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author最萌小汐 <sumneko@hotmail.com>2021-07-05 20:51:43 +0800
committer最萌小汐 <sumneko@hotmail.com>2021-07-05 20:51:43 +0800
commit8fefb8f3e100976235dc83d6ae3785952d11c710 (patch)
tree459117e6cecc70824273c4d32285cb6eec468098 /meta/3rd/Cocos4.0/library/cc.Node.lua
parentb6c18d05410fd4ca209f9c34e0992caf40cf3701 (diff)
downloadlua-language-server-8fefb8f3e100976235dc83d6ae3785952d11c710.zip
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+---@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 \ No newline at end of file