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