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author | 最萌小汐 <sumneko@hotmail.com> | 2021-07-05 20:51:43 +0800 |
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committer | 最萌小汐 <sumneko@hotmail.com> | 2021-07-05 20:51:43 +0800 |
commit | 8fefb8f3e100976235dc83d6ae3785952d11c710 (patch) | |
tree | 459117e6cecc70824273c4d32285cb6eec468098 /meta/3rd/Cocos4.0/library/cc.Node.lua | |
parent | b6c18d05410fd4ca209f9c34e0992caf40cf3701 (diff) | |
download | lua-language-server-8fefb8f3e100976235dc83d6ae3785952d11c710.zip |
cleanup
Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc.Node.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc.Node.lua | 805 |
1 files changed, 805 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/library/cc.Node.lua b/meta/3rd/Cocos4.0/library/cc.Node.lua new file mode 100644 index 00000000..498a49ba --- /dev/null +++ b/meta/3rd/Cocos4.0/library/cc.Node.lua @@ -0,0 +1,805 @@ +---@meta + +---@class cc.Node :cc.Ref +local Node={ } +cc.Node=Node + + + + +---@overload fun(cc.Node:cc.Node,int:int):self +---@overload fun(cc.Node:cc.Node):self +---@overload fun(cc.Node:cc.Node,int:int,string2:int):self +---@overload fun(cc.Node:cc.Node,int:int,string:string):self +---@param child cc.Node +---@param localZOrder int +---@param name string +---@return self +function Node:addChild (child,localZOrder,name) end +---@overload fun(string0:cc.Component):self +---@overload fun(string:string):self +---@param name string +---@return boolean +function Node:removeComponent (name) end +---* +---@param physicsBody cc.PhysicsBody +---@return self +function Node:setPhysicsBody (physicsBody) end +---* Get the callback of event ExitTransitionDidStart.<br> +---* return std::function<void()> +---@return function +function Node:getOnExitTransitionDidStartCallback () end +---* Gets the description string. It makes debugging easier.<br> +---* return A string<br> +---* js NA<br> +---* lua NA +---@return string +function Node:getDescription () end +---* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br> +---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,<br> +---* while the second one uses the real skew function.<br> +---* 0 is the default rotation angle.<br> +---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br> +---* param rotationY The Y rotation in degrees.<br> +---* warning The physics body doesn't support this.<br> +---* js setRotationY +---@param rotationY float +---@return self +function Node:setRotationSkewY (rotationY) end +---* If you want the opacity affect the color property, then set to true.<br> +---* param value A boolean value. +---@param value boolean +---@return self +function Node:setOpacityModifyRGB (value) end +---* Change node's cascadeOpacity property.<br> +---* param cascadeOpacityEnabled True to enable cascadeOpacity, false otherwise. +---@param cascadeOpacityEnabled boolean +---@return self +function Node:setCascadeOpacityEnabled (cascadeOpacityEnabled) end +---@overload fun():self +---@overload fun():self +---@return array_table +function Node:getChildren () end +---* Set the callback of event onExit.<br> +---* param callback A std::function<void()> callback. +---@param callback function +---@return self +function Node:setOnExitCallback (callback) end +---* Sets the ActionManager object that is used by all actions.<br> +---* warning If you set a new ActionManager, then previously created actions will be removed.<br> +---* param actionManager A ActionManager object that is used by all actions. +---@param actionManager cc.ActionManager +---@return self +function Node:setActionManager (actionManager) end +---* Converts a local Vec2 to world space coordinates.The result is in Points.<br> +---* treating the returned/received node point as anchor relative.<br> +---* param nodePoint A given coordinate.<br> +---* return A point in world space coordinates, anchor relative. +---@param nodePoint vec2_table +---@return vec2_table +function Node:convertToWorldSpaceAR (nodePoint) end +---* Gets whether the anchor point will be (0,0) when you position this node.<br> +---* see `setIgnoreAnchorPointForPosition(bool)`<br> +---* return true if the anchor point will be (0,0) when you position this node. +---@return boolean +function Node:isIgnoreAnchorPointForPosition () end +---* Gets a child from the container with its name.<br> +---* param name An identifier to find the child node.