diff --git a/cocos2d/core/components/CCButton.js b/cocos2d/core/components/CCButton.js index e21a137e7a9..e4655f545a6 100644 --- a/cocos2d/core/components/CCButton.js +++ b/cocos2d/core/components/CCButton.js @@ -26,7 +26,7 @@ var EventTarget = require("../event/event-target"); /** * Enum for transition type - * @enum EButton.Transition + * @enum Button.Transition */ var Transition = cc.Enum({ /** @@ -49,7 +49,7 @@ var Transition = cc.Enum({ * Click event will register a event to target component's handler. * And will trigger when a click event emit * - * @class EButton.ClickEvent + * @class Button.ClickEvent */ var ClickEvent = cc.Class({ name: 'cc.ClickEvent', @@ -103,18 +103,18 @@ var EVENT_HOVER_OUT = 'hover-out'; /** * Button has 3 Transition types * When Button state changed: - * If Transition type is EButton.Transition.NONE, Button will do nothing - * If Transition type is EButton.Transition.COLOR, Button will change target's color - * If Transition type is EButton.Transition.SPRITE, Button will change target SpriteRenderer's sprite + * If Transition type is Button.Transition.NONE, Button will do nothing + * If Transition type is Button.Transition.COLOR, Button will change target's color + * If Transition type is Button.Transition.SPRITE, Button will change target SpriteRenderer's sprite * * Button will trigger 5 events: - * EButton.EVENT_TOUCH_DOWN - * EButton.EVENT_TOUCH_UP - * EButton.EVENT_HOVER_IN - * EButton.EVENT_HOVER_MOVE - * EButton.EVENT_HOVER_OUT + * Button.EVENT_TOUCH_DOWN + * Button.EVENT_TOUCH_UP + * Button.EVENT_HOVER_IN + * Button.EVENT_HOVER_MOVE + * Button.EVENT_HOVER_OUT * - * @class EButton + * @class Button * @extends Component */ var Button = cc.Class({ @@ -160,8 +160,8 @@ var Button = cc.Class({ /** * Transition type - * @property {EButton.Transition} transition - * @default EButton.Transition.Node + * @property {Button.Transition} transition + * @default Button.Transition.Node */ transition: { default: Transition.NONE, @@ -271,9 +271,9 @@ var Button = cc.Class({ /** * Transition target. * When Button state changed: - * If Transition type is EButton.Transition.NONE, Button will do nothing - * If Transition type is EButton.Transition.COLOR, Button will change target's color - * If Transition type is EButton.Transition.SPRITE, Button will change target SpriteRenderer's sprite + * If Transition type is Button.Transition.NONE, Button will do nothing + * If Transition type is Button.Transition.COLOR, Button will change target's color + * If Transition type is Button.Transition.SPRITE, Button will change target SpriteRenderer's sprite * @property {cc.Node} target */ target: { @@ -287,7 +287,7 @@ var Button = cc.Class({ /** * If Button is clicked, will trigger event's handler - * @property {[EButton.ClickEvent]} clickEvents + * @property {[Button.ClickEvent]} clickEvents */ clickEvents: { default: [], @@ -499,4 +499,4 @@ var Button = cc.Class({ cc.js.addon(Button.prototype, EventTarget.prototype); -cc.EButton = module.exports = Button; +cc.Button = module.exports = Button;