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Diffstat (limited to 'meta/3rd/Cocos4.0/cc.Sprite.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/cc.Sprite.lua | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/cc.Sprite.lua b/meta/3rd/Cocos4.0/cc.Sprite.lua new file mode 100644 index 00000000..1084a1e2 --- /dev/null +++ b/meta/3rd/Cocos4.0/cc.Sprite.lua @@ -0,0 +1,339 @@ + +---@class cc.Sprite :cc.Node@all parent class: Node,TextureProtocol +local Sprite={ } +cc.Sprite=Sprite + + + + +---@overload fun(string0:cc.SpriteFrame):self +---@overload fun(string:string):self +---@param spriteFrameName string +---@return self +function Sprite:setSpriteFrame (spriteFrameName) end +---@overload fun(string0:cc.Texture2D):self +---@overload fun(string:string):self +---@param filename string +---@return self +function Sprite:setTexture (filename) end +---* Returns the Texture2D object used by the sprite. +---@return cc.Texture2D +function Sprite:getTexture () end +---* Sets whether the sprite should be flipped vertically or not.<br> +---* param flippedY true if the sprite should be flipped vertically, false otherwise. +---@param flippedY boolean +---@return self +function Sprite:setFlippedY (flippedY) end +---* Sets whether the sprite should be flipped horizontally or not.<br> +---* param flippedX true if the sprite should be flipped horizontally, false otherwise. +---@param flippedX boolean +---@return self +function Sprite:setFlippedX (flippedX) end +---* / @} +---@return int +function Sprite:getResourceType () end +---* / @{/ @name Animation methods<br> +---* Changes the display frame with animation name and index.<br> +---* The animation name will be get from the AnimationCache. +---@param animationName string +---@param frameIndex unsigned_int +---@return self +function Sprite:setDisplayFrameWithAnimationName (animationName,frameIndex) end +---* Returns the batch node object if this sprite is rendered by SpriteBatchNode.<br> +---* return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,<br> +---* nullptr if the sprite isn't used batch node. +---@return cc.SpriteBatchNode +function Sprite:getBatchNode () end +---* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex. +---@return vec2_table +function Sprite:getOffsetPosition () end +---* brief Returns the Cap Insets rect<br> +---* return Scale9Sprite's cap inset. +---@return rect_table +function Sprite:getCenterRect () end +---* setCenterRectNormalized<br> +---* Useful to implement "9 sliced" sprites.<br> +---* The default value is (0,0) - (1,1), which means that only one "slice" will be used: From top-left (0,0) to bottom-right (1,1).<br> +---* If the value is different than (0,0), (1,1), then the sprite will be sliced into a 3 x 3 grid. The four corners of this grid are applied without<br> +---* performing any scaling. The upper- and lower-middle parts are scaled horizontally, and the left- and right-middle parts are scaled vertically.<br> +---* The center is scaled in both directions.<br> +---* Important: The scaling is based the Sprite's trimmed size.<br> +---* Limitations: Does not work when the sprite is part of `SpriteBatchNode`. +---@param rect rect_table +---@return self +function Sprite:setCenterRectNormalized (rect) end +---* returns whether or not contentSize stretches the sprite's texture +---@return boolean +function Sprite:isStretchEnabled () end +---@overload fun(rect_table:rect_table,boolean:boolean,size_table:size_table):self +---@overload fun(rect_table:rect_table):self +---@param rect rect_table +---@param rotated boolean +---@param untrimmedSize size_table +---@return self +function Sprite:setTextureRect (rect,rotated,untrimmedSize) end +---* Initializes a sprite with an sprite frame name.<br> +---* A SpriteFrame will be fetched from the SpriteFrameCache by name.<br> +---* If the SpriteFrame doesn't exist it will raise an exception.<br> +---* param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.<br> +---* return True if the sprite is initialized properly, false otherwise. +---@param spriteFrameName string +---@return boolean +function Sprite:initWithSpriteFrameName (spriteFrameName) end +---* whether or not contentSize stretches the sprite's texture +---@param enabled boolean +---@return self +function Sprite:setStretchEnabled (enabled) end +---* Returns whether or not a SpriteFrame is being displayed. +---@param frame cc.SpriteFrame +---@return boolean +function Sprite:isFrameDisplayed (frame) end +---* Returns the index used on the TextureAtlas. +---@return unsigned_int +function Sprite:getAtlasIndex () end +---* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. +---@param textureAtlas cc.TextureAtlas +---@return self +function Sprite:setTextureAtlas (textureAtlas) end +---* Sets the batch node to sprite.