309 lines
12 KiB
Lua
309 lines
12 KiB
Lua
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---@meta
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---@class cc.Director
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local Director={ }
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cc.Director=Director
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---* Pauses the running scene.<br>
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---* The running scene will be _drawed_ but all scheduled timers will be paused.<br>
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---* While paused, the draw rate will be 4 FPS to reduce CPU consumption.
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---@return self
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function Director:pause () end
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---* Sets the EventDispatcher associated with this director.<br>
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---* since v3.0<br>
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---* js NA
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---@param dispatcher cc.EventDispatcher
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---@return self
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function Director:setEventDispatcher (dispatcher) end
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---* The size in pixels of the surface. It could be different than the screen size.<br>
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---* High-res devices might have a higher surface size than the screen size.<br>
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---* Only available when compiled using SDK >= 4.0.<br>
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---* since v0.99.4
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---@param scaleFactor float
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---@return self
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function Director:setContentScaleFactor (scaleFactor) end
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---*
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---@return float
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function Director:getDeltaTime () end
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---* Gets content scale factor.<br>
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---* see Director::setContentScaleFactor()
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---@return float
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function Director:getContentScaleFactor () end
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---* Returns the size of the OpenGL view in pixels.
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---@return size_table
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function Director:getWinSizeInPixels () end
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---* Returns safe area rectangle of the OpenGL view in points.
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---@return rect_table
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function Director:getSafeAreaRect () end
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---* Sets the OpenGL default values.<br>
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---* It will enable alpha blending, disable depth test.<br>
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---* js NA
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---@return self
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function Director:setGLDefaultValues () end
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---* Sets the ActionManager associated with this director.<br>
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---* since v2.0
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---@param actionManager cc.ActionManager
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---@return self
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function Director:setActionManager (actionManager) end
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---* Pops out all scenes from the stack until the root scene in the queue.<br>
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---* This scene will replace the running one.<br>
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---* Internally it will call `popToSceneStackLevel(1)`.
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---@return self
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function Director:popToRootScene () end
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---* Adds a matrix to the top of specified type of matrix stack.<br>
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---* param type Matrix type.<br>
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---* param mat The matrix that to be added.<br>
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---* js NA
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---@param type int
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---@param mat mat4_table
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---@return self
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function Director:loadMatrix (type,mat) end
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---* This object will be visited after the main scene is visited.<br>
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---* This object MUST implement the "visit" function.<br>
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---* Useful to hook a notification object, like Notifications (http:github.com/manucorporat/CCNotifications)<br>
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---* since v0.99.5
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---@return cc.Node
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function Director:getNotificationNode () end
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---* Returns the size of the OpenGL view in points.
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---@return size_table
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function Director:getWinSize () end
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---*
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---@return cc.TextureCache
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function Director:getTextureCache () end
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---* Whether or not the replaced scene will receive the cleanup message.<br>
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---* If the new scene is pushed, then the old scene won't receive the "cleanup" message.<br>
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---* If the new scene replaces the old one, the it will receive the "cleanup" message.<br>
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---* since v0.99.0
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---@return boolean
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function Director:isSendCleanupToScene () end
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---* Returns visible origin coordinate of the OpenGL view in points.
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---@return vec2_table
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function Director:getVisibleOrigin () end
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---@overload fun(float:float):self
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---@overload fun():self
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---@param dt float
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---@return self
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function Director:mainLoop (dt) end
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---* Gets Frame Rate.<br>
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---* js NA
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---@return float
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function Director:getFrameRate () end
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---* Get seconds per frame.
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---@return float
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function Director:getSecondsPerFrame () end
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---* Clear all types of matrix stack, and add identity matrix to these matrix stacks.<br>
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---* js NA
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---@return self
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function Director:resetMatrixStack () end
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---* Converts an OpenGL coordinate to a screen coordinate.<br>
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---* Useful to convert node points to window points for calls such as glScissor.
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---@param point vec2_table
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---@return vec2_table
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function Director:convertToUI (point) end
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---* Clones a specified type matrix and put it to the top of specified type of matrix stack.<br>
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---* js NA
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---@param type int
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---@return self
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function Director:pushMatrix (type) end
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---* Sets the default values based on the Configuration info.
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---@return self
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function Director:setDefaultValues () end
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---*
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---@return boolean
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function Director:init () end
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---* Sets the Scheduler associated with this director.<br>
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---* since v2.0
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---@param scheduler cc.Scheduler
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---@return self
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function Director:setScheduler (scheduler) end
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---* Gets the top matrix of specified type of matrix stack.<br>
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---* js NA
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---@param type int
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---@return mat4_table
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function Director:getMatrix (type) end
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---* returns whether or not the Director is in a valid state
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---@return boolean
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function Director:isValid () end
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---* The main loop is triggered again.<br>
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---* Call this function only if [stopAnimation] was called earlier.<br>
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---* warning Don't call this function to start the main loop. To run the main loop call runWithScene.
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---@return self
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function Director:startAnimation () end
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---* Returns the Renderer associated with this director.<br>
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---* since v3.0
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---@return cc.Renderer
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function Director:getRenderer () end
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---* Get the GLView.<br>
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---* lua NA
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---@return cc.GLView
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function Director:getOpenGLView () end
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---* Gets current running Scene. Director can only run one Scene at a time.
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---@return cc.Scene
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function Director:getRunningScene () end
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---* Sets the glViewport.
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---@return self
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function Director:setViewport () end
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---* Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.<br>
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---* If you don't want to pause your animation call [pause] instead.
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---@return self
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function Director:stopAnimation () end
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---* Pops out all scenes from the stack until it reaches `level`.<br>
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---* If level is 0, it will end the director.<br>
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---* If level is 1, it will pop all scenes until it reaches to root scene.<br>
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---* If level is <= than the current stack level, it won't do anything.
