned int parentFlags
|
|
|
|
--------------------------------
|
|
-- Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter<br>
|
|
-- param name A string that identifies a child node<br>
|
|
-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
|
-- @function [parent=#Node] removeChildByName
|
|
-- @param self
|
|
-- @param #string name
|
|
-- @param #bool cleanup
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getGLProgramState
|
|
-- @param self
|
|
-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
|
|
|
|
--------------------------------
|
|
-- Sets a Scheduler object that is used to schedule all "updates" and timers.<br>
|
|
-- warning If you set a new Scheduler, then previously created timers/update are going to be removed.<br>
|
|
-- param scheduler A Shdeduler object that is used to schedule all "update" and timers.
|
|
-- @function [parent=#Node] setScheduler
|
|
-- @param self
|
|
-- @param #cc.Scheduler scheduler
|
|
|
|
--------------------------------
|
|
-- Stops and removes all actions from the running action list .
|
|
-- @function [parent=#Node] stopAllActions
|
|
-- @param self
|
|
|
|
--------------------------------
|
|
-- Returns the X skew angle of the node in degrees.<br>
|
|
-- see `setSkewX(float)`<br>
|
|
-- return The X skew angle of the node in degrees.
|
|
-- @function [parent=#Node] getSkewX
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Returns the Y skew angle of the node in degrees.<br>
|
|
-- see `setSkewY(float)`<br>
|
|
-- return The Y skew angle of the node in degrees.
|
|
-- @function [parent=#Node] getSkewY
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getDisplayedColor
|
|
-- @param self
|
|
-- @return color3b_table#color3b_table ret (return value: color3b_table)
|
|
|
|
--------------------------------
|
|
-- Gets an action from the running action list by its tag.<br>
|
|
-- see `setTag(int)`, `getTag()`.<br>
|
|
-- return The action object with the given tag.
|
|
-- @function [parent=#Node] getActionByTag
|
|
-- @param self
|
|
-- @param #int tag
|
|
-- @return Action#Action ret (return value: cc.Action)
|
|
|
|
--------------------------------
|
|
-- Changes the name that is used to identify the node easily.<br>
|
|
-- param name A string that identifies the node.<br>
|
|
-- since v3.2
|
|
-- @function [parent=#Node] setName
|
|
-- @param self
|
|
-- @param #string name
|
|
|
|
--------------------------------
|
|
-- @overload self, cc.AffineTransform
|
|
-- @overload self, mat4_table
|
|
-- @function [parent=#Node] setAdditionalTransform
|
|
-- @param self
|
|
-- @param #mat4_table additionalTransform
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getDisplayedOpacity
|
|
-- @param self
|
|
-- @return unsigned char#unsigned char ret (return value: unsigned char)
|
|
|
|
--------------------------------
|
|
-- Gets the local Z order of this node.<br>
|
|
-- see `setLocalZOrder(int)`<br>
|
|
-- return The local (relative to its siblings) Z order.
|
|
-- @function [parent=#Node] getLocalZOrder
|
|
-- @param self
|
|
-- @return int#int ret (return value: int)
|
|
|
|
--------------------------------
|
|
-- @overload self
|
|
-- @overload self
|
|
-- @function [parent=#Node] getScheduler
|
|
-- @param self
|
|
-- @return Scheduler#Scheduler ret (retunr value: cc.Scheduler)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getParentToNodeAffineTransform
|
|
-- @param self
|
|
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
|
|
|
|
--------------------------------
|
|
-- Returns the arrival order, indicates which children is added previously.<br>
|
|
-- see `setOrderOfArrival(unsigned int)`<br>
|
|
-- return The arrival order.
|
|
-- @function [parent=#Node] getOrderOfArrival
|
|
-- @param self
|
|
-- @return int#int ret (return value: int)
|
|
|
|
--------------------------------
|
|
-- Sets the ActionManager object that is used by all actions.<br>
|
|
-- warning If you set a new ActionManager, then previously created actions will be removed.<br>
|
|
-- param actionManager A ActionManager object that is used by all actions.