<br> +---* warning This method is not recommended for game developers. Sample code for using batch node<br> +---* code<br> +---* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);<br> +---* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));<br> +---* batch->addChild(sprite);<br> +---* layer->addChild(batch);<br> +---* endcode +---@param spriteBatchNode cc.SpriteBatchNode +---@return self +function Sprite:setBatchNode (spriteBatchNode) end +---* js NA<br> +---* lua NA +---@return cc.BlendFunc +function Sprite:getBlendFunc () end +---* +---@param rect rect_table +---@return self +function Sprite:setCenterRect (rect) end +---* Returns the current displayed frame. +---@return cc.SpriteFrame +function Sprite:getSpriteFrame () end +---* +---@return self +function Sprite:setVertexLayout () end +---* +---@param cleanup boolean +---@return self +function Sprite:removeAllChildrenWithCleanup (cleanup) end +---* +---@return string +function Sprite:getResourceName () end +---* Whether or not the Sprite needs to be updated in the Atlas.<br> +---* return True if the sprite needs to be updated in the Atlas, false otherwise. +---@return boolean +function Sprite:isDirty () end +---* getCenterRectNormalized<br> +---* Returns the CenterRect in normalized coordinates +---@return rect_table +function Sprite:getCenterRectNormalized () end +---* Sets the index used on the TextureAtlas.<br> +---* warning Don't modify this value unless you know what you are doing. +---@param atlasIndex unsigned_int +---@return self +function Sprite:setAtlasIndex (atlasIndex) end +---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table):self +---@overload fun(cc.Texture2D:cc.Texture2D):self +---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table,boolean:boolean):self +---@param texture cc.Texture2D +---@param rect rect_table +---@param rotated boolean +---@return boolean +function Sprite:initWithTexture (texture,rect,rotated) end +---* Makes the Sprite to be updated in the Atlas. +---@param dirty boolean +---@return self +function Sprite:setDirty (dirty) end +---* Returns whether or not the texture rectangle is rotated. +---@return boolean +function Sprite:isTextureRectRotated () end +---* Returns the rect of the Sprite in points. +---@return rect_table +function Sprite:getTextureRect () end +---@overload fun(string:string,rect_table:rect_table):self +---@overload fun(string:string):self +---@param filename string +---@param rect rect_table +---@return boolean +function Sprite:initWithFile (filename,rect) end +---* / @{/ @name Functions inherited from TextureProtocol.<br> +---* code<br> +---* When this function bound into js or lua,the parameter will be changed.<br> +---* In js: var setBlendFunc(var src, var dst).<br> +---* In lua: local setBlendFunc(local src, local dst).<br> +---* endcode +---@param blendFunc cc.BlendFunc +---@return self +function Sprite:setBlendFunc (blendFunc) end +---* +---@param vert char +---@param frag char +---@return self +function Sprite:updateShaders (vert,frag) end +---* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode. +---@return cc.TextureAtlas +function Sprite:getTextureAtlas () end +---* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.<br> +---* param spriteFrame A SpriteFrame object. It should includes a valid texture and a rect.<br> +---* return True if the sprite is initialized properly, false otherwise. +---@param spriteFrame cc.SpriteFrame +---@return boolean +function Sprite:initWithSpriteFrame (spriteFrame) end +---* Returns the flag which indicates whether the sprite is flipped horizontally or not.<br> +---* It only flips the texture of the sprite, and not the texture of the sprite's children.<br> +---* Also, flipping the texture doesn't alter the anchorPoint.<br> +---* If you want to flip the anchorPoint too, and/or to flip the children too use:<br> +---* sprite->setScaleX(sprite->getScaleX() * -1);<br> +---* return true if the sprite is flipped horizontally, false otherwise. +---@return boolean +function Sprite:isFlippedX () end +---* Return the flag which indicates whether the sprite is flipped vertically or not.<br> +---* It only flips the texture of the sprite, and not the texture of the sprite's children.