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

360 lines
12 KiB
Lua

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-- @module Sprite
-- @extend Node,TextureProtocol
-- @parent_module cc
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-- @overload self, cc.SpriteFrame
-- @overload self, string
-- @function [parent=#Sprite] setSpriteFrame
-- @param self
-- @param #string spriteFrameName
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-- @overload self, cc.Texture2D
-- @overload self, string
-- @function [parent=#Sprite] setTexture
-- @param self
-- @param #string filename
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-- returns the Texture2D object used by the sprite
-- @function [parent=#Sprite] getTexture
-- @param self
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
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-- Sets whether the sprite should be flipped vertically or not.<br>
-- param flippedY true if the sprite should be flipped vertically, false otherwise.
-- @function [parent=#Sprite] setFlippedY
-- @param self
-- @param #bool flippedY
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-- Sets whether the sprite should be flipped horizontally or not.<br>
-- param flippedX true if the sprite should be flipped horizontally, false otherwise.
-- @function [parent=#Sprite] setFlippedX
-- @param self
-- @param #bool flippedX
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-- Returns the batch node object if this sprite is rendered by SpriteBatchNode<br>
-- return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,<br>
-- nullptr if the sprite isn't used batch node.
-- @function [parent=#Sprite] getBatchNode
-- @param self
-- @return SpriteBatchNode#SpriteBatchNode ret (return value: cc.SpriteBatchNode)
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-- Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
-- @function [parent=#Sprite] getOffsetPosition
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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--
-- @function [parent=#Sprite] removeAllChildrenWithCleanup
-- @param self
-- @param #bool cleanup
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-- Updates the quad according the rotation, position, scale values.
-- @function [parent=#Sprite] updateTransform
-- @param self
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-- @overload self, rect_table, bool, size_table
-- @overload self, rect_table
-- @function [parent=#Sprite] setTextureRect
-- @param self
-- @param #rect_table rect
-- @param #bool rotated
-- @param #size_table untrimmedSize
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-- Returns whether or not a SpriteFrame is being displayed
-- @function [parent=#Sprite] isFrameDisplayed
-- @param self
-- @param #cc.SpriteFrame pFrame
-- @return bool#bool ret (return value: bool)
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-- Returns the index used on the TextureAtlas.
-- @function [parent=#Sprite] getAtlasIndex
-- @param self
-- @return long#long ret (return value: long)
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-- Sets the batch node to sprite<br>
-- warning This method is not recommended for game developers. Sample code for using batch node<br>
-- code<br>
-- SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);<br>
-- Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));<br>
-- batch->addChild(sprite);<br>
-- layer->addChild(batch);<br>
-- endcode
-- @function [parent=#Sprite] setBatchNode
-- @param self
-- @param #cc.SpriteBatchNode spriteBatchNode
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-- / @{/ @name Animation methods<br>
-- Changes the display frame with animation name and index.<br>
-- The animation name will be get from the AnimationCache
-- @function [parent=#Sprite] setDisplayFrameWithAnimationName
-- @param self
-- @param #string animationName
-- @param #long frameIndex
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-- Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
-- @function [parent=#Sprite] setTextureAtlas
-- @param self
-- @param #cc.TextureAtlas pobTextureAtlas
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-- Returns the current displayed frame.
-- @function [parent=#Sprite] getSpriteFrame
-- @param self
-- @return SpriteFrame#SpriteFrame ret (return value: cc.SpriteFrame)
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-- Whether or not the Sprite needs to be updated in the Atlas.<br>
-- return true if the sprite needs to be updated in the Atlas, false otherwise.
-- @function [parent=#Sprite] isDirty
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Sets the index used on the TextureAtlas.<br>
-- warning Don't modify this value unless you know what you are doing
-- @function [parent=#Sprite] setAtlasIndex
-- @param self
-- @param #long atlasIndex
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-- Makes the Sprite to be updated in the Atlas.
-- @function [parent=#Sprite] setDirty
-- @param self
-- @param #bool dirty
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-- Returns whether or not the texture rectangle is rotated.