<br> +---* return a Node object whose name equals to the input parameter.<br> +---* since v3.2 +---@param name string +---@return self +function Node:getChildByName (name) end +---* Update the displayed opacity of node with it's parent opacity;<br> +---* param parentOpacity The opacity of parent node. +---@param parentOpacity unsigned_char +---@return self +function Node:updateDisplayedOpacity (parentOpacity) end +---* +---@return boolean +function Node:init () end +---* get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true +---@return unsigned short +function Node:getCameraMask () end +---* Sets the rotation (angle) of the node in degrees.<br> +---* 0 is the default rotation angle.<br> +---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br> +---* param rotation The rotation of the node in degrees. +---@param rotation float +---@return self +function Node:setRotation (rotation) end +---* Changes the scale factor on Z axis of this node<br> +---* The Default value is 1.0 if you haven't changed it before.<br> +---* param scaleZ The scale factor on Z axis.<br> +---* warning The physics body doesn't support this. +---@param scaleZ float +---@return self +function Node:setScaleZ (scaleZ) end +---* Sets the scale (y) of the node.<br> +---* It is a scaling factor that multiplies the height of the node and its children.<br> +---* param scaleY The scale factor on Y axis.<br> +---* warning The physics body doesn't support this. +---@param scaleY float +---@return self +function Node:setScaleY (scaleY) end +---* Sets the scale (x) of the node.<br> +---* It is a scaling factor that multiplies the width of the node and its children.<br> +---* param scaleX The scale factor on X axis.<br> +---* warning The physics body doesn't support this. +---@param scaleX float +---@return self +function Node:setScaleX (scaleX) end +---* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.<br> +---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,<br> +---* while the second one uses the real skew function.<br> +---* 0 is the default rotation angle.<br> +---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br> +---* param rotationX The X rotation in degrees which performs a horizontal rotational skew.<br> +---* warning The physics body doesn't support this.<br> +---* js setRotationX +---@param rotationX float +---@return self +function Node:setRotationSkewX (rotationX) end +---* Removes all components +---@return self +function Node:removeAllComponents () end +---* +---@param z int +---@return self +function Node:_setLocalZOrder (z) end +---* Modify the camera mask for current node.<br> +---* If applyChildren is true, then it will modify the camera mask of its children recursively.<br> +---* param mask A unsigned short bit for mask.<br> +---* param applyChildren A boolean value to determine whether the mask bit should apply to its children or not. +---@param mask unsigned short +---@param applyChildren boolean +---@return self +function Node:setCameraMask (mask,applyChildren) end +---* Returns a tag that is used to identify the node easily.<br> +---* return An integer that identifies the node.<br> +---* Please use `getTag()` instead. +---@return int +function Node:getTag () end +---* +---@return cc.AffineTransform +function Node:getNodeToWorldAffineTransform () end +---* Returns the world affine transform matrix. The matrix is in Pixels.<br> +---* return transformation matrix, in pixels. +---@return mat4_table +function Node:getNodeToWorldTransform () end +---* Returns the position (X,Y,Z) in its parent's coordinate system.<br> +---* return The position (X, Y, and Z) in its parent's coordinate system.<br> +---* js NA +---@return vec3_table +function Node:getPosition3D () end +---* Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.<br> +---* param child The child node which will be removed.<br> +---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise. +---@param child cc.Node +---@param cleanup boolean +---@return self +function Node:removeChild (child,cleanup) end +---* Converts a Vec2 to world space coordinates. The result is in Points.<br> +---* param nodePoint A given coordinate.<br> +---* return A point in world space coordinates. +---@param nodePoint vec2_table +---@return vec2_table +function Node:convertToWorldSpace (nodePoint) end +---* Returns the Scene that contains the Node.<br> +---* It returns `nullptr` if the node doesn't belong to any Scene.