|
|
-- @function [parent=#Node] setActionManager
|
|
-- @param self
|
|
-- @param #cc.ActionManager actionManager
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] setColor
|
|
-- @param self
|
|
-- @param #color3b_table color
|
|
|
|
--------------------------------
|
|
-- Returns whether or not the node is "running".<br>
|
|
-- If the node is running it will accept event callbacks like onEnter(), onExit(), update()<br>
|
|
-- return Whether or not the node is running.
|
|
-- @function [parent=#Node] isRunning
|
|
-- @param self
|
|
-- @return bool#bool ret (return value: bool)
|
|
|
|
--------------------------------
|
|
-- @overload self
|
|
-- @overload self
|
|
-- @function [parent=#Node] getParent
|
|
-- @param self
|
|
-- @return Node#Node ret (retunr value: cc.Node)
|
|
|
|
--------------------------------
|
|
-- Gets position Z coordinate of this node.<br>
|
|
-- see setPositionZ(float)<br>
|
|
-- return the position Z coordinate of this node.
|
|
-- @function [parent=#Node] getPositionZ
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getPositionY
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getPositionX
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter<br>
|
|
-- param tag An interger number that identifies a child node<br>
|
|
-- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.<br>
|
|
-- Please use `removeChildByName` instead.
|
|
-- @function [parent=#Node] removeChildByTag
|
|
-- @param self
|
|
-- @param #int tag
|
|
-- @param #bool cleanup
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] setPositionY
|
|
-- @param self
|
|
-- @param #float y
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getNodeToWorldAffineTransform
|
|
-- @param self
|
|
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] updateDisplayedColor
|
|
-- @param self
|
|
-- @param #color3b_table parentColor
|
|
|
|
--------------------------------
|
|
-- Sets whether the node is visible<br>
|
|
-- The default value is true, a node is default to visible<br>
|
|
-- param visible true if the node is visible, false if the node is hidden.
|
|
-- @function [parent=#Node] setVisible
|
|
-- @param self
|
|
-- @param #bool visible
|
|
|
|
--------------------------------
|
|
-- Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.<br>
|
|
-- The matrix is in Pixels.
|
|
-- @function [parent=#Node] getParentToNodeTransform
|
|
-- @param self
|
|
-- @return mat4_table#mat4_table ret (return value: mat4_table)
|
|
|
|
--------------------------------
|
|
-- Defines the oder in which the nodes are renderer.<br>
|
|
-- Nodes that have a Global Z Order lower, are renderer first.<br>
|
|
-- In case two or more nodes have the same Global Z Order, the oder is not guaranteed.<br>
|
|
-- The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.<br>
|
|
-- By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.<br>
|
|
-- Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.<br>
|
|
-- Limitations: Global Z Order can't be used used by Nodes that have SpriteBatchNode as one of their acenstors.<br>
|
|
-- And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.<br>
|
|
-- see `setLocalZOrder()`<br>
|
|
-- see `setVertexZ()`<br>
|
|
-- since v3.0
|
|
-- @function [parent=#Node] setGlobalZOrder
|
|
-- @param self
|
|
-- @param #float globalZOrder
|
|
|
|
--------------------------------
|
|
-- @overload self, float, float
|
|
-- @overload self, float
|
|
-- @function [parent=#Node] setScale
|
|
-- @param self
|
|
-- @param #float scaleX
|
|
-- @param #float scaleY
|
|
|
|
--------------------------------
|
|
-- Gets a child from the container with its tag<br>
|
|
-- param tag An identifier to find the child node.<br>
|
|
-- return a Node object whose tag equals to the input parameter<br>
|
|
-- Please use `getChildByName()` instead
|
|
-- @function [parent=#Node] getChildByTag
|
|
-- @param self
|
|
-- @param #int tag
|
|
-- @return Node#Node ret (return value: cc.Node)
|
|
|
|
--------------------------------
|
|
-- Sets the arrival order when this node has a same ZOrder with other children.<br>
|
|
-- A node which called addChild subsequently will take a larger arrival order,<br>
|
|
-- If two children have the same Z order, the child with larger arrival order will be drawn later.<br>
|
|
-- warning This method is used internally for localZOrder sorting, don't change this manually<br>
|
|
-- param orderOfArrival The arrival order.