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---@param level int
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---@return self
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function Director:popToSceneStackLevel (level) end
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---* Resumes the paused scene.<br>
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---* The scheduled timers will be activated again.<br>
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---* The "delta time" will be 0 (as if the game wasn't paused).
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---@return self
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function Director:resume () end
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---* Whether or not `_nextDeltaTimeZero` is set to 0.
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---@return boolean
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function Director:isNextDeltaTimeZero () end
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---* Sets clear values for the color buffers,<br>
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---* value range of each element is [0.0, 1.0].<br>
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---* js NA
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---@param clearColor color4f_table
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---@return self
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function Director:setClearColor (clearColor) end
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---* Ends the execution, releases the running scene.<br>
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---* lua endToLua
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---@return self
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function Director:endToLua () end
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---* Sets the GLView. <br>
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---* lua NA
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---@param openGLView cc.GLView
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---@return self
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function Director:setOpenGLView (openGLView) end
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---* Converts a screen coordinate to an OpenGL coordinate.<br>
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---* Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).
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---@param point vec2_table
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---@return vec2_table
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function Director:convertToGL (point) end
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---* Removes all cocos2d cached data.<br>
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---* It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache<br>
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---* since v0.99.3
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---@return self
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function Director:purgeCachedData () end
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---* How many frames were called since the director started
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---@return unsigned_int
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function Director:getTotalFrames () end
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---* Enters the Director's main loop with the given Scene.<br>
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---* Call it to run only your FIRST scene.<br>
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---* Don't call it if there is already a running scene.<br>
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---* It will call pushScene: and then it will call startAnimation<br>
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---* js NA
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---@param scene cc.Scene
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---@return self
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function Director:runWithScene (scene) end
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---* Sets the notification node.<br>
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---* see Director::getNotificationNode()
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---@param node cc.Node
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---@return self
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function Director:setNotificationNode (node) end
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---* Draw the scene.<br>
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---* This method is called every frame. Don't call it manually.
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---@return self
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function Director:drawScene () end
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---*
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---@return self
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function Director:restart () end
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---* Pops out a scene from the stack.<br>
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---* This scene will replace the running one.<br>
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---* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.<br>
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---* ONLY call it if there is a running scene.
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---@return self
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function Director:popScene () end
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---* Adds an identity matrix to the top of specified type of matrix stack.<br>
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---* js NA
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---@param type int
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---@return self
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function Director:loadIdentityMatrix (type) end
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---* Whether or not displaying the FPS on the bottom-left corner of the screen.
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---@return boolean
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function Director:isDisplayStats () end
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---* Sets OpenGL projection.
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---@param projection int
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---@return self
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function Director:setProjection (projection) end
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---* Returns the Console associated with this director.<br>
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---* since v3.0<br>
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---* js NA
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---@return cc.Console
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function Director:getConsole () end
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---* Multiplies a matrix to the top of specified type of matrix stack.<br>
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---* param type Matrix type.<br>
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---* param mat The matrix that to be multiplied.<br>
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---* js NA
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---@param type int
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---@param mat mat4_table
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---@return self
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function Director:multiplyMatrix (type,mat) end
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---* Gets the distance between camera and near clipping frame.<br>
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---* It is correct for default camera that near clipping frame is same as the screen.
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---@return float
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function Director:getZEye () end
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---* Sets the delta time between current frame and next frame is 0.<br>
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---* This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions.<br>
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---* This value will take effect only one time.
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---@param nextDeltaTimeZero boolean
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---@return self
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function Director:setNextDeltaTimeZero (nextDeltaTimeZero) end
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---* Pops the top matrix of the specified type of matrix stack.<br>
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---* js NA
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---@param type int
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---@return self
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function Director:popMatrix (type) end
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---* Returns visible size of the OpenGL view in points.<br>
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---* The value is equal to `Director::getWinSize()` if don't invoke `GLView::setDesignResolutionSize()`.
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---@return size_table
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function Director:getVisibleSize () end
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---* Gets the Scheduler associated with this director.<br>
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---* since v2.0
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---@return cc.Scheduler
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function Director:getScheduler () end
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---* Suspends the execution of the running scene, pushing it on the stack of suspended scenes.<br>
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---* The new scene will be executed.<br>
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---* Try to avoid big stacks of pushed scenes to reduce memory allocation. <br>
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---* ONLY call it if there is a running scene.
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---@param scene cc.Scene
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---@return self
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function Director:pushScene (scene) end
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---* Gets the FPS value.
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---@return float
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function Director:getAnimationInterval () end
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---* Whether or not the Director is paused.
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---@return boolean
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function Director:isPaused () end
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---* Display the FPS on the bottom-left corner of the screen.
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---@param displayStats boolean
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---@return self
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function Director:setDisplayStats (displayStats) end
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---* Gets the EventDispatcher associated with this director.<br>
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---* since v3.0<br>
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---* js NA
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---@return cc.EventDispatcher
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function Director:getEventDispatcher () end
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---* Replaces the running scene with a new one. The running scene is terminated.<br>
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---* ONLY call it if there is a running scene.<br>
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---* js NA
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---@param scene cc.Scene
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---@return self
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function Director:replaceScene (scene) end
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---* Sets the FPS value. FPS = 1/interval.
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---@param interval float
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---@return self
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function Director:setAnimationInterval (interval) end
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---* Gets the ActionManager associated with this director.<br>
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---* since v2.0
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---@return cc.ActionManager
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function Director:getActionManager () end
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---* Returns a shared instance of the director. <br>
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---* js _getInstance
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---@return self
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function Director:getInstance () end
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