<br> +---* This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.<br> +---* return The Scene that contains the node. +---@return cc.Scene +function Node:getScene () end +---* Get the event dispatcher of scene.<br> +---* return The event dispatcher of scene. +---@return cc.EventDispatcher +function Node:getEventDispatcher () end +---* Changes the X skew angle of the node in degrees.<br> +---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br> +---* while the second one uses the real skew function.<br> +---* This angle describes the shear distortion in the X direction.<br> +---* Thus, it is the angle between the Y coordinate and the left edge of the shape<br> +---* The default skewX angle is 0. Positive values distort the node in a CW direction.<br> +---* param skewX The X skew angle of the node in degrees.<br> +---* warning The physics body doesn't support this. +---@param skewX float +---@return self +function Node:setSkewX (skewX) end +---* Changes the Y skew angle of the node in degrees.<br> +---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br> +---* while the second one uses the real skew function.<br> +---* This angle describes the shear distortion in the Y direction.<br> +---* Thus, it is the angle between the X coordinate and the bottom edge of the shape.<br> +---* The default skewY angle is 0. Positive values distort the node in a CCW direction.<br> +---* param skewY The Y skew angle of the node in degrees.<br> +---* warning The physics body doesn't support this. +---@param skewY float +---@return self +function Node:setSkewY (skewY) end +---* Set the callback of event onEnter.<br> +---* param callback A std::function<void()> callback. +---@param callback function +---@return self +function Node:setOnEnterCallback (callback) end +---* Removes all actions from the running action list by its flags.<br> +---* param flags A flag field that removes actions based on bitwise AND. +---@param flags unsigned_int +---@return self +function Node:stopActionsByFlags (flags) end +---* +---@param position vec2_table +---@return self +function Node:setNormalizedPosition (position) end +---* convenience methods which take a Touch instead of Vec2.<br> +---* param touch A given touch.<br> +---* return A point in world space coordinates. +---@param touch cc.Touch +---@return vec2_table +function Node:convertTouchToNodeSpace (touch) end +---@overload fun(boolean:boolean):self +---@overload fun():self +---@param cleanup boolean +---@return self +function Node:removeAllChildrenWithCleanup (cleanup) end +---* Set the callback of event EnterTransitionDidFinish.<br> +---* param callback A std::function<void()> callback. +---@param callback function +---@return self +function Node:setOnEnterTransitionDidFinishCallback (callback) end +---* +---@param programState cc.backend.ProgramState +---@return self +function Node:setProgramState (programState) end +---@overload fun(cc.Node:cc.Node):self +---@overload fun():self +---@param ancestor cc.Node +---@return cc.AffineTransform +function Node:getNodeToParentAffineTransform (ancestor) end +---* Whether cascadeOpacity is enabled or not.<br> +---* return A boolean value. +---@return boolean +function Node:isCascadeOpacityEnabled () end +---* Sets the parent node.<br> +---* param parent A pointer to the parent node. +---@param parent cc.Node +---@return self +function Node:setParent (parent) end +---* Returns a string that is used to identify the node.<br> +---* return A string that identifies the node.<br> +---* since v3.2 +---@return string +function Node:getName () end +---* Resumes all scheduled selectors, actions and event listeners.<br> +---* This method is called internally by onEnter. +---@return self +function Node:resume () end +---* Returns the rotation (X,Y,Z) in degrees.<br> +---* return The rotation of the node in 3d.<br> +---* js NA +---@return vec3_table +function Node:getRotation3D () end +---@overload fun(cc.Node:cc.Node):self +---@overload fun():self +---@param ancestor cc.Node +---@return mat4_table +function Node:getNodeToParentTransform (ancestor) end +---* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).<br> +---* param touch A given touch.<br> +---* return A point in world space coordinates, anchor relative. +---@param touch cc.Touch +---@return vec2_table +function Node:convertTouchToNodeSpaceAR (touch) end +---* Converts a Vec2 to node (local) space coordinates. The result is in Points.