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

672 lines
19 KiB
Lua

--------------------------------
-- @module Node
-- @extend Ref
--------------------------------
-- overload function: addChild(cc.Node, int)
--
-- overload function: addChild(cc.Node)
--
-- overload function: addChild(cc.Node, int, int)
--
-- @function [parent=#Node] addChild
-- @param self
-- @param #cc.Node node
-- @param #int int
-- @param #int int
--------------------------------
-- @function [parent=#Node] removeComponent
-- @param self
-- @param #string str
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#Node] setPhysicsBody
-- @param self
-- @param #cc.PhysicsBody physicsbody
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-- @function [parent=#Node] getDescription
-- @param self
-- @return string#string ret (return value: string)
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-- @function [parent=#Node] setRotationSkewY
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] setOpacityModifyRGB
-- @param self
-- @param #bool bool
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-- @function [parent=#Node] setCascadeOpacityEnabled
-- @param self
-- @param #bool bool
--------------------------------
-- overload function: getChildren()
--
-- overload function: getChildren()
--
-- @function [parent=#Node] getChildren
-- @param self
-- @return array_table#array_table ret (retunr value: array_table)
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-- @function [parent=#Node] pause
-- @param self
--------------------------------
-- @function [parent=#Node] convertToWorldSpaceAR
-- @param self
-- @param #vector2_table array
-- @return vector2_table#vector2_table ret (return value: vector2_table)
--------------------------------
-- @function [parent=#Node] isIgnoreAnchorPointForPosition
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#Node] updateDisplayedOpacity
-- @param self
-- @param #unsigned char char
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-- @function [parent=#Node] setRotation
-- @param self
-- @param #float float
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-- @function [parent=#Node] setScaleZ
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] setScaleY
-- @param self
-- @param #float float
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-- @function [parent=#Node] setScaleX
-- @param self
-- @param #float float
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-- @function [parent=#Node] setRotationSkewX
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] removeAllComponents
-- @param self
--------------------------------
-- @function [parent=#Node] _setLocalZOrder
-- @param self
-- @param #int int
--------------------------------
-- @function [parent=#Node] getTag
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- @function [parent=#Node] getGLProgram
-- @param self
-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
--------------------------------
-- @function [parent=#Node] getNodeToWorldTransform
-- @param self
-- @return matrix_table#matrix_table ret (return value: matrix_table)
--------------------------------
-- @function [parent=#Node] getPosition3D
-- @param self
-- @return vector3_table#vector3_table ret (return value: vector3_table)
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-- @function [parent=#Node] removeChild
-- @param self
-- @param #cc.Node node
-- @param #bool bool
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-- @function [parent=#Node] convertToWorldSpace
-- @param self
-- @param #vector2_table array
-- @return vector2_table#vector2_table ret (return value: vector2_table)
--------------------------------
-- @function [parent=#Node] getScene
-- @param self
-- @return Scene#Scene ret (return value: cc.Scene)
--------------------------------
-- @function [parent=#Node] getEventDispatcher
-- @param self
-- @return EventDispatcher#EventDispatcher ret (return value: cc.EventDispatcher)
--------------------------------
-- @function [parent=#Node] setSkewX
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] setGLProgramState
-- @param self
-- @param #cc.GLProgramState glprogramstate
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-- @function [parent=#Node] getOpacity
-- @param self
-- @return unsigned char#unsigned char ret (return value: unsigned char)
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-- @function [parent=#Node] convertTouchToNodeSpace
-- @param self
-- @param #cc.Touch touch
-- @return vector2_table#vector2_table ret (return value: vector2_table)
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-- overload function: removeAllChildrenWithCleanup(bool)
--
-- overload function: removeAllChildrenWithCleanup()
--
-- @function [parent=#Node] removeAllChildrenWithCleanup
-- @param self
-- @param #bool bool
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-- @function [parent=#Node] getNodeToParentAffineTransform
-- @param self
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
--------------------------------
-- @function [parent=#Node] isCascadeOpacityEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#Node] setParent
-- @param self
-- @param #cc.Node node
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-- @function [parent=#Node] getRotation3D
-- @param self
-- @return vector3_table#vector3_table ret (return value: vector3_table)
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-- @function [parent=#Node] getNodeToParentTransform
-- @param self
-- @return matrix_table#matrix_table ret (return value: matrix_table)
