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

247 lines
8.7 KiB
Lua

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-- @module RenderTexture
-- @extend Node
-- @parent_module cc
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-- Used for grab part of screen to a texture. <br>
-- param rtBegin The position of renderTexture on the fullRect.<br>
-- param fullRect The total size of screen.<br>
-- param fullViewport The total viewportSize.
-- @function [parent=#RenderTexture] setVirtualViewport
-- @param self
-- @param #vec2_table rtBegin
-- @param #rect_table fullRect
-- @param #rect_table fullViewport
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Clears the texture with a specified stencil value.<br>
-- param stencilValue A specified stencil value.
-- @function [parent=#RenderTexture] clearStencil
-- @param self
-- @param #int stencilValue
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Value for clearDepth. Valid only when "autoDraw" is true. <br>
-- return Value for clearDepth.
-- @function [parent=#RenderTexture] getClearDepth
-- @param self
-- @return float#float ret (return value: float)
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-- Value for clear Stencil. Valid only when "autoDraw" is true.<br>
-- return Value for clear Stencil.
-- @function [parent=#RenderTexture] getClearStencil
-- @param self
-- @return int#int ret (return value: int)
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-- Ends grabbing.
-- @function [parent=#RenderTexture] end
-- @param self
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Set Value for clear Stencil.<br>
-- param clearStencil Value for clear Stencil.
-- @function [parent=#RenderTexture] setClearStencil
-- @param self
-- @param #int clearStencil
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Sets the Sprite being used. <br>
-- param sprite A Sprite.
-- @function [parent=#RenderTexture] setSprite
-- @param self
-- @param #cc.Sprite sprite
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Gets the Sprite being used. <br>
-- return A Sprite.
-- @function [parent=#RenderTexture] getSprite
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
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-- When enabled, it will render its children into the texture automatically. Disabled by default for compatiblity reasons.<br>
-- Will be enabled in the future.<br>
-- return Return the autoDraw value.
-- @function [parent=#RenderTexture] isAutoDraw
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.<br>
-- param keepMatrix Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
-- @function [parent=#RenderTexture] setKeepMatrix
-- @param self
-- @param #bool keepMatrix
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Set flags.<br>
-- param clearFlags Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
-- @function [parent=#RenderTexture] setClearFlags
-- @param self
-- @param #unsigned int clearFlags
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Starts grabbing.
-- @function [parent=#RenderTexture] begin
-- @param self
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- @overload self, string, int, bool, function
-- @overload self, string, bool, function
-- @function [parent=#RenderTexture] saveToFile
-- @param self
-- @param #string filename
-- @param #int format
-- @param #bool isRGBA
-- @param #function callback
-- @return bool#bool ret (return value: bool)
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-- Set a valve to control whether or not render its children into the texture automatically. <br>
-- param isAutoDraw Whether or not render its children into the texture automatically.
-- @function [parent=#RenderTexture] setAutoDraw
-- @param self
-- @param #bool isAutoDraw
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Set color value. <br>
-- param clearColor Color value.
-- @function [parent=#RenderTexture] setClearColor
-- @param self
-- @param #color4f_table clearColor
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- End is key word of lua, use other name to export to lua.
-- @function [parent=#RenderTexture] endToLua
-- @param self
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- @overload self, float, float, float, float, float
-- @overload self, float, float, float, float
-- @overload self, float, float, float, float, float, int
-- @function [parent=#RenderTexture] beginWithClear
-- @param self
-- @param #float r
-- @param #float g
-- @param #float b
-- @param #float a
-- @param #float depthValue
-- @param #int stencilValue
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Clears the texture with a specified depth value. <br>
-- param depthValue A specified depth value.
-- @function [parent=#RenderTexture] clearDepth
-- @param self
-- @param #float depthValue
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Clear color value. Valid only when "autoDraw" is true. <br>
-- return Color value.
-- @function [parent=#RenderTexture] getClearColor
-- @param self
-- @return color4f_table#color4f_table ret (return value: color4f_table)
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-- Clears the texture with a color. <br>
-- param r Red.<br>
-- param g Green.<br>
-- param b Blue.<br>
-- param a Alpha.
-- @function [parent=#RenderTexture] clear
-- @param self
-- @param #float r
-- @param #float g
-- @param #float b
-- @param #float a
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true. <br>
-- return Clear flags.
-- @function [parent=#RenderTexture] getClearFlags
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--
-- @function [parent=#RenderTexture] newImage
-- @param self
-- @return Image#Image ret (return value: cc.Image)
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-- Set Value for clearDepth.<br>
-- param clearDepth Value for clearDepth.
-- @function [parent=#RenderTexture] setClearDepth
-- @param self
-- @param #float clearDepth
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- @overload self, int, int, int, unsigned int
-- @overload self, int, int, int
-- @function [parent=#RenderTexture] initWithWidthAndHeight
-- @param self
-- @param #int w
-- @param #int h
-- @param #int format
-- @param #unsigned int depthStencilFormat
-- @return bool#bool ret (return value: bool)
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-- @overload self, int, int, int
-- @overload self, int, int, int, unsigned int
-- @overload self, int, int
-- @function [parent=#RenderTexture] create
-- @param self
-- @param #int w
-- @param #int h
-- @param #int format
-- @param #unsigned int depthStencilFormat
-- @return RenderTexture#RenderTexture ret (return value: cc.RenderTexture)
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--
-- @function [parent=#RenderTexture] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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--
-- @function [parent=#RenderTexture] visit
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table parentTransform
-- @param #unsigned int parentFlags
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
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-- FIXME: should be procted.<br>
-- but due to a bug in PowerVR + Android,<br>
-- the constructor is public again.
-- @function [parent=#RenderTexture] RenderTexture
-- @param self
-- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture)
return nil