<br> +---* param worldPoint A given coordinate.<br> +---* return A point in node (local) space coordinates. +---@param worldPoint vec2_table +---@return vec2_table +function Node:convertToNodeSpace (worldPoint) end +---* Sets the position (x,y) using values between 0 and 1.<br> +---* The positions in pixels is calculated like the following:<br> +---* code pseudo code<br> +---* void setNormalizedPosition(Vec2 pos) {<br> +---* Size s = getParent()->getContentSize();<br> +---* _position = pos * s;<br> +---* }<br> +---* endcode<br> +---* param position The normalized position (x,y) of the node, using value between 0 and 1. +---@param position vec2_table +---@return self +function Node:setPositionNormalized (position) end +---* Pauses all scheduled selectors, actions and event listeners.<br> +---* This method is called internally by onExit. +---@return self +function Node:pause () end +---* If node opacity will modify the RGB color value, then you should override this method and return true.<br> +---* return A boolean value, true indicates that opacity will modify color; false otherwise. +---@return boolean +function Node:isOpacityModifyRGB () end +---@overload fun(float:float,float:float):self +---@overload fun(float0:vec2_table):self +---@param x float +---@param y float +---@return self +function Node:setPosition (x,y) end +---* Removes an action from the running action list by its tag.<br> +---* param tag A tag that indicates the action to be removed. +---@param tag int +---@return self +function Node:stopActionByTag (tag) end +---* Reorders a child according to a new z value.<br> +---* param child An already added child node. It MUST be already added.<br> +---* param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int). +---@param child cc.Node +---@param localZOrder int +---@return self +function Node:reorderChild (child,localZOrder) end +---* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.<br> +---* The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on.<br> +---* In order to use this property correctly.<br> +---* `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.<br> +---* see `setGlobalZValue()`<br> +---* param positionZ OpenGL Z vertex of this node.<br> +---* js setVertexZ +---@param positionZ float +---@return self +function Node:setPositionZ (positionZ) end +---* Sets the rotation (X,Y,Z) in degrees.<br> +---* Useful for 3d rotations.<br> +---* warning The physics body doesn't support this.<br> +---* param rotation The rotation of the node in 3d.<br> +---* js NA +---@param rotation vec3_table +---@return self +function Node:setRotation3D (rotation) end +---* Gets/Sets x or y coordinate individually for position.<br> +---* These methods are used in Lua and Javascript Bindings<br> +---* Sets the x coordinate of the node in its parent's coordinate system.<br> +---* param x The x coordinate of the node. +---@param x float +---@return self +function Node:setPositionX (x) end +---* Sets the transformation matrix manually.<br> +---* param transform A given transformation matrix. +---@param transform mat4_table +---@return self +function Node:setNodeToParentTransform (transform) end +---* Returns the anchor point in percent.<br> +---* see `setAnchorPoint(const Vec2&)`<br> +---* return The anchor point of node. +---@return vec2_table +function Node:getAnchorPoint () end +---* Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).<br> +---* Composable actions are counted as 1 action. Example:<br> +---* If you are running 1 Sequence of 7 actions, it will return 1.<br> +---* If you are running 7 Sequences of 2 actions, it will return 7.<br> +---* return The number of actions that are running plus the ones that are schedule to run. +---@return int +function Node:getNumberOfRunningActions () end +---* Calls children's updateTransform() method recursively.<br> +---* This method is moved from Sprite, so it's no longer specific to Sprite.<br> +---* As the result, you apply SpriteBatchNode's optimization on your customed Node.<br> +---* e.g., `batchNode->addChild(myCustomNode)`, while you can only addChild(sprite) before. +---@return self +function Node:updateTransform () end +---* Determines if the node is visible.<br> +---* see `setVisible(bool)`<br> +---* return true if the node is visible, false if the node is hidden. +---@return boolean +function Node:isVisible () end +---* Returns the amount of children.