191 lines
6.8 KiB
Lua
191 lines
6.8 KiB
Lua
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---@meta
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---@class cc.SpriteBatchNode :cc.Node@all parent class: Node,TextureProtocol
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local SpriteBatchNode={ }
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cc.SpriteBatchNode=SpriteBatchNode
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---* Append the child. <br>
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---* param sprite A Sprite.
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---@param sprite cc.Sprite
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---@return self
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function SpriteBatchNode:appendChild (sprite) end
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---*
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---@param reorder boolean
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---@return self
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function SpriteBatchNode:reorderBatch (reorder) end
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---*
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---@return cc.Texture2D
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function SpriteBatchNode:getTexture () end
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---*
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---@param texture cc.Texture2D
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---@return self
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function SpriteBatchNode:setTexture (texture) end
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---* Removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.<br>
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---* param index A certain index.<br>
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---* param doCleanup Whether or not to cleanup the running actions.<br>
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---* warning Removing a child from a SpriteBatchNode is very slow.
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---@param index int
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---@param doCleanup boolean
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---@return self
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function SpriteBatchNode:removeChildAtIndex (index,doCleanup) end
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---* Remove a sprite from Atlas. <br>
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---* param sprite A Sprite.
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---@param sprite cc.Sprite
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---@return self
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function SpriteBatchNode:removeSpriteFromAtlas (sprite) end
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---*
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---@param child cc.Sprite
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---@param z int
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---@param aTag int
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---@return self
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function SpriteBatchNode:addSpriteWithoutQuad (child,z,aTag) end
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---* Get the nearest index from the sprite in z.<br>
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---* param sprite The parent sprite.<br>
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---* param z Z order for drawing priority.<br>
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---* return Index.
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---@param sprite cc.Sprite
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---@param z int
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---@return int
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function SpriteBatchNode:atlasIndexForChild (sprite,z) end
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---* Increase the Atlas Capacity.
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---@return self
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function SpriteBatchNode:increaseAtlasCapacity () end
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---* Get the Min image block index,in all child. <br>
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---* param sprite The parent sprite.<br>
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---* return Index.
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---@param sprite cc.Sprite
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---@return int
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function SpriteBatchNode:lowestAtlasIndexInChild (sprite) end
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---* lua NA
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---@return cc.BlendFunc
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function SpriteBatchNode:getBlendFunc () end
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---* initializes a SpriteBatchNode with a texture2d and capacity of children.<br>
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---* The capacity will be increased in 33% in runtime if it runs out of space.
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---@param tex cc.Texture2D
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---@param capacity int
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---@return boolean
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function SpriteBatchNode:initWithTexture (tex,capacity) end
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---* Sets the TextureAtlas object. <br>
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---* param textureAtlas The TextureAtlas object.
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---@param textureAtlas cc.TextureAtlas
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---@return self
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function SpriteBatchNode:setTextureAtlas (textureAtlas) end
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---* reserves capacity for the batch node.<br>
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---* If the current capacity is bigger, nothing happens.<br>
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---* otherwise, a new capacity is allocated
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---@param newCapacity int
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---@return self
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function SpriteBatchNode:reserveCapacity (newCapacity) end
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---* js NA
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---@param cleanup boolean
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---@return self
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function SpriteBatchNode:removeAllChildrenWithCleanup (cleanup) end
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---* Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.<br>
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---* This method should be called only when you are dealing with very big AtlasSprite and when most of the Sprite won't be updated.<br>
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---* For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont).
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---@param sprite cc.Sprite
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---@param index int
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---@return self
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function SpriteBatchNode:insertQuadFromSprite (sprite,index) end
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---* initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.<br>
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---* The capacity will be increased in 33% in runtime if it runs out of space.<br>
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---* The file will be loaded using the TextureMgr.<br>
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---* js init<br>
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---* lua init
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---@param fileImage string
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---@param capacity int
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---@return boolean
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function SpriteBatchNode:initWithFile (fileImage,capacity) end
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---* code<br>
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---* When this function bound into js or lua,the parameter will be changed.<br>
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---* In js: var setBlendFunc(var src, var dst).<br>
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---* endcode<br>
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---* lua NA
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---@param blendFunc cc.BlendFunc
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---@return self
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function SpriteBatchNode:setBlendFunc (blendFunc) end
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---* Rebuild index with a sprite all child. <br>
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---* param parent The parent sprite.<br>
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---* param index The child index.<br>
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---* return Index.
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---@param parent cc.Sprite
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---@param index int
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---@return int
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function SpriteBatchNode:rebuildIndexInOrder (parent,index) end
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---* Returns the TextureAtlas object. <br>
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---* return The TextureAtlas object.
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---@return cc.TextureAtlas
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function SpriteBatchNode:getTextureAtlas () end
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---* Get the Max image block index,in all child.<br>
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---* param sprite The parent sprite.<br>
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---* return Index.
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---@param sprite cc.Sprite
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---@return int
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function SpriteBatchNode:highestAtlasIndexInChild (sprite) end
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---* Creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.<br>
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---* The capacity will be increased in 33% in runtime if it runs out of space.<br>
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---* The file will be loaded using the TextureMgr.<br>
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---* param fileImage A file image (.png, .jpeg, .pvr, etc).<br>
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---* param capacity The capacity of children.<br>
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---* return Return an autorelease object.
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---@param fileImage string
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---@param capacity int
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---@return self
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function SpriteBatchNode:create (fileImage,capacity) end
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---* Creates a SpriteBatchNode with a texture2d and capacity of children.<br>
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---* The capacity will be increased in 33% in runtime if it runs out of space.<br>
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---* param tex A texture2d.<br>
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---* param capacity The capacity of children.<br>
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---* return Return an autorelease object.
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---@param tex cc.Texture2D
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---@param capacity int
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---@return self
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function SpriteBatchNode:createWithTexture (tex,capacity) end
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---@overload fun(cc.Node:cc.Node,int:int,int2:string):self
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---@overload fun(cc.Node:cc.Node,int:int,int:int):self
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---@param child cc.Node
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---@param zOrder int
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---@param tag int
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---@return self
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function SpriteBatchNode:addChild (child,zOrder,tag) end
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---* js NA
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---@param renderer cc.Renderer
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---@param transform mat4_table
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---@param flags unsigned_int
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---@return self
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function SpriteBatchNode:draw (renderer,transform,flags) end
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---* js NA
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---@return string
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function SpriteBatchNode:getDescription () end
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---* js NA
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---@param renderer cc.Renderer
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---@param parentTransform mat4_table
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---@param parentFlags unsigned_int
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---@return self
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function SpriteBatchNode:visit (renderer,parentTransform,parentFlags) end
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---*
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---@return self
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function SpriteBatchNode:sortAllChildren () end
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---*
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---@param child cc.Node
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---@param cleanup boolean
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---@return self
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function SpriteBatchNode:removeChild (child,cleanup) end
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---*
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---@return boolean
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function SpriteBatchNode:init () end
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---* Set ProgramState
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---@param programState cc.backend.ProgramState
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---@return self
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function SpriteBatchNode:setProgramState (programState) end
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---*
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---@param child cc.Node
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---@param zOrder int
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---@return self
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function SpriteBatchNode:reorderChild (child,zOrder) end
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---* js ctor
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---@return self
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function SpriteBatchNode:SpriteBatchNode () end
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