169 lines
6 KiB
Lua
169 lines
6 KiB
Lua
---@meta
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---@class cc.RenderTexture :cc.Node
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local RenderTexture={ }
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cc.RenderTexture=RenderTexture
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---* Used for grab part of screen to a texture. <br>
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---* param rtBegin The position of renderTexture on the fullRect.<br>
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---* param fullRect The total size of screen.<br>
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---* param fullViewport The total viewportSize.
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---@param rtBegin vec2_table
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---@param fullRect rect_table
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---@param fullViewport rect_table
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---@return self
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function RenderTexture:setVirtualViewport (rtBegin,fullRect,fullViewport) end
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---* Clears the texture with a specified stencil value.<br>
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---* param stencilValue A specified stencil value.
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---@param stencilValue int
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---@return self
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function RenderTexture:clearStencil (stencilValue) end
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---* Value for clearDepth. Valid only when "autoDraw" is true. <br>
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---* return Value for clearDepth.
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---@return float
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function RenderTexture:getClearDepth () end
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---* Value for clear Stencil. Valid only when "autoDraw" is true.<br>
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---* return Value for clear Stencil.
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---@return int
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function RenderTexture:getClearStencil () end
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---* Set Value for clear Stencil.<br>
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---* param clearStencil Value for clear Stencil.
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---@param clearStencil int
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---@return self
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function RenderTexture:setClearStencil (clearStencil) end
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---* Sets the Sprite being used. <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 RenderTexture:setSprite (sprite) end
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---* Gets the Sprite being used. <br>
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---* return A Sprite.
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---@return cc.Sprite
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function RenderTexture:getSprite () end
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---* When enabled, it will render its children into the texture automatically. Disabled by default for compatibility reasons.<br>
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---* Will be enabled in the future.<br>
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---* return Return the autoDraw value.
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---@return boolean
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function RenderTexture:isAutoDraw () end
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---@overload fun(string:string,int:int,boolean:boolean,function:function):self
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---@overload fun(string:string,int1:boolean,boolean2:function):self
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---@param fileName string
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---@param format int
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---@param isRGBA boolean
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---@param callback function
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---@return boolean
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function RenderTexture:saveToFileAsNonPMA (fileName,format,isRGBA,callback) end
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---* Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.<br>
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---* param keepMatrix Whether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.<br>
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---* js NA
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---@param keepMatrix boolean
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---@return self
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function RenderTexture:setKeepMatrix (keepMatrix) end
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---* Set flags.<br>
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---* param clearFlags set clear flags.
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---@param clearFlags int
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---@return self
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function RenderTexture:setClearFlags (clearFlags) end
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---* Starts grabbing.
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---@return self
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function RenderTexture:begin () end
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---@overload fun(string:string,int:int,boolean:boolean,function:function):self
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---@overload fun(string:string,int1:boolean,boolean2:function):self
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---@param filename string
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---@param format int
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---@param isRGBA boolean
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---@param callback function
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---@return boolean
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function RenderTexture:saveToFile (filename,format,isRGBA,callback) end
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---* Set a valve to control whether or not render its children into the texture automatically. <br>
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---* param isAutoDraw Whether or not render its children into the texture automatically.
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---@param isAutoDraw boolean
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---@return self
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function RenderTexture:setAutoDraw (isAutoDraw) end
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---* Set color value. <br>
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---* param clearColor Color value.
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---@param clearColor color4f_table
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---@return self
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function RenderTexture:setClearColor (clearColor) end
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---* Ends grabbing.<br>
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---* lua endToLua
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---@return self
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function RenderTexture:endToLua () end
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---@overload fun(float:float,float:float,float:float,float:float,float:float):self
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---@overload fun(float:float,float:float,float:float,float:float):self
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---@overload fun(float:float,float:float,float:float,float:float,float:float,int:int):self
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---@param r float
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---@param g float
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---@param b float
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---@param a float
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---@param depthValue float
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---@param stencilValue int
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---@return self
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function RenderTexture:beginWithClear (r,g,b,a,depthValue,stencilValue) end
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---* Clears the texture with a specified depth value. <br>
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---* param depthValue A specified depth value.
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---@param depthValue float
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---@return self
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function RenderTexture:clearDepth (depthValue) end
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---* Clear color value. Valid only when "autoDraw" is true. <br>
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---* return Color value.
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---@return color4f_table
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function RenderTexture:getClearColor () end
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---* Clears the texture with a color. <br>
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---* param r Red.<br>
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---* param g Green.<br>
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---* param b Blue.<br>
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---* param a Alpha.
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---@param r float
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---@param g float
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---@param b float
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---@param a float
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---@return self
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function RenderTexture:clear (r,g,b,a) end
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---* Valid when "autoDraw" is true.<br>
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---* return Clear flags.
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---@return int
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function RenderTexture:getClearFlags () end
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---* Set Value for clearDepth.<br>
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---* param clearDepth Value for clearDepth.
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---@param clearDepth float
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---@return self
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function RenderTexture:setClearDepth (clearDepth) end
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---@overload fun(int:int,int:int,int:int,int:int):self
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---@overload fun(int:int,int:int,int:int):self
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---@param w int
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---@param h int
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---@param format int
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---@param depthStencilFormat int
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---@return boolean
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function RenderTexture:initWithWidthAndHeight (w,h,format,depthStencilFormat) end
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---@overload fun(int:int,int:int,int:int):self
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---@overload fun(int:int,int:int,int:int,int:int):self
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---@overload fun(int:int,int:int):self
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---@param w int
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---@param h int
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---@param format int
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---@param depthStencilFormat int
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---@return self
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function RenderTexture:create (w,h,format,depthStencilFormat) end
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---*
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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 RenderTexture:draw (renderer,transform,flags) end
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---*
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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 RenderTexture:visit (renderer,parentTransform,parentFlags) end
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---* FIXME: should be protected.<br>
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---* but due to a bug in PowerVR + Android,<br>
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---* the constructor is public again.<br>
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---* js ctor
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---@return self
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function RenderTexture:RenderTexture () end |