<br> +---* return The amount of children. +---@return int +function Node:getChildrenCount () end +---* Converts a Vec2 to node (local) space coordinates. The result is in Points.<br> +---* treating the returned/received node point as anchor relative.<br> +---* param worldPoint A given coordinate.<br> +---* return A point in node (local) space coordinates, anchor relative. +---@param worldPoint vec2_table +---@return vec2_table +function Node:convertToNodeSpaceAR (worldPoint) end +---* Adds a component.<br> +---* param component A given component.<br> +---* return True if added success. +---@param component cc.Component +---@return boolean +function Node:addComponent (component) end +---* Executes an action, and returns the action that is executed.<br> +---* This node becomes the action's target. Refer to Action::getTarget().<br> +---* warning Actions don't retain their target.<br> +---* param action An Action pointer. +---@param action cc.Action +---@return cc.Action +function Node:runAction (action) end +---@overload fun():self +---@overload fun(cc.Renderer:cc.Renderer,mat4_table:mat4_table,unsigned_int:unsigned_int):self +---@param renderer cc.Renderer +---@param parentTransform mat4_table +---@param parentFlags unsigned_int +---@return self +function Node:visit (renderer,parentTransform,parentFlags) end +---* Returns the rotation of the node in degrees.<br> +---* see `setRotation(float)`<br> +---* return The rotation of the node in degrees. +---@return float +function Node:getRotation () end +---* +---@return cc.PhysicsBody +function Node:getPhysicsBody () end +---* Returns the anchorPoint in absolute pixels.<br> +---* warning You can only read it. If you wish to modify it, use anchorPoint instead.<br> +---* see `getAnchorPoint()`<br> +---* return The anchor point in absolute pixels. +---@return vec2_table +function Node:getAnchorPointInPoints () end +---* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.<br> +---* param name A string that identifies a child node.<br> +---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise. +---@param name string +---@param cleanup boolean +---@return self +function Node:removeChildByName (name,cleanup) end +---* Sets a Scheduler object that is used to schedule all "updates" and timers.<br> +---* warning If you set a new Scheduler, then previously created timers/update are going to be removed.<br> +---* param scheduler A Scheduler object that is used to schedule all "update" and timers. +---@param scheduler cc.Scheduler +---@return self +function Node:setScheduler (scheduler) end +---* Stops and removes all actions from the running action list . +---@return self +function Node:stopAllActions () end +---* Returns the X skew angle of the node in degrees.<br> +---* see `setSkewX(float)`<br> +---* return The X skew angle of the node in degrees. +---@return float +function Node:getSkewX () end +---* Returns the Y skew angle of the node in degrees.<br> +---* see `setSkewY(float)`<br> +---* return The Y skew angle of the node in degrees. +---@return float +function Node:getSkewY () end +---* Get the callback of event EnterTransitionDidFinish.<br> +---* return std::function<void()> +---@return function +function Node:getOnEnterTransitionDidFinishCallback () end +---* Query node's displayed color.<br> +---* return A Color3B color value. +---@return color3b_table +function Node:getDisplayedColor () end +---* Gets an action from the running action list by its tag.<br> +---* see `setTag(int)`, `getTag()`.<br> +---* return The action object with the given tag. +---@param tag int +---@return cc.Action +function Node:getActionByTag (tag) end +---* Changes the name that is used to identify the node easily.<br> +---* param name A string that identifies the node.<br> +---* since v3.2 +---@param name string +---@return self +function Node:setName (name) end +---* Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".<br> +---* param delta In seconds. +---@param delta float +---@return self +function Node:update (delta) end +---* Return the node's display opacity.<br> +---* The difference between opacity and displayedOpacity is:<br> +---* The displayedOpacity is what's the final rendering opacity of node.<br> +---* return A GLubyte value. +---@return unsigned_char +function Node:getDisplayedOpacity () end +---* Gets the local Z order of this node.