--------------------------------
-- @function [parent=#Node] convertTouchToNodeSpaceAR
-- @param self
-- @param #cc.Touch touch
-- @return vector2_table#vector2_table ret (return value: vector2_table)
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-- @function [parent=#Node] convertToNodeSpace
-- @param self
-- @param #vector2_table array
-- @return vector2_table#vector2_table ret (return value: vector2_table)
--------------------------------
-- @function [parent=#Node] resume
-- @param self
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-- @function [parent=#Node] getPhysicsBody
-- @param self
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
--------------------------------
-- overload function: setPosition(float, float)
--
-- overload function: setPosition(vector2_table)
--
-- @function [parent=#Node] setPosition
-- @param self
-- @param #float float
-- @param #float float
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-- @function [parent=#Node] stopActionByTag
-- @param self
-- @param #int int
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-- @function [parent=#Node] reorderChild
-- @param self
-- @param #cc.Node node
-- @param #int int
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-- @function [parent=#Node] ignoreAnchorPointForPosition
-- @param self
-- @param #bool bool
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-- @function [parent=#Node] setSkewY
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] setPositionZ
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] setRotation3D
-- @param self
-- @param #vector3_table array
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-- @function [parent=#Node] setPositionX
-- @param self
-- @param #float float
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-- @function [parent=#Node] setNodeToParentTransform
-- @param self
-- @param #matrix_table matrix
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-- @function [parent=#Node] getAnchorPoint
-- @param self
-- @return vector2_table#vector2_table ret (return value: vector2_table)
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-- @function [parent=#Node] getNumberOfRunningActions
-- @param self
-- @return long#long ret (return value: long)
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-- @function [parent=#Node] updateTransform
-- @param self
--------------------------------
-- @function [parent=#Node] isVisible
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#Node] getChildrenCount
-- @param self
-- @return long#long ret (return value: long)
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-- @function [parent=#Node] convertToNodeSpaceAR
-- @param self
-- @param #vector2_table array
-- @return vector2_table#vector2_table ret (return value: vector2_table)
--------------------------------
-- @function [parent=#Node] addComponent
-- @param self
-- @param #cc.Component component
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#Node] isOpacityModifyRGB
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#Node] getRotation
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] getAnchorPointInPoints
-- @param self
-- @return vector2_table#vector2_table ret (return value: vector2_table)
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-- @function [parent=#Node] runAction
-- @param self
-- @param #cc.Action action
-- @return Action#Action ret (return value: cc.Action)
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-- @function [parent=#Node] getGLProgramState
-- @param self
-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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-- @function [parent=#Node] setScheduler
-- @param self
-- @param #cc.Scheduler scheduler
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-- @function [parent=#Node] stopAllActions
-- @param self
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-- @function [parent=#Node] getSkewX
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @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)
--------------------------------
-- @function [parent=#Node] getActionByTag
-- @param self
-- @param #int int
-- @return Action#Action ret (return value: cc.Action)
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-- overload function: setAdditionalTransform(cc.AffineTransform)
--
-- overload function: setAdditionalTransform(matrix_table)
--
-- @function [parent=#Node] setAdditionalTransform
-- @param self
-- @param #matrix_table matrix
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-- @function [parent=#Node] getDisplayedOpacity
-- @param self
-- @return unsigned char#unsigned char ret (return value: unsigned char)
--------------------------------
-- @function [parent=#Node] getLocalZOrder
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- overload function: getScheduler()
--
-- overload function: getScheduler()
--
-- @function [parent=#Node] getScheduler
-- @param self
-- @return Scheduler#Scheduler ret (retunr value: cc.Scheduler)
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-- @function [parent=#Node] getParentToNodeAffineTransform
-- @param self
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
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-- @function [parent=#Node] getOrderOfArrival
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#Node] setActionManager
-- @param self
-- @param #cc.ActionManager actionmanager
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-- @function [parent=#Node] setColor
-- @param self
-- @param #color3b_table color3b
