340 lines
13 KiB
Lua
340 lines
13 KiB
Lua
---@meta
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---@class cc.Sprite :cc.Node@all parent class: Node,TextureProtocol
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local Sprite={ }
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cc.Sprite=Sprite
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---@overload fun(string0:cc.SpriteFrame):self
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---@overload fun(string:string):self
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---@param spriteFrameName string
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---@return self
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function Sprite:setSpriteFrame (spriteFrameName) end
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---@overload fun(string0:cc.Texture2D):self
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---@overload fun(string:string):self
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---@param filename string
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---@return self
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function Sprite:setTexture (filename) end
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---* Returns the Texture2D object used by the sprite.
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---@return cc.Texture2D
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function Sprite:getTexture () end
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---* Sets whether the sprite should be flipped vertically or not.<br>
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---* param flippedY true if the sprite should be flipped vertically, false otherwise.
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---@param flippedY boolean
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---@return self
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function Sprite:setFlippedY (flippedY) end
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---* Sets whether the sprite should be flipped horizontally or not.<br>
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---* param flippedX true if the sprite should be flipped horizontally, false otherwise.
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---@param flippedX boolean
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---@return self
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function Sprite:setFlippedX (flippedX) end
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---* / @}
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---@return int
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function Sprite:getResourceType () end
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---* / @{/ @name Animation methods<br>
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---* Changes the display frame with animation name and index.<br>
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---* The animation name will be get from the AnimationCache.
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---@param animationName string
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---@param frameIndex unsigned_int
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---@return self
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function Sprite:setDisplayFrameWithAnimationName (animationName,frameIndex) end
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---* Returns the batch node object if this sprite is rendered by SpriteBatchNode.<br>
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---* return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,<br>
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---* nullptr if the sprite isn't used batch node.
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---@return cc.SpriteBatchNode
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function Sprite:getBatchNode () end
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---* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
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---@return vec2_table
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function Sprite:getOffsetPosition () end
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---* brief Returns the Cap Insets rect<br>
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---* return Scale9Sprite's cap inset.
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---@return rect_table
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function Sprite:getCenterRect () end
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---* setCenterRectNormalized<br>
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---* Useful to implement "9 sliced" sprites.<br>
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---* The default value is (0,0) - (1,1), which means that only one "slice" will be used: From top-left (0,0) to bottom-right (1,1).<br>
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---* If the value is different than (0,0), (1,1), then the sprite will be sliced into a 3 x 3 grid. The four corners of this grid are applied without<br>
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---* performing any scaling. The upper- and lower-middle parts are scaled horizontally, and the left- and right-middle parts are scaled vertically.<br>
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---* The center is scaled in both directions.<br>
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---* Important: The scaling is based the Sprite's trimmed size.<br>
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---* Limitations: Does not work when the sprite is part of `SpriteBatchNode`.
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---@param rect rect_table
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---@return self
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function Sprite:setCenterRectNormalized (rect) end
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---* returns whether or not contentSize stretches the sprite's texture
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---@return boolean
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function Sprite:isStretchEnabled () end
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---@overload fun(rect_table:rect_table,boolean:boolean,size_table:size_table):self
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---@overload fun(rect_table:rect_table):self
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---@param rect rect_table
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---@param rotated boolean
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---@param untrimmedSize size_table
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---@return self
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function Sprite:setTextureRect (rect,rotated,untrimmedSize) end
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---* Initializes a sprite with an sprite frame name.<br>
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---* A SpriteFrame will be fetched from the SpriteFrameCache by name.<br>
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---* If the SpriteFrame doesn't exist it will raise an exception.<br>
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---* param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.<br>
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---* return True if the sprite is initialized properly, false otherwise.
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---@param spriteFrameName string
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---@return boolean
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function Sprite:initWithSpriteFrameName (spriteFrameName) end
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---* whether or not contentSize stretches the sprite's texture
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---@param enabled boolean
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---@return self
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function Sprite:setStretchEnabled (enabled) end
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---* Returns whether or not a SpriteFrame is being displayed.
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---@param frame cc.SpriteFrame
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---@return boolean
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function Sprite:isFrameDisplayed (frame) end
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---* Returns the index used on the TextureAtlas.
