805 lines
35 KiB
Lua
805 lines
35 KiB
Lua
---@meta
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---@class cc.Node :cc.Ref
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local Node={ }
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cc.Node=Node
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---@overload fun(cc.Node:cc.Node,int:int):self
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---@overload fun(cc.Node:cc.Node):self
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---@overload fun(cc.Node:cc.Node,int:int,string2:int):self
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---@overload fun(cc.Node:cc.Node,int:int,string:string):self
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---@param child cc.Node
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---@param localZOrder int
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---@param name string
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---@return self
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function Node:addChild (child,localZOrder,name) end
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---@overload fun(string0:cc.Component):self
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---@overload fun(string:string):self
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---@param name string
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---@return boolean
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function Node:removeComponent (name) end
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---*
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---@param physicsBody cc.PhysicsBody
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---@return self
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function Node:setPhysicsBody (physicsBody) end
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---* Get the callback of event ExitTransitionDidStart.<br>
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---* return std::function<void()>
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---@return function
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function Node:getOnExitTransitionDidStartCallback () end
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---* Gets the description string. It makes debugging easier.<br>
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---* return A string<br>
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---* js NA<br>
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---* lua NA
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---@return string
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function Node:getDescription () end
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---* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br>
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---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,<br>
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---* while the second one uses the real skew function.<br>
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---* 0 is the default rotation angle.<br>
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---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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---* param rotationY The Y rotation in degrees.<br>
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---* warning The physics body doesn't support this.<br>
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---* js setRotationY
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---@param rotationY float
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---@return self
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function Node:setRotationSkewY (rotationY) end
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---* If you want the opacity affect the color property, then set to true.<br>
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---* param value A boolean value.
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---@param value boolean
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---@return self
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function Node:setOpacityModifyRGB (value) end
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---* Change node's cascadeOpacity property.<br>
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---* param cascadeOpacityEnabled True to enable cascadeOpacity, false otherwise.
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---@param cascadeOpacityEnabled boolean
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---@return self
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function Node:setCascadeOpacityEnabled (cascadeOpacityEnabled) end
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---@overload fun():self
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---@overload fun():self
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---@return array_table
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function Node:getChildren () end
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---* Set the callback of event onExit.<br>
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---* param callback A std::function<void()> callback.
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---@param callback function
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---@return self
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function Node:setOnExitCallback (callback) end
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---* Sets the ActionManager object that is used by all actions.<br>
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---* warning If you set a new ActionManager, then previously created actions will be removed.<br>
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---* param actionManager A ActionManager object that is used by all actions.
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---@param actionManager cc.ActionManager
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---@return self
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function Node:setActionManager (actionManager) end
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---* Converts a local Vec2 to world space coordinates.The result is in Points.<br>
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---* treating the returned/received node point as anchor relative.<br>
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---* param nodePoint A given coordinate.<br>
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---* return A point in world space coordinates, anchor relative.
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---@param nodePoint vec2_table
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---@return vec2_table
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function Node:convertToWorldSpaceAR (nodePoint) end
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---* Gets whether the anchor point will be (0,0) when you position this node.<br>
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---* see `setIgnoreAnchorPointForPosition(bool)`<br>
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---* return true if the anchor point will be (0,0) when you position this node.
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---@return boolean
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function Node:isIgnoreAnchorPointForPosition () end
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---* Gets a child from the container with its name.<br>
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---* param name An identifier to find the child node.<br>
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---* return a Node object whose name equals to the input parameter.<br>
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---* since v3.2
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---@param name string
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---@return self
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function Node:getChildByName (name) end
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---* Update the displayed opacity of node with it's parent opacity;<br>
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---* param parentOpacity The opacity of parent node.
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---@param parentOpacity unsigned_char
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---@return self
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function Node:updateDisplayedOpacity (parentOpacity) end
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---*
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---@return boolean
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function Node:init () end
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---* get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
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---@return unsigned short
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function Node:getCameraMask () end
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---* Sets the rotation (angle) of the node in degrees.<br>
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---* 0 is the default rotation angle.<br>
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---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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---* param rotation The rotation of the node in degrees.
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---@param rotation float
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---@return self
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function Node:setRotation (rotation) end
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---* Changes the scale factor on Z axis of this node<br>
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---* The Default value is 1.0 if you haven't changed it before.<br>
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---* param scaleZ The scale factor on Z axis.<br>
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---* warning The physics body doesn't support this.