|
|
-- @function [parent=#Node] setOrderOfArrival
|
|
-- @param self
|
|
-- @param #int orderOfArrival
|
|
|
|
--------------------------------
|
|
-- Returns the scale factor on Z axis of this node<br>
|
|
-- see `setScaleZ(float)`<br>
|
|
-- return The scale factor on Z axis.
|
|
-- @function [parent=#Node] getScaleZ
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Returns the scale factor on Y axis of this node<br>
|
|
-- see `setScaleY(float)`<br>
|
|
-- return The scale factor on Y axis.
|
|
-- @function [parent=#Node] getScaleY
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Returns the scale factor on X axis of this node<br>
|
|
-- see setScaleX(float)<br>
|
|
-- return The scale factor on X axis.
|
|
-- @function [parent=#Node] getScaleX
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- LocalZOrder is the 'key' used to sort the node relative to its siblings.<br>
|
|
-- The Node's parent will sort all its children based ont the LocalZOrder value.<br>
|
|
-- If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.<br>
|
|
-- Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http:en.wikipedia.org/wiki/Tree_traversal#In-order )<br>
|
|
-- And Nodes that have LocalZOder values < 0 are the "left" subtree<br>
|
|
-- While Nodes with LocalZOder >=0 are the "right" subtree.<br>
|
|
-- see `setGlobalZOrder`<br>
|
|
-- see `setVertexZ`
|
|
-- @function [parent=#Node] setLocalZOrder
|
|
-- @param self
|
|
-- @param #int localZOrder
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getWorldToNodeAffineTransform
|
|
-- @param self
|
|
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] setCascadeColorEnabled
|
|
-- @param self
|
|
-- @param #bool cascadeColorEnabled
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] setOpacity
|
|
-- @param self
|
|
-- @param #unsigned char opacity
|
|
|
|
--------------------------------
|
|
-- Stops all running actions and schedulers
|
|
-- @function [parent=#Node] cleanup
|
|
-- @param self
|
|
|
|
--------------------------------
|
|
-- / @{/ @name component functions<br>
|
|
-- gets a component by its name
|
|
-- @function [parent=#Node] getComponent
|
|
-- @param self
|
|
-- @param #string name
|
|
-- @return Component#Component ret (return value: cc.Component)
|
|
|
|
--------------------------------
|
|
-- Returns the untransformed size of the node.<br>
|
|
-- see `setContentSize(const Size&)`<br>
|
|
-- return The untransformed size of the node.
|
|
-- @function [parent=#Node] getContentSize
|
|
-- @param self
|
|
-- @return size_table#size_table ret (return value: size_table)
|
|
|
|
--------------------------------
|
|
-- Removes all actions from the running action list by its tag.<br>
|
|
-- param tag A tag that indicates the action to be removed.
|
|
-- @function [parent=#Node] stopAllActionsByTag
|
|
-- @param self
|
|
-- @param #int tag
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] getColor
|
|
-- @param self
|
|
-- @return color3b_table#color3b_table ret (return value: color3b_table)
|
|
|
|
--------------------------------
|
|
-- Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.<br>
|
|
-- return An AABB (axis-aligned bounding-box) in its parent's coordinate system
|
|
-- @function [parent=#Node] getBoundingBox
|
|
-- @param self
|
|
-- @return rect_table#rect_table ret (return value: rect_table)
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] setEventDispatcher
|
|
-- @param self
|
|
-- @param #cc.EventDispatcher dispatcher
|
|
|
|
--------------------------------
|
|
-- Returns the Node's Global Z Order.<br>
|
|
-- see `setGlobalZOrder(int)`<br>
|
|
-- return The node's global Z order
|
|
-- @function [parent=#Node] getGlobalZOrder
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- @overload self
|
|
-- @overload self, cc.Renderer, mat4_table, unsigned int
|
|
-- @function [parent=#Node] draw
|
|
-- @param self
|
|
-- @param #cc.Renderer renderer
|
|
-- @param #mat4_table transform
|
|
-- @param #unsigned int flags
|
