summaryrefslogtreecommitdiff
path: root/meta/3rd/Cocos4.0/library/cc.Sprite.lua
blob: 4a76c91560dbafc1de507eb68138e73b87dd8d3e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
---@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