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---@param scaleZ float
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---@return self
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function Node:setScaleZ (scaleZ) end
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---* Sets the scale (y) of the node.<br>
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---* It is a scaling factor that multiplies the height of the node and its children.<br>
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---* param scaleY The scale factor on Y axis.<br>
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---* warning The physics body doesn't support this.
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---@param scaleY float
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---@return self
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function Node:setScaleY (scaleY) end
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---* Sets the scale (x) of the node.<br>
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---* It is a scaling factor that multiplies the width of the node and its children.<br>
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---* param scaleX The scale factor on X axis.<br>
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---* warning The physics body doesn't support this.
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---@param scaleX float
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---@return self
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function Node:setScaleX (scaleX) end
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---* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.<br>
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---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality,<br>
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---* while the second one uses the real skew function.<br>
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---* 0 is the default rotation angle.<br>
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---* Positive values rotate node clockwise, and negative values for anti-clockwise.<br>
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---* param rotationX The X rotation in degrees which performs a horizontal rotational skew.<br>
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---* warning The physics body doesn't support this.<br>
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---* js setRotationX
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---@param rotationX float
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---@return self
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function Node:setRotationSkewX (rotationX) end
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---* Removes all components
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---@return self
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function Node:removeAllComponents () end
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---*
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---@param z int
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---@return self
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function Node:_setLocalZOrder (z) end
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---* Modify the camera mask for current node.<br>
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---* If applyChildren is true, then it will modify the camera mask of its children recursively.<br>
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---* param mask A unsigned short bit for mask.<br>
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---* param applyChildren A boolean value to determine whether the mask bit should apply to its children or not.
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---@param mask unsigned short
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---@param applyChildren boolean
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---@return self
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function Node:setCameraMask (mask,applyChildren) end
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---* Returns a tag that is used to identify the node easily.<br>
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---* return An integer that identifies the node.<br>
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---* Please use `getTag()` instead.
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---@return int
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function Node:getTag () end
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---*
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---@return cc.AffineTransform
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function Node:getNodeToWorldAffineTransform () end
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---* Returns the world affine transform matrix. The matrix is in Pixels.<br>
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---* return transformation matrix, in pixels.
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---@return mat4_table
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function Node:getNodeToWorldTransform () end
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---* Returns the position (X,Y,Z) in its parent's coordinate system.<br>
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---* return The position (X, Y, and Z) in its parent's coordinate system.<br>
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---* js NA
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---@return vec3_table
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function Node:getPosition3D () end
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---* Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.<br>
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---* param child The child node which will be removed.<br>
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---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise.
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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 Node:removeChild (child,cleanup) end
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---* Converts a Vec2 to world space coordinates. The result is in Points.<br>
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---* param nodePoint A given coordinate.<br>
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---* return A point in world space coordinates.
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---@param nodePoint vec2_table
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---@return vec2_table
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function Node:convertToWorldSpace (nodePoint) end
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---* Returns the Scene that contains the Node.<br>
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---* It returns `nullptr` if the node doesn't belong to any Scene.<br>
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---* This function recursively calls parent->getScene() until parent is a Scene object. The results are not cached. It is that the user caches the results in case this functions is being used inside a loop.<br>
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---* return The Scene that contains the node.
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---@return cc.Scene
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function Node:getScene () end
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---* Get the event dispatcher of scene.<br>
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---* return The event dispatcher of scene.
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---@return cc.EventDispatcher
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function Node:getEventDispatcher () end
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---* Changes the X skew angle of the node in degrees.<br>
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---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
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---* while the second one uses the real skew function.<br>
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---* This angle describes the shear distortion in the X direction.<br>
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---* Thus, it is the angle between the Y coordinate and the left edge of the shape<br>
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---* The default skewX angle is 0. Positive values distort the node in a CW direction.<br>
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---* param skewX The X skew angle of the node in degrees.<br>
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---* warning The physics body doesn't support this.
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---@param skewX float
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---@return self
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function Node:setSkewX (skewX) end
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---* Changes the Y skew angle of the node in degrees.<br>
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---* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality<br>
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---* while the second one uses the real skew function.<br>
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---* This angle describes the shear distortion in the Y direction.<br>
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---* Thus, it is the angle between the X coordinate and the bottom edge of the shape.<br>
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---* The default skewY angle is 0. Positive values distort the node in a CCW direction.<br>
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---* param skewY The Y skew angle of the node in degrees.<br>
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---* warning The physics body doesn't support this.
