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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