-- @function [parent=#Sprite] isTextureRectRotated
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Returns the rect of the Sprite in points
-- @function [parent=#Sprite] getTextureRect
-- @param self
-- @return rect_table#rect_table ret (return value: rect_table)
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-- Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
-- @function [parent=#Sprite] getTextureAtlas
-- @param self
-- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas)
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-- Returns the flag which indicates whether the sprite is flipped horizontally or not.<br>
-- It only flips the texture of the sprite, and not the texture of the sprite's children.<br>
-- Also, flipping the texture doesn't alter the anchorPoint.<br>
-- If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
-- sprite->setScaleX(sprite->getScaleX() * -1);<br>
-- return true if the sprite is flipped horizontally, false otherwise.
-- @function [parent=#Sprite] isFlippedX
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Return the flag which indicates whether the sprite is flipped vertically or not.<br>
-- It only flips the texture of the sprite, and not the texture of the sprite's children.<br>
-- Also, flipping the texture doesn't alter the anchorPoint.<br>
-- If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
-- sprite->setScaleY(sprite->getScaleY() * -1);<br>
-- return true if the sprite is flipped vertically, false otherwise.
-- @function [parent=#Sprite] isFlippedY
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Sets the vertex rect.<br>
-- It will be called internally by setTextureRect.<br>
-- Useful if you want to create 2x images from SD images in Retina Display.<br>
-- Do not call it manually. Use setTextureRect instead.
-- @function [parent=#Sprite] setVertexRect
-- @param self
-- @param #rect_table rect
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-- @overload self, string
-- @overload self
-- @overload self, string, rect_table
-- @function [parent=#Sprite] create
-- @param self
-- @param #string filename
-- @param #rect_table rect
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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-- @overload self, cc.Texture2D, rect_table, bool
-- @overload self, cc.Texture2D
-- @function [parent=#Sprite] createWithTexture
-- @param self
-- @param #cc.Texture2D texture
-- @param #rect_table rect
-- @param #bool rotated
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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-- Creates a sprite with an sprite frame name.<br>
-- A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.<br>
-- If the SpriteFrame doesn't exist it will raise an exception.<br>
-- param spriteFrameName A null terminated string which indicates the sprite frame name.<br>
-- return An autoreleased sprite object
-- @function [parent=#Sprite] createWithSpriteFrameName
-- @param self
-- @param #string spriteFrameName
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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-- Creates a sprite with an sprite frame.<br>
-- param spriteFrame A sprite frame which involves a texture and a rect<br>
-- return An autoreleased sprite object
-- @function [parent=#Sprite] createWithSpriteFrame
-- @param self
-- @param #cc.SpriteFrame spriteFrame
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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--
-- @function [parent=#Sprite] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
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-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#Sprite] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
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--
-- @function [parent=#Sprite] setScaleY
-- @param self
-- @param #float scaleY
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-- / @{/ @name Functions inherited from Node
-- @function [parent=#Sprite] setScaleX
-- @param self
-- @param #float scaleX
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--
-- @function [parent=#Sprite] isOpacityModifyRGB
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Sprite] setPositionZ
-- @param self
-- @param #float positionZ
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--
-- @function [parent=#Sprite] setAnchorPoint
-- @param self
-- @param #vec2_table anchor
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--
-- @function [parent=#Sprite] setRotationSkewX
-- @param self
-- @param #float rotationX
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-- / @}
-- @function [parent=#Sprite] getDescription
-- @param self
-- @return string#string ret (return value: string)
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--
-- @function [parent=#Sprite] setRotationSkewY
-- @param self
-- @param #float rotationY
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-- @overload self, float
-- @overload self, float, float
-- @function [parent=#Sprite] setScale
-- @param self
-- @param #float scaleX
-- @param #float scaleY
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--
-- @function [parent=#Sprite] reorderChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
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--
-- @function [parent=#Sprite] removeChild
-- @param self
-- @param #cc.Node child
-- @param #bool cleanup
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--
-- @function [parent=#Sprite] sortAllChildren
-- @param self
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--
-- @function [parent=#Sprite] setOpacityModifyRGB
-- @param self
-- @param #bool modify
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--
-- @function [parent=#Sprite] setRotation
-- @param self
-- @param #float rotation
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--
-- @function [parent=#Sprite] setSkewY
-- @param self
-- @param #float sy
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--
-- @function [parent=#Sprite] setVisible
-- @param self
-- @param #bool bVisible
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--
-- @function [parent=#Sprite] setSkewX
-- @param self
-- @param #float sx
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--
-- @function [parent=#Sprite] ignoreAnchorPointForPosition
-- @param self
-- @param #bool value
return nil