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---@param skewY float
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---@return self
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function Node:setSkewY (skewY) end
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---* Set the callback of event onEnter.<br>
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---* param callback A std::function<void()> callback.
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---@param callback function
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---@return self
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function Node:setOnEnterCallback (callback) end
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---* Removes all actions from the running action list by its flags.<br>
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---* param flags A flag field that removes actions based on bitwise AND.
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---@param flags unsigned_int
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---@return self
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function Node:stopActionsByFlags (flags) end
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---*
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---@param position vec2_table
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---@return self
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function Node:setNormalizedPosition (position) end
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---* convenience methods which take a Touch instead of Vec2.<br>
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---* param touch A given touch.<br>
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---* return A point in world space coordinates.
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---@param touch cc.Touch
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---@return vec2_table
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function Node:convertTouchToNodeSpace (touch) end
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---@overload fun(boolean:boolean):self
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---@overload fun():self
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---@param cleanup boolean
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---@return self
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function Node:removeAllChildrenWithCleanup (cleanup) end
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---* Set the callback of event EnterTransitionDidFinish.<br>
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---* param callback A std::function<void()> callback.
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---@param callback function
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---@return self
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function Node:setOnEnterTransitionDidFinishCallback (callback) end
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---*
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---@param programState cc.backend.ProgramState
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---@return self
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function Node:setProgramState (programState) end
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---@overload fun(cc.Node:cc.Node):self
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---@overload fun():self
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---@param ancestor cc.Node
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---@return cc.AffineTransform
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function Node:getNodeToParentAffineTransform (ancestor) end
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---* Whether cascadeOpacity is enabled or not.<br>
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---* return A boolean value.
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---@return boolean
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function Node:isCascadeOpacityEnabled () end
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---* Sets the parent node.<br>
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---* param parent A pointer to the parent node.
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---@param parent cc.Node
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---@return self
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function Node:setParent (parent) end
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---* Returns a string that is used to identify the node.<br>
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---* return A string that identifies the node.<br>
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---* since v3.2
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---@return string
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function Node:getName () end
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---* Resumes all scheduled selectors, actions and event listeners.<br>
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---* This method is called internally by onEnter.
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---@return self
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function Node:resume () end
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---* Returns the rotation (X,Y,Z) in degrees.<br>
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---* return The rotation of the node in 3d.<br>
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---* js NA
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---@return vec3_table
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function Node:getRotation3D () end
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---@overload fun(cc.Node:cc.Node):self
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---@overload fun():self
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---@param ancestor cc.Node
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---@return mat4_table
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function Node:getNodeToParentTransform (ancestor) end
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---* converts a Touch (world coordinates) into a local coordinate. This method is AR (Anchor Relative).<br>
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---* param touch A given touch.<br>
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---* return A point in world space coordinates, anchor relative.
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---@param touch cc.Touch
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---@return vec2_table
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function Node:convertTouchToNodeSpaceAR (touch) end
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---* Converts a Vec2 to node (local) space coordinates. The result is in Points.<br>
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---* param worldPoint A given coordinate.<br>
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---* return A point in node (local) space coordinates.
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---@param worldPoint vec2_table
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---@return vec2_table
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function Node:convertToNodeSpace (worldPoint) end
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---* Sets the position (x,y) using values between 0 and 1.<br>
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---* The positions in pixels is calculated like the following:<br>
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---* code pseudo code<br>
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---* void setNormalizedPosition(Vec2 pos) {<br>
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---* Size s = getParent()->getContentSize();<br>
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---* _position = pos * s;<br>
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---* }<br>
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---* endcode<br>
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---* param position The normalized position (x,y) of the node, using value between 0 and 1.
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---@param position vec2_table
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---@return self
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function Node:setPositionNormalized (position) end
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---* Pauses all scheduled selectors, actions and event listeners.<br>
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---* This method is called internally by onExit.
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---@return self
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function Node:pause () end
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---* If node opacity will modify the RGB color value, then you should override this method and return true.<br>
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---* return A boolean value, true indicates that opacity will modify color; false otherwise.
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---@return boolean
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function Node:isOpacityModifyRGB () 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 self
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function Node:setPosition (x,y) end
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---* Removes an action from the running action list by its tag.<br>
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---* param tag A tag that indicates the action to be removed.
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---@param tag int
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---@return self
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function Node:stopActionByTag (tag) end
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---* Reorders a child according to a new z value.<br>
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---* param child An already added child node. It MUST be already added.<br>
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---* param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int).