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-- @function [parent=#Node] isRunning
-- @param self
-- @return bool#bool ret (return value: bool)
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-- overload function: getParent()
--
-- overload function: getParent()
--
-- @function [parent=#Node] getParent
-- @param self
-- @return Node#Node ret (retunr value: cc.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)
--------------------------------
-- @function [parent=#Node] removeChildByTag
-- @param self
-- @param #int int
-- @param #bool bool
--------------------------------
-- @function [parent=#Node] setPositionY
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] getNodeToWorldAffineTransform
-- @param self
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
--------------------------------
-- @function [parent=#Node] updateDisplayedColor
-- @param self
-- @param #color3b_table color3b
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-- @function [parent=#Node] setVisible
-- @param self
-- @param #bool bool
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-- @function [parent=#Node] getParentToNodeTransform
-- @param self
-- @return matrix_table#matrix_table ret (return value: matrix_table)
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-- @function [parent=#Node] setGlobalZOrder
-- @param self
-- @param #float float
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-- overload function: setScale(float, float)
--
-- overload function: setScale(float)
--
-- @function [parent=#Node] setScale
-- @param self
-- @param #float float
-- @param #float float
--------------------------------
-- @function [parent=#Node] getChildByTag
-- @param self
-- @param #int int
-- @return Node#Node ret (return value: cc.Node)
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-- @function [parent=#Node] setOrderOfArrival
-- @param self
-- @param #int int
--------------------------------
-- @function [parent=#Node] getScaleZ
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] getScaleY
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] getScaleX
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] setLocalZOrder
-- @param self
-- @param #int int
--------------------------------
-- @function [parent=#Node] getWorldToNodeAffineTransform
-- @param self
-- @return AffineTransform#AffineTransform ret (return value: cc.AffineTransform)
--------------------------------
-- @function [parent=#Node] setCascadeColorEnabled
-- @param self
-- @param #bool bool
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-- @function [parent=#Node] setOpacity
-- @param self
-- @param #unsigned char char
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-- @function [parent=#Node] cleanup
-- @param self
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-- @function [parent=#Node] getComponent
-- @param self
-- @param #string str
-- @return Component#Component ret (return value: cc.Component)
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-- @function [parent=#Node] getContentSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
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-- @function [parent=#Node] getColor
-- @param self
-- @return color3b_table#color3b_table ret (return value: color3b_table)
--------------------------------
-- @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 eventdispatcher
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-- @function [parent=#Node] getGlobalZOrder
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- overload function: draw()
--
-- overload function: draw(cc.Renderer, matrix_table, bool)
--
-- @function [parent=#Node] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #matrix_table matrix
-- @param #bool bool
--------------------------------
-- @function [parent=#Node] setUserObject
-- @param self
-- @param #cc.Ref ref
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-- overload function: removeFromParentAndCleanup(bool)
--
-- overload function: removeFromParentAndCleanup()
--
-- @function [parent=#Node] removeFromParentAndCleanup
-- @param self
-- @param #bool bool
--------------------------------
-- @function [parent=#Node] setPosition3D
-- @param self
-- @param #vector3_table array
--------------------------------
-- @function [parent=#Node] update
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Node] sortAllChildren
-- @param self
--------------------------------
-- @function [parent=#Node] getWorldToNodeTransform
-- @param self
-- @return matrix_table#matrix_table ret (return value: matrix_table)
--------------------------------
-- @function [parent=#Node] setGLProgram
-- @param self
-- @param #cc.GLProgram glprogram
--------------------------------
-- @function [parent=#Node] getScale
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] getRotationSkewX
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] getRotationSkewY
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Node] setTag
-- @param self
-- @param #int int
--------------------------------
-- @function [parent=#Node] isCascadeColorEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#Node] stopAction
-- @param self
-- @param #cc.Action action
--------------------------------
-- overload function: getActionManager()
--
-- overload function: getActionManager()
--
-- @function [parent=#Node] getActionManager
-- @param self
-- @return ActionManager#ActionManager ret (retunr value: cc.ActionManager)
--------------------------------
-- @function [parent=#Node] create
-- @param self
-- @return Node#Node ret (return value: cc.Node)
return nil