<br> +---* see `setLocalZOrder(int)`<br> +---* return The local (relative to its siblings) Z order. +---@return int +function Node:getLocalZOrder () end +---@overload fun():self +---@overload fun():self +---@return cc.Scheduler +function Node:getScheduler () end +---* +---@return cc.AffineTransform +function Node:getParentToNodeAffineTransform () end +---* Returns the normalized position.<br> +---* return The normalized position. +---@return vec2_table +function Node:getPositionNormalized () end +---* Change the color of node.<br> +---* param color A Color3B color value. +---@param color color3b_table +---@return self +function Node:setColor (color) end +---* Returns whether or not the node is "running".<br> +---* If the node is running it will accept event callbacks like onEnter(), onExit(), update().<br> +---* return Whether or not the node is running. +---@return boolean +function Node:isRunning () end +---@overload fun():self +---@overload fun():self +---@return self +function Node:getParent () end +---* Gets position Z coordinate of this node.<br> +---* see setPositionZ(float)<br> +---* return The position Z coordinate of this node.<br> +---* js getVertexZ +---@return float +function Node:getPositionZ () end +---* Gets the y coordinate of the node in its parent's coordinate system.<br> +---* return The y coordinate of the node. +---@return float +function Node:getPositionY () end +---* Gets the x coordinate of the node in its parent's coordinate system.<br> +---* return The x coordinate of the node. +---@return float +function Node:getPositionX () end +---* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.<br> +---* param tag An integer number that identifies a child node.<br> +---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise.<br> +---* Please use `removeChildByName` instead. +---@param tag int +---@param cleanup boolean +---@return self +function Node:removeChildByTag (tag,cleanup) end +---* Sets the y coordinate of the node in its parent's coordinate system.<br> +---* param y The y coordinate of the node. +---@param y float +---@return self +function Node:setPositionY (y) end +---* Update node's displayed color with its parent color.<br> +---* param parentColor A Color3B color value. +---@param parentColor color3b_table +---@return self +function Node:updateDisplayedColor (parentColor) end +---* Sets whether the node is visible.<br> +---* The default value is true, a node is default to visible.<br> +---* param visible true if the node is visible, false if the node is hidden. +---@param visible boolean +---@return self +function Node:setVisible (visible) end +---* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.<br> +---* The matrix is in Pixels.<br> +---* return The transformation matrix. +---@return mat4_table +function Node:getParentToNodeTransform () end +---* Checks whether a lambda function is scheduled.<br> +---* param key key of the callback<br> +---* return Whether the lambda function selector is scheduled.<br> +---* js NA<br> +---* lua NA +---@param key string +---@return boolean +function Node:isScheduled (key) end +---* Defines the order in which the nodes are renderer.<br> +---* Nodes that have a Global Z Order lower, are renderer first.<br> +---* In case two or more nodes have the same Global Z Order, the order is not guaranteed.<br> +---* The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.<br> +---* By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.<br> +---* Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.<br> +---* Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors.<br> +---* And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.<br> +---* see `setLocalZOrder()`<br> +---* see `setVertexZ()`<br> +---* since v3.0<br> +---* param globalZOrder The global Z order value. +---@param globalZOrder float +---@return self +function Node:setGlobalZOrder (globalZOrder) end +---@overload fun(float:float,float:float):self +---@overload fun(float:float):self +---@param scaleX float +---@param scaleY float +---@return self +function Node:setScale (scaleX,scaleY) end +---* Gets a child from the container with its tag.<br> +---* param tag An identifier to find the child node.<br> +---* return a Node object whose tag equals to the input parameter.