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---@return unsigned_int
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function Sprite:getAtlasIndex () end
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---* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
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---@param textureAtlas cc.TextureAtlas
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---@return self
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function Sprite:setTextureAtlas (textureAtlas) end
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---* Sets the batch node to sprite.<br>
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---* warning This method is not recommended for game developers. Sample code for using batch node<br>
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---* code<br>
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---* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);<br>
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---* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));<br>
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---* batch->addChild(sprite);<br>
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---* layer->addChild(batch);<br>
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---* endcode
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---@param spriteBatchNode cc.SpriteBatchNode
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---@return self
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function Sprite:setBatchNode (spriteBatchNode) end
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---* js NA<br>
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---* lua NA
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---@return cc.BlendFunc
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function Sprite:getBlendFunc () end
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---*
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---@param rect rect_table
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---@return self
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function Sprite:setCenterRect (rect) end
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---* Returns the current displayed frame.
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---@return cc.SpriteFrame
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function Sprite:getSpriteFrame () end
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---*
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---@return self
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function Sprite:setVertexLayout () end
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---*
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---@param cleanup boolean
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---@return self
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function Sprite:removeAllChildrenWithCleanup (cleanup) end
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---*
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---@return string
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function Sprite:getResourceName () end
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---* Whether or not the Sprite needs to be updated in the Atlas.<br>
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---* return True if the sprite needs to be updated in the Atlas, false otherwise.
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---@return boolean
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function Sprite:isDirty () end
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---* getCenterRectNormalized<br>
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---* Returns the CenterRect in normalized coordinates
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---@return rect_table
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function Sprite:getCenterRectNormalized () end
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---* Sets the index used on the TextureAtlas.<br>
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---* warning Don't modify this value unless you know what you are doing.
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---@param atlasIndex unsigned_int
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---@return self
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function Sprite:setAtlasIndex (atlasIndex) end
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---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table):self
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---@overload fun(cc.Texture2D:cc.Texture2D):self
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---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table,boolean:boolean):self
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---@param texture cc.Texture2D
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---@param rect rect_table
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---@param rotated boolean
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---@return boolean
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function Sprite:initWithTexture (texture,rect,rotated) end
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---* Makes the Sprite to be updated in the Atlas.
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---@param dirty boolean
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---@return self
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function Sprite:setDirty (dirty) end
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---* Returns whether or not the texture rectangle is rotated.
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---@return boolean
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function Sprite:isTextureRectRotated () end
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---* Returns the rect of the Sprite in points.
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---@return rect_table
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function Sprite:getTextureRect () end
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---@overload fun(string:string,rect_table:rect_table):self
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---@overload fun(string:string):self
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---@param filename string
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---@param rect rect_table
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---@return boolean
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function Sprite:initWithFile (filename,rect) end
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---* / @{/ @name Functions inherited from TextureProtocol.<br>
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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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---* In lua: local setBlendFunc(local src, local dst).<br>
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---* endcode
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---@param blendFunc cc.BlendFunc
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---@return self
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function Sprite:setBlendFunc (blendFunc) end
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---*
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---@param vert char
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---@param frag char
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---@return self
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function Sprite:updateShaders (vert,frag) end
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---* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
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---@return cc.TextureAtlas
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function Sprite:getTextureAtlas () end
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---* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.<br>
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---* param spriteFrame A SpriteFrame object. It should includes a valid texture and a rect.<br>
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---* return True if the sprite is initialized properly, false otherwise.
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---@param spriteFrame cc.SpriteFrame
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---@return boolean
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function Sprite:initWithSpriteFrame (spriteFrame) end
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---* Returns the flag which indicates whether the sprite is flipped horizontally or not.<br>
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---* It only flips the texture of the sprite, and not the texture of the sprite's children.<br>
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---* Also, flipping the texture doesn't alter the anchorPoint.<br>
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---* If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
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---* sprite->setScaleX(sprite->getScaleX() * -1);<br>
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---* return true if the sprite is flipped horizontally, false otherwise.
