---@meta ---@class ccs.DisplayManager :cc.Ref local DisplayManager={ } ccs.DisplayManager=DisplayManager ---* ---@return cc.Node function DisplayManager:getDisplayRenderNode () end ---* ---@return vec2_table function DisplayManager:getAnchorPointInPoints () end ---* ---@return int function DisplayManager:getDisplayRenderNodeType () end ---* ---@param index int ---@return self function DisplayManager:removeDisplay (index) end ---* ---@param force boolean ---@return self function DisplayManager:setForceChangeDisplay (force) end ---* ---@param bone ccs.Bone ---@return boolean function DisplayManager:init (bone) end ---* ---@return size_table function DisplayManager:getContentSize () end ---* ---@return rect_table function DisplayManager:getBoundingBox () end ---@overload fun(ccs.DisplayData0:cc.Node,int:int):self ---@overload fun(ccs.DisplayData:ccs.DisplayData,int:int):self ---@param displayData ccs.DisplayData ---@param index int ---@return self function DisplayManager:addDisplay (displayData,index) end ---@overload fun(float:float,float:float):self ---@overload fun(float0:vec2_table):self ---@param x float ---@param y float ---@return boolean function DisplayManager:containPoint (x,y) end ---* Change display by index. You can just use this method to change display in the display list.
---* The display list is just used for this bone, and it is the displays you may use in every frame.
---* Note : if index is the same with prev index, the method will not effect
---* param index The index of the display you want to change
---* param force If true, then force change display to specified display, or current display will set to display index edit in the flash every key frame. ---@param index int ---@param force boolean ---@return self function DisplayManager:changeDisplayWithIndex (index,force) end ---* ---@param name string ---@param force boolean ---@return self function DisplayManager:changeDisplayWithName (name,force) end ---* ---@return boolean function DisplayManager:isForceChangeDisplay () end ---* ---@return int function DisplayManager:getCurrentDisplayIndex () end ---* ---@return vec2_table function DisplayManager:getAnchorPoint () end ---* ---@return array_table function DisplayManager:getDecorativeDisplayList () end ---* Determines if the display is visible
---* see setVisible(bool)
---* return true if the node is visible, false if the node is hidden. ---@return boolean function DisplayManager:isVisible () end ---* Sets whether the display is visible
---* The default value is true, a node is default to visible
---* param visible true if the node is visible, false if the node is hidden. ---@param visible boolean ---@return self function DisplayManager:setVisible (visible) end ---* ---@param bone ccs.Bone ---@return self function DisplayManager:create (bone) end ---* ---@return self function DisplayManager:DisplayManager () end