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---@param child cc.Node
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---@param localZOrder int
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---@return self
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function Node:reorderChild (child,localZOrder) end
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---* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.<br>
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---* The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on.<br>
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---* In order to use this property correctly.<br>
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---* `setPositionZ()` also sets the `setGlobalZValue()` with the positionZ as value.<br>
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---* see `setGlobalZValue()`<br>
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---* param positionZ OpenGL Z vertex of this node.<br>
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---* js setVertexZ
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---@param positionZ float
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---@return self
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function Node:setPositionZ (positionZ) end
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---* Sets the rotation (X,Y,Z) in degrees.<br>
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---* Useful for 3d rotations.<br>
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---* warning The physics body doesn't support this.<br>
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---* param rotation The rotation of the node in 3d.<br>
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---* js NA
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---@param rotation vec3_table
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---@return self
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function Node:setRotation3D (rotation) end
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---* Gets/Sets x or y coordinate individually for position.<br>
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---* These methods are used in Lua and Javascript Bindings<br>
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---* Sets the x coordinate of the node in its parent's coordinate system.<br>
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---* param x The x coordinate of the node.
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---@param x float
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---@return self
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function Node:setPositionX (x) end
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---* Sets the transformation matrix manually.<br>
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---* param transform A given transformation matrix.
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---@param transform mat4_table
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---@return self
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function Node:setNodeToParentTransform (transform) end
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---* Returns the anchor point in percent.<br>
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---* see `setAnchorPoint(const Vec2&)`<br>
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---* return The anchor point of node.
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---@return vec2_table
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function Node:getAnchorPoint () end
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---* Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).<br>
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---* Composable actions are counted as 1 action. Example:<br>
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---* If you are running 1 Sequence of 7 actions, it will return 1.<br>
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---* If you are running 7 Sequences of 2 actions, it will return 7.<br>
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---* return The number of actions that are running plus the ones that are schedule to run.
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---@return int
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function Node:getNumberOfRunningActions () end
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---* Calls children's updateTransform() method recursively.<br>
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---* This method is moved from Sprite, so it's no longer specific to Sprite.<br>
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---* As the result, you apply SpriteBatchNode's optimization on your customed Node.<br>
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---* e.g., `batchNode->addChild(myCustomNode)`, while you can only addChild(sprite) before.
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---@return self
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function Node:updateTransform () end
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---* Determines if the node 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 Node:isVisible () end
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---* Returns the amount of children.<br>
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---* return The amount of children.
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---@return int
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function Node:getChildrenCount () end
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---* Converts a Vec2 to node (local) space coordinates. The result is in Points.<br>
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---* treating the returned/received node point as anchor relative.<br>
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---* param worldPoint A given coordinate.<br>
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---* return A point in node (local) space coordinates, anchor relative.
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---@param worldPoint vec2_table
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---@return vec2_table
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function Node:convertToNodeSpaceAR (worldPoint) end
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---* Adds a component.<br>
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---* param component A given component.<br>
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---* return True if added success.
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---@param component cc.Component
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---@return boolean
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function Node:addComponent (component) end
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---* Executes an action, and returns the action that is executed.<br>
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---* This node becomes the action's target. Refer to Action::getTarget().<br>
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---* warning Actions don't retain their target.<br>
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---* param action An Action pointer.
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---@param action cc.Action
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---@return cc.Action
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function Node:runAction (action) end
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---@overload fun():self
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---@overload fun(cc.Renderer:cc.Renderer,mat4_table:mat4_table,unsigned_int:unsigned_int):self
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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 Node:visit (renderer,parentTransform,parentFlags) end
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---* Returns the rotation of the node in degrees.<br>
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---* see `setRotation(float)`<br>
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---* return The rotation of the node in degrees.
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---@return float
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function Node:getRotation () end
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---*
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---@return cc.PhysicsBody
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function Node:getPhysicsBody () end
|
|
---* Returns the anchorPoint in absolute pixels.<br>
|
|
---* warning You can only read it. If you wish to modify it, use anchorPoint instead.<br>
|
|
---* see `getAnchorPoint()`<br>
|
|
---* return The anchor point in absolute pixels.
|
|
---@return vec2_table
|
|
function Node:getAnchorPointInPoints () end
|
|
---* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.<br>
|
|
---* param name A string that identifies a child node.<br>
|
|
---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise.
