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Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Sprite.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc/Sprite.lua | 340 |
2 files changed, 0 insertions, 340 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/Sprite.lua b/meta/3rd/Cocos4.0/library/cc/Sprite.lua deleted file mode 100644 index 4a76c915..00000000 --- a/meta/3rd/Cocos4.0/library/cc/Sprite.lua +++ /dev/null @@ -1,340 +0,0 @@ ----@meta - ----@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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