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diff --git a/meta/3rd/Cocos4.0/library/cc/Sprite.lua b/meta/3rd/Cocos4.0/library/cc/Sprite.lua
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----@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 \ No newline at end of file