|
|
---@param name string
|
|
---@param cleanup boolean
|
|
---@return self
|
|
function Node:removeChildByName (name,cleanup) end
|
|
---* Sets a Scheduler object that is used to schedule all "updates" and timers.<br>
|
|
---* warning If you set a new Scheduler, then previously created timers/update are going to be removed.<br>
|
|
---* param scheduler A Scheduler object that is used to schedule all "update" and timers.
|
|
---@param scheduler cc.Scheduler
|
|
---@return self
|
|
function Node:setScheduler (scheduler) end
|
|
---* Stops and removes all actions from the running action list .
|
|
---@return self
|
|
function Node:stopAllActions () end
|
|
---* Returns the X skew angle of the node in degrees.<br>
|
|
---* see `setSkewX(float)`<br>
|
|
---* return The X skew angle of the node in degrees.
|
|
---@return float
|
|
function Node:getSkewX () end
|
|
---* Returns the Y skew angle of the node in degrees.<br>
|
|
---* see `setSkewY(float)`<br>
|
|
---* return The Y skew angle of the node in degrees.
|
|
---@return float
|
|
function Node:getSkewY () end
|
|
---* Get the callback of event EnterTransitionDidFinish.<br>
|
|
---* return std::function<void()>
|
|
---@return function
|
|
function Node:getOnEnterTransitionDidFinishCallback () end
|
|
---* Query node's displayed color.<br>
|
|
---* return A Color3B color value.
|
|
---@return color3b_table
|
|
function Node:getDisplayedColor () end
|
|
---* Gets an action from the running action list by its tag.<br>
|
|
---* see `setTag(int)`, `getTag()`.<br>
|
|
---* return The action object with the given tag.
|
|
---@param tag int
|
|
---@return cc.Action
|
|
function Node:getActionByTag (tag) end
|
|
---* Changes the name that is used to identify the node easily.<br>
|
|
---* param name A string that identifies the node.<br>
|
|
---* since v3.2
|
|
---@param name string
|
|
---@return self
|
|
function Node:setName (name) end
|
|
---* Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".<br>
|
|
---* param delta In seconds.
|
|
---@param delta float
|
|
---@return self
|
|
function Node:update (delta) end
|
|
---* Return the node's display opacity.<br>
|
|
---* The difference between opacity and displayedOpacity is:<br>
|
|
---* The displayedOpacity is what's the final rendering opacity of node.<br>
|
|
---* return A GLubyte value.
|
|
---@return unsigned_char
|
|
function Node:getDisplayedOpacity () end
|
|
---* Gets the local Z order of this node.<br>
|
|
---* see `setLocalZOrder(int)`<br>
|
|
---* return The local (relative to its siblings) Z order.
|
|
---@return int
|
|
function Node:getLocalZOrder () end
|
|
---@overload fun():self
|
|
---@overload fun():self
|
|
---@return cc.Scheduler
|
|
function Node:getScheduler () end
|
|
---*
|
|
---@return cc.AffineTransform
|
|
function Node:getParentToNodeAffineTransform () end
|
|
---* Returns the normalized position.<br>
|
|
---* return The normalized position.
|
|
---@return vec2_table
|
|
function Node:getPositionNormalized () end
|
|
---* Change the color of node.<br>
|
|
---* param color A Color3B color value.
|
|
---@param color color3b_table
|
|
---@return self
|
|
function Node:setColor (color) end
|
|
---* Returns whether or not the node is "running".<br>
|
|
---* If the node is running it will accept event callbacks like onEnter(), onExit(), update().<br>
|
|
---* return Whether or not the node is running.
|
|
---@return boolean
|
|
function Node:isRunning () end
|
|
---@overload fun():self
|
|
---@overload fun():self
|
|
---@return self
|
|
function Node:getParent () end
|
|
---* Gets position Z coordinate of this node.<br>
|
|
---* see setPositionZ(float)<br>
|
|
---* return The position Z coordinate of this node.<br>
|
|
---* js getVertexZ
|
|
---@return float
|
|
function Node:getPositionZ () end
|
|
---* Gets the y coordinate of the node in its parent's coordinate system.<br>
|
|
---* return The y coordinate of the node.
|
|
---@return float
|
|
function Node:getPositionY () end
|
|
---* Gets the x coordinate of the node in its parent's coordinate system.<br>
|
|
---* return The x coordinate of the node.
|
|
---@return float
|
|
function Node:getPositionX () end
|
|
---* Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.<br>
|
|
---* param tag An integer number that identifies a child node.<br>
|
|
---* param cleanup True if all running actions and callbacks on the child node will be cleanup, false otherwise.<br>
|
|
---* Please use `removeChildByName` instead.