<br> +---* Please use `getChildByName()` instead. +---@param tag int +---@return self +function Node:getChildByTag (tag) end +---* Returns the scale factor on Z axis of this node<br> +---* see `setScaleZ(float)`<br> +---* return The scale factor on Z axis. +---@return float +function Node:getScaleZ () end +---* Returns the scale factor on Y axis of this node<br> +---* see `setScaleY(float)`<br> +---* return The scale factor on Y axis. +---@return float +function Node:getScaleY () end +---* Returns the scale factor on X axis of this node<br> +---* see setScaleX(float)<br> +---* return The scale factor on X axis. +---@return float +function Node:getScaleX () end +---* LocalZOrder is the 'key' used to sort the node relative to its siblings.<br> +---* The Node's parent will sort all its children based on the LocalZOrder value.<br> +---* If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.<br> +---* Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http:en.wikipedia.org/wiki/Tree_traversal#In-order )<br> +---* And Nodes that have LocalZOrder values < 0 are the "left" subtree<br> +---* While Nodes with LocalZOrder >=0 are the "right" subtree.<br> +---* see `setGlobalZOrder`<br> +---* see `setVertexZ`<br> +---* param localZOrder The local Z order value. +---@param localZOrder int +---@return self +function Node:setLocalZOrder (localZOrder) end +---* +---@return cc.AffineTransform +function Node:getWorldToNodeAffineTransform () end +---* If you want node's color affect the children node's color, then set it to true.<br> +---* Otherwise, set it to false.<br> +---* param cascadeColorEnabled A boolean value. +---@param cascadeColorEnabled boolean +---@return self +function Node:setCascadeColorEnabled (cascadeColorEnabled) end +---* Change node opacity.<br> +---* param opacity A GLubyte opacity value. +---@param opacity unsigned_char +---@return self +function Node:setOpacity (opacity) end +---* Stops all running actions and schedulers +---@return self +function Node:cleanup () end +---* / @{/ @name component functions<br> +---* Gets a component by its name.<br> +---* param name A given name of component.<br> +---* return The Component by name. +---@param name string +---@return cc.Component +function Node:getComponent (name) end +---* Returns the untransformed size of the node.<br> +---* see `setContentSize(const Size&)`<br> +---* return The untransformed size of the node. +---@return size_table +function Node:getContentSize () end +---* Removes all actions from the running action list by its tag.<br> +---* param tag A tag that indicates the action to be removed. +---@param tag int +---@return self +function Node:stopAllActionsByTag (tag) end +---* Query node's color value.<br> +---* return A Color3B color value. +---@return color3b_table +function Node:getColor () end +---* Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.<br> +---* return An AABB (axis-aligned bounding-box) in its parent's coordinate system +---@return rect_table +function Node:getBoundingBox () end +---* Sets whether the anchor point will be (0,0) when you position this node.<br> +---* This is an internal method, only used by Layer and Scene. Don't call it outside framework.<br> +---* The default value is false, while in Layer and Scene are true.<br> +---* param ignore true if anchor point will be (0,0) when you position this node. +---@param ignore boolean +---@return self +function Node:setIgnoreAnchorPointForPosition (ignore) end +---* Set event dispatcher for scene.<br> +---* param dispatcher The event dispatcher of scene. +---@param dispatcher cc.EventDispatcher +---@return self +function Node:setEventDispatcher (dispatcher) end +---* Returns the Node's Global Z Order.<br> +---* see `setGlobalZOrder(int)`<br> +---* return The node's global Z order +---@return float +function Node:getGlobalZOrder () end +---@overload fun():self +---@overload fun(cc.Renderer:cc.Renderer,mat4_table:mat4_table,unsigned_int:unsigned_int):self +---@param renderer cc.Renderer +---@param transform mat4_table +---@param flags unsigned_int +---@return self +function Node:draw (renderer,transform,flags) end +---* Returns a user assigned Object.<br> +---* Similar to UserData, but instead of holding a void* it holds an object.<br> +---* The UserObject will be retained once in this method,<br> +---* and the previous UserObject (if existed) will be released.<br> +---* The UserObject will be released in Node's destructor.<br> +---* param userObject A user assigned Object. +---@param userObject cc.Ref +---@return self +function Node:setUserObject (userObject) end +---@overload fun(boolean:boolean):self +---@overload fun():self +---@param cleanup boolean +---@return self +function Node:removeFromParentAndCleanup (cleanup) end +---* Sets the position (X, Y, and Z) in its parent's coordinate system.