diff options
Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Node.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc/Node.lua | 805 |
2 files changed, 0 insertions, 805 deletions
diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0 new file mode 160000 +Subproject c0b2259e0d367561fd4563ae114b029b4dfe3a8 diff --git a/meta/3rd/Cocos4.0/library/cc/Node.lua b/meta/3rd/Cocos4.0/library/cc/Node.lua deleted file mode 100644 index 498a49ba..00000000 --- a/meta/3rd/Cocos4.0/library/cc/Node.lua +++ /dev/null @@ -1,805 +0,0 @@ ----@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 |