|
|
---@param tag int
|
|
---@param cleanup boolean
|
|
---@return self
|
|
function Node:removeChildByTag (tag,cleanup) end
|
|
---* Sets the y coordinate of the node in its parent's coordinate system.<br>
|
|
---* param y The y coordinate of the node.
|
|
---@param y float
|
|
---@return self
|
|
function Node:setPositionY (y) end
|
|
---* Update node's displayed color with its parent color.<br>
|
|
---* param parentColor A Color3B color value.
|
|
---@param parentColor color3b_table
|
|
---@return self
|
|
function Node:updateDisplayedColor (parentColor) end
|
|
---* Sets whether the node is visible.<br>
|
|
---* The default value is true, a node is default to visible.<br>
|
|
---* param visible true if the node is visible, false if the node is hidden.
|
|
---@param visible boolean
|
|
---@return self
|
|
function Node:setVisible (visible) end
|
|
---* Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.<br>
|
|
---* The matrix is in Pixels.<br>
|
|
---* return The transformation matrix.
|
|
---@return mat4_table
|
|
function Node:getParentToNodeTransform () end
|
|
---* Checks whether a lambda function is scheduled.<br>
|
|
---* param key key of the callback<br>
|
|
---* return Whether the lambda function selector is scheduled.<br>
|
|
---* js NA<br>
|
|
---* lua NA
|
|
---@param key string
|
|
---@return boolean
|
|
function Node:isScheduled (key) end
|
|
---* Defines the order in which the nodes are renderer.<br>
|
|
---* Nodes that have a Global Z Order lower, are renderer first.<br>
|
|
---* In case two or more nodes have the same Global Z Order, the order is not guaranteed.<br>
|
|
---* The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.<br>
|
|
---* By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.<br>
|
|
---* Global Z Order is useful when you need to render nodes in an order different than the Scene Graph order.<br>
|
|
---* Limitations: Global Z Order can't be used by Nodes that have SpriteBatchNode as one of their ancestors.<br>
|
|
---* And if ClippingNode is one of the ancestors, then "global Z order" will be relative to the ClippingNode.<br>
|
|
---* see `setLocalZOrder()`<br>
|
|
---* see `setVertexZ()`<br>
|
|
---* since v3.0<br>
|
|
---* param globalZOrder The global Z order value.
|
|
---@param globalZOrder float
|
|
---@return self
|
|
function Node:setGlobalZOrder (globalZOrder) end
|
|
---@overload fun(float:float,float:float):self
|
|
---@overload fun(float:float):self
|
|
---@param scaleX float
|
|
---@param scaleY float
|
|
---@return self
|
|
function Node:setScale (scaleX,scaleY) end
|
|
---* Gets a child from the container with its tag.<br>
|
|
---* param tag An identifier to find the child node.<br>
|
|
---* return a Node object whose tag equals to the input parameter.<br>
|
|
---* Please use `getChildByName()` instead.
|
|
---@param tag int
|
|
---@return self
|
|
function Node:getChildByTag (tag) end
|
|
---* Returns the scale factor on Z axis of this node<br>
|
|
---* see `setScaleZ(float)`<br>
|
|
---* return The scale factor on Z axis.
|
|
---@return float
|
|
function Node:getScaleZ () end
|
|
---* Returns the scale factor on Y axis of this node<br>
|
|
---* see `setScaleY(float)`<br>
|
|
---* return The scale factor on Y axis.
|
|
---@return float
|
|
function Node:getScaleY () end
|
|
---* Returns the scale factor on X axis of this node<br>
|
|
---* see setScaleX(float)<br>
|
|
---* return The scale factor on X axis.
|
|
---@return float
|
|
function Node:getScaleX () end
|
|
---* LocalZOrder is the 'key' used to sort the node relative to its siblings.<br>
|
|
---* The Node's parent will sort all its children based on the LocalZOrder value.<br>
|
|
---* If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.<br>
|
|
---* Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http:en.wikipedia.org/wiki/Tree_traversal#In-order )<br>
|
|
---* And Nodes that have LocalZOrder values < 0 are the "left" subtree<br>
|
|
---* While Nodes with LocalZOrder >=0 are the "right" subtree.<br>
|
|
---* see `setGlobalZOrder`<br>
|
|
---* see `setVertexZ`<br>
|
|
---* param localZOrder The local Z order value.