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---@return boolean
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function Sprite:isFlippedX () end
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---* Return the flag which indicates whether the sprite is flipped vertically or not.<br>
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---* It only flips the texture of the sprite, and not the texture of the sprite's children.<br>
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---* Also, flipping the texture doesn't alter the anchorPoint.<br>
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---* If you want to flip the anchorPoint too, and/or to flip the children too use:<br>
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---* sprite->setScaleY(sprite->getScaleY() * -1);<br>
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---* return true if the sprite is flipped vertically, false otherwise.
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---@return boolean
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function Sprite:isFlippedY () end
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---* Sets the vertex rect.<br>
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---* It will be called internally by setTextureRect.<br>
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---* Useful if you want to create 2x images from SD images in Retina Display.<br>
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---* Do not call it manually. Use setTextureRect instead.
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---@param rect rect_table
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---@return self
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function Sprite:setVertexRect (rect) end
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---@overload fun(cc.Texture2D:cc.Texture2D,rect_table:rect_table,boolean:boolean):self
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---@overload fun(cc.Texture2D:cc.Texture2D):self
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---@param texture cc.Texture2D
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---@param rect rect_table
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---@param rotated boolean
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---@return self
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function Sprite:createWithTexture (texture,rect,rotated) end
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---* Creates a sprite with an sprite frame name.<br>
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---* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.<br>
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---* If the SpriteFrame doesn't exist it will raise an exception.<br>
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---* param spriteFrameName The name of sprite frame.<br>
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---* return An autoreleased sprite object.
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---@param spriteFrameName string
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---@return self
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function Sprite:createWithSpriteFrameName (spriteFrameName) end
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---* Creates a sprite with an sprite frame.<br>
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---* param spriteFrame A sprite frame which involves a texture and a rect.<br>
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---* return An autoreleased sprite object.
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---@param spriteFrame cc.SpriteFrame
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---@return self
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function Sprite:createWithSpriteFrame (spriteFrame) 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 Sprite:addChild (child,zOrder,tag) end
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---*
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---@param anchor vec2_table
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---@return self
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function Sprite:setAnchorPoint (anchor) end
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---*
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---@param rotationX float
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---@return self
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function Sprite:setRotationSkewX (rotationX) end
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---*
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---@param scaleY float
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---@return self
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function Sprite:setScaleY (scaleY) end
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---@overload fun(float:float):self
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---@overload fun(float:float,float:float):self
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---@param scaleX float
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---@param scaleY float
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---@return self
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function Sprite:setScale (scaleX,scaleY) 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 Sprite:setProgramState (programState) end
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---*
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---@param size size_table
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---@return self
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function Sprite:setContentSize (size) end
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---*
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---@return boolean
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function Sprite:isOpacityModifyRGB () end
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---*
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---@param modify boolean
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---@return self
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function Sprite:setOpacityModifyRGB (modify) end
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---*
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---@return boolean
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function Sprite:init () end
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---*
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---@param rotation float
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---@return self
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function Sprite:setRotation (rotation) end
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---*
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---@param value boolean
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---@return self
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function Sprite:setIgnoreAnchorPointForPosition (value) 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 Sprite:draw (renderer,transform,flags) end
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---* / @{/ @name Functions inherited from Node.
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---@param scaleX float
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---@return self
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function Sprite:setScaleX (scaleX) end
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---* js NA
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---@return string
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function Sprite:getDescription () end
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---*
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---@param rotationY float
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---@return self
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function Sprite:setRotationSkewY (rotationY) end
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---* Get current ProgramState
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---@return cc.backend.ProgramState
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function Sprite:getProgramState () end
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---*
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---@return self
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function Sprite:sortAllChildren () 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 Sprite:reorderChild (child,zOrder) end
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---*
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---@param positionZ float
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---@return self
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function Sprite:setPositionZ (positionZ) 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 Sprite:removeChild (child,cleanup) end
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---* Updates the quad according the rotation, position, scale values.
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---@return self
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function Sprite:updateTransform () end
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---*
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---@param sx float
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---@return self
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function Sprite:setSkewX (sx) end
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---*
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---@param sy float
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---@return self
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function Sprite:setSkewY (sy) end
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---*
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---@param bVisible boolean
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---@return self
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function Sprite:setVisible (bVisible) end
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---* js ctor
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---@return self
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function Sprite:Sprite () end |