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

282 lines
10 KiB
Lua

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-- @module SpriteBatchNode
-- @extend Node,TextureProtocol
-- @parent_module cc
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-- Append the child. <br>
-- param sprite A Sprite.
-- @function [parent=#SpriteBatchNode] appendChild
-- @param self
-- @param #cc.Sprite sprite
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] reorderBatch
-- @param self
-- @param #bool reorder
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] getTexture
-- @param self
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
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--
-- @function [parent=#SpriteBatchNode] setTexture
-- @param self
-- @param #cc.Texture2D texture
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- Removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.<br>
-- param index A certain index.<br>
-- param doCleanup Whether or not to cleanup the running actions.<br>
-- warning Removing a child from a SpriteBatchNode is very slow.
-- @function [parent=#SpriteBatchNode] removeChildAtIndex
-- @param self
-- @param #long index
-- @param #bool doCleanup
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- Remove a sprite from Atlas. <br>
-- param sprite A Sprite.
-- @function [parent=#SpriteBatchNode] removeSpriteFromAtlas
-- @param self
-- @param #cc.Sprite sprite
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] addSpriteWithoutQuad
-- @param self
-- @param #cc.Sprite child
-- @param #int z
-- @param #int aTag
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
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-- Get the nearest index from the sprite in z.<br>
-- param sprite The parent sprite.<br>
-- param z Z order for drawing priority.<br>
-- return Index.
-- @function [parent=#SpriteBatchNode] atlasIndexForChild
-- @param self
-- @param #cc.Sprite sprite
-- @param #int z
-- @return long#long ret (return value: long)
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-- Increase the Atlas Capacity.
-- @function [parent=#SpriteBatchNode] increaseAtlasCapacity
-- @param self
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- Get the Min image block index,in all child. <br>
-- param sprite The parent sprite.<br>
-- return Index.
-- @function [parent=#SpriteBatchNode] lowestAtlasIndexInChild
-- @param self
-- @param #cc.Sprite sprite
-- @return long#long ret (return value: long)
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-- lua NA
-- @function [parent=#SpriteBatchNode] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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-- initializes a SpriteBatchNode with a texture2d and capacity of children.<br>
-- The capacity will be increased in 33% in runtime if it runs out of space.
-- @function [parent=#SpriteBatchNode] initWithTexture
-- @param self
-- @param #cc.Texture2D tex
-- @param #long capacity
-- @return bool#bool ret (return value: bool)
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-- Sets the TextureAtlas object. <br>
-- param textureAtlas The TextureAtlas object.
-- @function [parent=#SpriteBatchNode] setTextureAtlas
-- @param self
-- @param #cc.TextureAtlas textureAtlas
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- reserves capacity for the batch node.<br>
-- If the current capacity is bigger, nothing happens.<br>
-- otherwise, a new capacity is allocated
-- @function [parent=#SpriteBatchNode] reserveCapacity
-- @param self
-- @param #long newCapacity
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- js NA
-- @function [parent=#SpriteBatchNode] removeAllChildrenWithCleanup
-- @param self
-- @param #bool cleanup
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.<br>
-- This method should be called only when you are dealing with very big AtlasSprite and when most of the Sprite won't be updated.<br>
-- For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont).
-- @function [parent=#SpriteBatchNode] insertQuadFromSprite
-- @param self
-- @param #cc.Sprite sprite
-- @param #long index
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.<br>
-- The capacity will be increased in 33% in runtime if it runs out of space.<br>
-- The file will be loaded using the TextureMgr.<br>
-- js init<br>
-- lua init
-- @function [parent=#SpriteBatchNode] initWithFile
-- @param self
-- @param #string fileImage
-- @param #long capacity
-- @return bool#bool ret (return value: bool)
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-- code<br>
-- When this function bound into js or lua,the parameter will be changed.<br>
-- In js: var setBlendFunc(var src, var dst).<br>
-- endcode<br>
-- lua NA
-- @function [parent=#SpriteBatchNode] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- Rebuild index with a sprite all child. <br>
-- param parent The parent sprite.<br>
-- param index The child index.<br>
-- return Index.
-- @function [parent=#SpriteBatchNode] rebuildIndexInOrder
-- @param self
-- @param #cc.Sprite parent
-- @param #long index
-- @return long#long ret (return value: long)
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-- Returns the TextureAtlas object. <br>
-- return The TextureAtlas object.
-- @function [parent=#SpriteBatchNode] getTextureAtlas
-- @param self
-- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas)
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-- Get the Max image block index,in all child.<br>
-- param sprite The parent sprite.<br>
-- return Index.
-- @function [parent=#SpriteBatchNode] highestAtlasIndexInChild
-- @param self
-- @param #cc.Sprite sprite
-- @return long#long ret (return value: long)
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-- Creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.<br>
-- The capacity will be increased in 33% in runtime if it runs out of space.<br>
-- The file will be loaded using the TextureMgr.<br>
-- param fileImage A file image (.png, .jpeg, .pvr, etc).<br>
-- param capacity The capacity of children.<br>
-- return Return an autorelease object.
-- @function [parent=#SpriteBatchNode] create
-- @param self
-- @param #string fileImage
-- @param #long capacity
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
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-- Creates a SpriteBatchNode with a texture2d and capacity of children.<br>
-- The capacity will be increased in 33% in runtime if it runs out of space.<br>
-- param tex A texture2d.<br>
-- param capacity The capacity of children.<br>
-- return Return an autorelease object.
-- @function [parent=#SpriteBatchNode] createWithTexture
-- @param self
-- @param #cc.Texture2D tex
-- @param #long capacity
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
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-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#SpriteBatchNode] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- js NA
-- @function [parent=#SpriteBatchNode] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- js NA
-- @function [parent=#SpriteBatchNode] getDescription
-- @param self
-- @return string#string ret (return value: string)
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-- js NA
-- @function [parent=#SpriteBatchNode] visit
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table parentTransform
-- @param #unsigned int parentFlags
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] sortAllChildren
-- @param self
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] removeChild
-- @param self
-- @param #cc.Node child
-- @param #bool cleanup
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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--
-- @function [parent=#SpriteBatchNode] init
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#SpriteBatchNode] reorderChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
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-- js ctor
-- @function [parent=#SpriteBatchNode] SpriteBatchNode
-- @param self
-- @return SpriteBatchNode#SpriteBatchNode self (return value: cc.SpriteBatchNode)
return nil