|
|
---@param localZOrder int
|
|
---@return self
|
|
function Node:setLocalZOrder (localZOrder) end
|
|
---*
|
|
---@return cc.AffineTransform
|
|
function Node:getWorldToNodeAffineTransform () end
|
|
---* If you want node's color affect the children node's color, then set it to true.<br>
|
|
---* Otherwise, set it to false.<br>
|
|
---* param cascadeColorEnabled A boolean value.
|
|
---@param cascadeColorEnabled boolean
|
|
---@return self
|
|
function Node:setCascadeColorEnabled (cascadeColorEnabled) end
|
|
---* Change node opacity.<br>
|
|
---* param opacity A GLubyte opacity value.
|
|
---@param opacity unsigned_char
|
|
---@return self
|
|
function Node:setOpacity (opacity) end
|
|
---* Stops all running actions and schedulers
|
|
---@return self
|
|
function Node:cleanup () end
|
|
---* / @{/ @name component functions<br>
|
|
---* Gets a component by its name.<br>
|
|
---* param name A given name of component.<br>
|
|
---* return The Component by name.
|
|
---@param name string
|
|
---@return cc.Component
|
|
function Node:getComponent (name) end
|
|
---* Returns the untransformed size of the node.<br>
|
|
---* see `setContentSize(const Size&)`<br>
|
|
---* return The untransformed size of the node.
|
|
---@return size_table
|
|
function Node:getContentSize () end
|
|
---* Removes all actions from the running action list by its tag.<br>
|
|
---* param tag A tag that indicates the action to be removed.
|
|
---@param tag int
|
|
---@return self
|
|
function Node:stopAllActionsByTag (tag) end
|
|
---* Query node's color value.<br>
|
|
---* return A Color3B color value.
|
|
---@return color3b_table
|
|
function Node:getColor () end
|
|
---* Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.<br>
|
|
---* return An AABB (axis-aligned bounding-box) in its parent's coordinate system
|
|
---@return rect_table
|
|
function Node:getBoundingBox () end
|
|
---* Sets whether the anchor point will be (0,0) when you position this node.<br>
|
|
---* This is an internal method, only used by Layer and Scene. Don't call it outside framework.<br>
|
|
---* The default value is false, while in Layer and Scene are true.<br>
|
|
---* param ignore true if anchor point will be (0,0) when you position this node.
|
|
---@param ignore boolean
|
|
---@return self
|
|
function Node:setIgnoreAnchorPointForPosition (ignore) end
|
|
---* Set event dispatcher for scene.<br>
|
|
---* param dispatcher The event dispatcher of scene.
|
|
---@param dispatcher cc.EventDispatcher
|
|
---@return self
|
|
function Node:setEventDispatcher (dispatcher) end
|
|
---* Returns the Node's Global Z Order.<br>
|
|
---* see `setGlobalZOrder(int)`<br>
|
|
---* return The node's global Z order
|
|
---@return float
|
|
function Node:getGlobalZOrder () end
|
|
---@overload fun():self
|
|
---@overload fun(cc.Renderer:cc.Renderer,mat4_table:mat4_table,unsigned_int:unsigned_int):self
|
|
---@param renderer cc.Renderer
|
|
---@param transform mat4_table
|
|
---@param flags unsigned_int
|
|
---@return self
|
|
function Node:draw (renderer,transform,flags) end
|
|
---* Returns a user assigned Object.<br>
|
|
---* Similar to UserData, but instead of holding a void* it holds an object.<br>
|
|
---* The UserObject will be retained once in this method,<br>
|
|
---* and the previous UserObject (if existed) will be released.<br>
|
|
---* The UserObject will be released in Node's destructor.<br>
|
|
---* param userObject A user assigned Object.
|
|
---@param userObject cc.Ref
|
|
---@return self
|
|
function Node:setUserObject (userObject) end
|
|
---@overload fun(boolean:boolean):self
|
|
---@overload fun():self
|
|
---@param cleanup boolean
|
|
---@return self
|
|
function Node:removeFromParentAndCleanup (cleanup) end
|
|
---* Sets the position (X, Y, and Z) in its parent's coordinate system.<br>
|
|
---* param position The position (X, Y, and Z) in its parent's coordinate system.<br>
|
|
---* js NA
|
|
---@param position vec3_table
|
|
---@return self
|
|
function Node:setPosition3D (position) end
|
|
---* Returns the numbers of actions that are running plus the ones that are<br>
|
|
---* schedule to run (actions in actionsToAdd and actions arrays) with a<br>
|
|
---* specific tag.<br>
|
|
---* Composable actions are counted as 1 action. Example:<br>
|
|
---* If you are running 1 Sequence of 7 actions, it will return 1.<br>
|
|
---* If you are running 7 Sequences of 2 actions, it will return 7.<br>
|
|
---* param tag The tag that will be searched.<br>
|
|
---* return The number of actions that are running plus the<br>
|
|
---* ones that are schedule to run with specific tag.