|
|
|
--------------------------------
|
|
-- Returns a user assigned Object<br>
|
|
-- Similar to UserData, but instead of holding a void* it holds an object.<br>
|
|
-- The UserObject will be retained once in this method,<br>
|
|
-- and the previous UserObject (if existed) will be released.<br>
|
|
-- The UserObject will be released in Node's destructor.<br>
|
|
-- param userObject A user assigned Object
|
|
-- @function [parent=#Node] setUserObject
|
|
-- @param self
|
|
-- @param #cc.Ref userObject
|
|
|
|
--------------------------------
|
|
-- @overload self, bool
|
|
-- @overload self
|
|
-- @function [parent=#Node] removeFromParentAndCleanup
|
|
-- @param self
|
|
-- @param #bool cleanup
|
|
|
|
--------------------------------
|
|
-- Sets the position (X, Y, and Z) in its parent's coordinate system
|
|
-- @function [parent=#Node] setPosition3D
|
|
-- @param self
|
|
-- @param #vec3_table position
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] update
|
|
-- @param self
|
|
-- @param #float delta
|
|
|
|
--------------------------------
|
|
-- Sorts the children array once before drawing, instead of every time when a child is added or reordered.<br>
|
|
-- This appraoch can improves the performance massively.<br>
|
|
-- note Don't call this manually unless a child added needs to be removed in the same frame
|
|
-- @function [parent=#Node] sortAllChildren
|
|
-- @param self
|
|
|
|
--------------------------------
|
|
-- Returns the inverse world affine transform matrix. The matrix is in Pixels.
|
|
-- @function [parent=#Node] getWorldToNodeTransform
|
|
-- @param self
|
|
-- @return mat4_table#mat4_table ret (return value: mat4_table)
|
|
|
|
--------------------------------
|
|
-- Gets the scale factor of the node, when X and Y have the same scale factor.<br>
|
|
-- warning Assert when `_scaleX != _scaleY`<br>
|
|
-- see setScale(float)<br>
|
|
-- return The scale factor of the node.
|
|
-- @function [parent=#Node] getScale
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- returns the normalized position
|
|
-- @function [parent=#Node] getNormalizedPosition
|
|
-- @param self
|
|
-- @return vec2_table#vec2_table ret (return value: vec2_table)
|
|
|
|
--------------------------------
|
|
-- Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.<br>
|
|
-- see `setRotationSkewX(float)`<br>
|
|
-- return The X rotation in degrees.
|
|
-- @function [parent=#Node] getRotationSkewX
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br>
|
|
-- see `setRotationSkewY(float)`<br>
|
|
-- return The Y rotation in degrees.
|
|
-- @function [parent=#Node] getRotationSkewY
|
|
-- @param self
|
|
-- @return float#float ret (return value: float)
|
|
|
|
--------------------------------
|
|
-- Changes the tag that is used to identify the node easily.<br>
|
|
-- Please refer to getTag for the sample code.<br>
|
|
-- param tag A integer that identifies the node.<br>
|
|
-- Please use `setName()` instead.
|
|
-- @function [parent=#Node] setTag
|
|
-- @param self
|
|
-- @param #int tag
|
|
|
|
--------------------------------
|
|
--
|
|
-- @function [parent=#Node] isCascadeColorEnabled
|
|
-- @param self
|
|
-- @return bool#bool ret (return value: bool)
|
|
|
|
--------------------------------
|
|
-- Stops and removes an action from the running action list.<br>
|
|
-- param action The action object to be removed.
|
|
-- @function [parent=#Node] stopAction
|
|
-- @param self
|
|
-- @param #cc.Action action
|
|
|
|
--------------------------------
|
|
-- @overload self
|
|
-- @overload self
|
|
-- @function [parent=#Node] getActionManager
|
|
-- @param self
|
|
-- @return ActionManager#ActionManager ret (retunr value: cc.ActionManager)
|
|
|
|
--------------------------------
|
|
-- Allocates and initializes a node.<br>
|
|
-- return A initialized node which is marked as "autorelease".
|
|
-- @function [parent=#Node] create
|
|
-- @param self
|
|
-- @return Node#Node ret (return value: cc.Node)
|
|
|
|
return nil
|