<br> +---* param position The position (X, Y, and Z) in its parent's coordinate system.<br> +---* js NA +---@param position vec3_table +---@return self +function Node:setPosition3D (position) end +---* Returns the numbers of actions that are running plus the ones that are<br> +---* schedule to run (actions in actionsToAdd and actions arrays) with a<br> +---* specific tag.<br> +---* Composable actions are counted as 1 action. Example:<br> +---* If you are running 1 Sequence of 7 actions, it will return 1.<br> +---* If you are running 7 Sequences of 2 actions, it will return 7.<br> +---* param tag The tag that will be searched.<br> +---* return The number of actions that are running plus the<br> +---* ones that are schedule to run with specific tag. +---@param tag int +---@return int +function Node:getNumberOfRunningActionsByTag (tag) end +---* Sorts the children array once before drawing, instead of every time when a child is added or reordered.<br> +---* This approach can improve the performance massively.<br> +---* note Don't call this manually unless a child added needs to be removed in the same frame. +---@return self +function Node:sortAllChildren () end +---* +---@return cc.backend.ProgramState +function Node:getProgramState () end +---* Returns the inverse world affine transform matrix. The matrix is in Pixels.<br> +---* return The transformation matrix. +---@return mat4_table +function Node:getWorldToNodeTransform () end +---* Gets the scale factor of the node, when X and Y have the same scale factor.<br> +---* warning Assert when `_scaleX != _scaleY`<br> +---* see setScale(float)<br> +---* return The scale factor of the node. +---@return float +function Node:getScale () end +---* Return the node's opacity.<br> +---* return A GLubyte value. +---@return unsigned_char +function Node:getOpacity () end +---* !!! ONLY FOR INTERNAL USE<br> +---* Sets the arrival order when this node has a same ZOrder with other children.<br> +---* A node which called addChild subsequently will take a larger arrival order,<br> +---* If two children have the same Z order, the child with larger arrival order will be drawn later.<br> +---* warning This method is used internally for localZOrder sorting, don't change this manually<br> +---* param orderOfArrival The arrival order. +---@return self +function Node:updateOrderOfArrival () end +---* +---@return vec2_table +function Node:getNormalizedPosition () end +---* Set the callback of event ExitTransitionDidStart.<br> +---* param callback A std::function<void()> callback. +---@param callback function +---@return self +function Node:setOnExitTransitionDidStartCallback (callback) end +---* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.<br> +---* see `setRotationSkewX(float)`<br> +---* return The X rotation in degrees.<br> +---* js getRotationX +---@return float +function Node:getRotationSkewX () end +---* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br> +---* see `setRotationSkewY(float)`<br> +---* return The Y rotation in degrees.<br> +---* js getRotationY +---@return float +function Node:getRotationSkewY () end +---* Changes the tag that is used to identify the node easily.<br> +---* Please refer to getTag for the sample code.<br> +---* param tag A integer that identifies the node.<br> +---* Please use `setName()` instead. +---@param tag int +---@return self +function Node:setTag (tag) end +---* Query whether cascadeColor is enabled or not.<br> +---* return Whether cascadeColor is enabled or not. +---@return boolean +function Node:isCascadeColorEnabled () end +---* Stops and removes an action from the running action list.<br> +---* param action The action object to be removed. +---@param action cc.Action +---@return self +function Node:stopAction (action) end +---@overload fun():cc.ActionManager +---@overload fun():cc.ActionManager +---@return cc.ActionManager +function Node:getActionManager () end +---* Allocates and initializes a node.<br> +---* return A initialized node which is marked as "autorelease". +---@return self +function Node:create () end +---* Gets count of nodes those are attached to scene graph. +---@return int +function Node:getAttachedNodeCount () end +---* +---@return self +function Node:Node () end
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