<br> +---* Also, flipping the texture doesn't alter the anchorPoint.<br> +---* If you want to flip the anchorPoint too, and/or to flip the children too use:<br> +---* sprite->setScaleY(sprite->getScaleY() * -1);<br> +---* return true if the sprite is flipped vertically, false otherwise. +---@return boolean +function Sprite:isFlippedY () end +---* Sets the vertex rect.<br> +---* It will be called internally by setTextureRect.<br> +---* Useful if you want to create 2x images from SD images in Retina Display.<br> +---* Do not call it manually. Use setTextureRect instead. +---@param rect rect_table +---@return self +function Sprite:setVertexRect (rect) end +---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table,boolean:boolean):self +---@overload fun(cc.Texture2D:cc.Texture2D):self +---@param texture cc.Texture2D +---@param rect rect_table +---@param rotated boolean +---@return self +function Sprite:createWithTexture (texture,rect,rotated) end +---* Creates a sprite with an sprite frame name.<br> +---* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.<br> +---* If the SpriteFrame doesn't exist it will raise an exception.<br> +---* param spriteFrameName The name of sprite frame.<br> +---* return An autoreleased sprite object. +---@param spriteFrameName string +---@return self +function Sprite:createWithSpriteFrameName (spriteFrameName) end +---* Creates a sprite with an sprite frame.<br> +---* param spriteFrame A sprite frame which involves a texture and a rect.<br> +---* return An autoreleased sprite object. +---@param spriteFrame cc.SpriteFrame +---@return self +function Sprite:createWithSpriteFrame (spriteFrame) end +---@overload fun(cc.Node:cc.Node,int:int,int2:string):self +---@overload fun(cc.Node:cc.Node,int:int,int:int):self +---@param child cc.Node +---@param zOrder int +---@param tag int +---@return self +function Sprite:addChild (child,zOrder,tag) end +---* +---@param anchor vec2_table +---@return self +function Sprite:setAnchorPoint (anchor) end +---* +---@param rotationX float +---@return self +function Sprite:setRotationSkewX (rotationX) end +---* +---@param scaleY float +---@return self +function Sprite:setScaleY (scaleY) end +---@overload fun(float:float):self +---@overload fun(float:float,float:float):self +---@param scaleX float +---@param scaleY float +---@return self +function Sprite:setScale (scaleX,scaleY) end +---* Set ProgramState +---@param programState cc.backend.ProgramState +---@return self +function Sprite:setProgramState (programState) end +---* +---@param size size_table +---@return self +function Sprite:setContentSize (size) end +---* +---@return boolean +function Sprite:isOpacityModifyRGB () end +---* +---@param modify boolean +---@return self +function Sprite:setOpacityModifyRGB (modify) end +---* +---@return boolean +function Sprite:init () end +---* +---@param rotation float +---@return self +function Sprite:setRotation (rotation) end +---* +---@param value boolean +---@return self +function Sprite:setIgnoreAnchorPointForPosition (value) end +---* +---@param renderer cc.Renderer +---@param transform mat4_table +---@param flags unsigned_int +---@return self +function Sprite:draw (renderer,transform,flags) end +---* / @{/ @name Functions inherited from Node. +---@param scaleX float +---@return self +function Sprite:setScaleX (scaleX) end +---* js NA +---@return string +function Sprite:getDescription () end +---* +---@param rotationY float +---@return self +function Sprite:setRotationSkewY (rotationY) end +---* Get current ProgramState +---@return cc.backend.ProgramState +function Sprite:getProgramState () end +---* +---@return self +function Sprite:sortAllChildren () end +---* +---@param child cc.Node +---@param zOrder int +---@return self +function Sprite:reorderChild (child,zOrder) end +---* +---@param positionZ float +---@return self +function Sprite:setPositionZ (positionZ) end +---* +---@param child cc.Node +---@param cleanup boolean +---@return self +function Sprite:removeChild (child,cleanup) end +---* Updates the quad according the rotation, position, scale values. +---@return self +function Sprite:updateTransform () end +---* +---@param sx float +---@return self +function Sprite:setSkewX (sx) end +---* +---@param sy float +---@return self +function Sprite:setSkewY (sy) end +---* +---@param bVisible boolean +---@return self +function Sprite:setVisible (bVisible) end +---* js ctor +---@return self +function Sprite:Sprite () end
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