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