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

136 lines
4.2 KiB
Lua

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-- @module ProgressTimer
-- @extend Node
-- @parent_module cc
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--
-- @function [parent=#ProgressTimer] isReverseDirection
-- @param self
-- @return bool#bool ret (return value: bool)
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-- This allows the bar type to move the component at a specific rate<br>
-- Set the component to 0 to make sure it stays at 100%.<br>
-- For example you want a left to right bar but not have the height stay 100%<br>
-- Set the rate to be Vec2(0,1); and set the midpoint to = Vec2(0,.5f);
-- @function [parent=#ProgressTimer] setBarChangeRate
-- @param self
-- @param #vec2_table barChangeRate
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-- Percentages are from 0 to 100
-- @function [parent=#ProgressTimer] getPercentage
-- @param self
-- @return float#float ret (return value: float)
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--
-- @function [parent=#ProgressTimer] setSprite
-- @param self
-- @param #cc.Sprite sprite
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-- Change the percentage to change progress.
-- @function [parent=#ProgressTimer] getType
-- @param self
-- @return int#int ret (return value: int)
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-- The image to show the progress percentage, retain
-- @function [parent=#ProgressTimer] getSprite
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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-- Midpoint is used to modify the progress start position.<br>
-- If you're using radials type then the midpoint changes the center point<br>
-- If you're using bar type the the midpoint changes the bar growth<br>
-- it expands from the center but clamps to the sprites edge so:<br>
-- you want a left to right then set the midpoint all the way to Vec2(0,y)<br>
-- you want a right to left then set the midpoint all the way to Vec2(1,y)<br>
-- you want a bottom to top then set the midpoint all the way to Vec2(x,0)<br>
-- you want a top to bottom then set the midpoint all the way to Vec2(x,1)
-- @function [parent=#ProgressTimer] setMidpoint
-- @param self
-- @param #vec2_table point
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-- Returns the BarChangeRate
-- @function [parent=#ProgressTimer] getBarChangeRate
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- @overload self, bool
-- @overload self, bool
-- @function [parent=#ProgressTimer] setReverseDirection
-- @param self
-- @param #bool reverse
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-- Returns the Midpoint
-- @function [parent=#ProgressTimer] getMidpoint
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--
-- @function [parent=#ProgressTimer] setPercentage
-- @param self
-- @param #float percentage
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--
-- @function [parent=#ProgressTimer] setType
-- @param self
-- @param #int type
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-- Creates a progress timer with the sprite as the shape the timer goes through
-- @function [parent=#ProgressTimer] create
-- @param self
-- @param #cc.Sprite sp
-- @return ProgressTimer#ProgressTimer ret (return value: cc.ProgressTimer)
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--
-- @function [parent=#ProgressTimer] setAnchorPoint
-- @param self
-- @param #vec2_table anchorPoint
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--
-- @function [parent=#ProgressTimer] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
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--
-- @function [parent=#ProgressTimer] setColor
-- @param self
-- @param #color3b_table color
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--
-- @function [parent=#ProgressTimer] getColor
-- @param self
-- @return color3b_table#color3b_table ret (return value: color3b_table)
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--
-- @function [parent=#ProgressTimer] setOpacity
-- @param self
-- @param #unsigned char opacity
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--
-- @function [parent=#ProgressTimer] getOpacity
-- @param self
-- @return unsigned char#unsigned char ret (return value: unsigned char)
return nil