|
|
---@param tag int
|
|
---@return int
|
|
function Node:getNumberOfRunningActionsByTag (tag) end
|
|
---* Sorts the children array once before drawing, instead of every time when a child is added or reordered.<br>
|
|
---* This approach can improve the performance massively.<br>
|
|
---* note Don't call this manually unless a child added needs to be removed in the same frame.
|
|
---@return self
|
|
function Node:sortAllChildren () end
|
|
---*
|
|
---@return cc.backend.ProgramState
|
|
function Node:getProgramState () end
|
|
---* Returns the inverse world affine transform matrix. The matrix is in Pixels.<br>
|
|
---* return The transformation matrix.
|
|
---@return mat4_table
|
|
function Node:getWorldToNodeTransform () end
|
|
---* Gets the scale factor of the node, when X and Y have the same scale factor.<br>
|
|
---* warning Assert when `_scaleX != _scaleY`<br>
|
|
---* see setScale(float)<br>
|
|
---* return The scale factor of the node.
|
|
---@return float
|
|
function Node:getScale () end
|
|
---* Return the node's opacity.<br>
|
|
---* return A GLubyte value.
|
|
---@return unsigned_char
|
|
function Node:getOpacity () end
|
|
---* !!! ONLY FOR INTERNAL USE<br>
|
|
---* Sets the arrival order when this node has a same ZOrder with other children.<br>
|
|
---* A node which called addChild subsequently will take a larger arrival order,<br>
|
|
---* If two children have the same Z order, the child with larger arrival order will be drawn later.<br>
|
|
---* warning This method is used internally for localZOrder sorting, don't change this manually<br>
|
|
---* param orderOfArrival The arrival order.
|
|
---@return self
|
|
function Node:updateOrderOfArrival () end
|
|
---*
|
|
---@return vec2_table
|
|
function Node:getNormalizedPosition () end
|
|
---* Set the callback of event ExitTransitionDidStart.<br>
|
|
---* param callback A std::function<void()> callback.
|
|
---@param callback function
|
|
---@return self
|
|
function Node:setOnExitTransitionDidStartCallback (callback) end
|
|
---* Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.<br>
|
|
---* see `setRotationSkewX(float)`<br>
|
|
---* return The X rotation in degrees.<br>
|
|
---* js getRotationX
|
|
---@return float
|
|
function Node:getRotationSkewX () end
|
|
---* Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.<br>
|
|
---* see `setRotationSkewY(float)`<br>
|
|
---* return The Y rotation in degrees.<br>
|
|
---* js getRotationY
|
|
---@return float
|
|
function Node:getRotationSkewY () end
|
|
---* Changes the tag that is used to identify the node easily.<br>
|
|
---* Please refer to getTag for the sample code.<br>
|
|
---* param tag A integer that identifies the node.<br>
|
|
---* Please use `setName()` instead.
|
|
---@param tag int
|
|
---@return self
|
|
function Node:setTag (tag) end
|
|
---* Query whether cascadeColor is enabled or not.<br>
|
|
---* return Whether cascadeColor is enabled or not.
|
|
---@return boolean
|
|
function Node:isCascadeColorEnabled () end
|
|
---* Stops and removes an action from the running action list.<br>
|
|
---* param action The action object to be removed.
|
|
---@param action cc.Action
|
|
---@return self
|
|
function Node:stopAction (action) end
|
|
---@overload fun():cc.ActionManager
|
|
---@overload fun():cc.ActionManager
|
|
---@return cc.ActionManager
|
|
function Node:getActionManager () end
|
|
---* Allocates and initializes a node.<br>
|
|
---* return A initialized node which is marked as "autorelease".
|
|
---@return self
|
|
function Node:create () end
|
|
---* Gets count of nodes those are attached to scene graph.
|
|
---@return int
|
|
function Node:getAttachedNodeCount () end
|
|
---*
|
|
---@return self
|
|
function Node:Node () end |