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# cocos2d-x v3.0 Release Notes #
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**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
- [cocos2d-x v3.0 Release Notes ](#cocos2d-x-v30-release-notes )
- [Misc Information ](#misc-information )
- [Requirements ](#requirements )
- [Runtime Requirements ](#runtime-requirements )
- [Compiler Requirements ](#compiler-requirements )
- [Highlights of v3.0.0 ](#highlights-of-v300 )
- [Features in detail ](#features-in-detail )
- [C++11 features ](#c++11-features )
- [std::function ](#stdfunction )
- [strongly typed enums ](#strongly-typed-enums )
- [override ](#override )
- [Removed Objective-C patterns ](#removed-objective-c-patterns )
- [No more 'CC' prefix for C++ classes and free functions ](#no-more-'cc'-prefix-for-c++-classes-and-free-functions )
- [clone() instead of copy() ](#clone-instead-of-copy )
- [Singletons use getInstance() and destroyInstance() ](#singletons-use-getinstance-and-destroyinstance )
- [getters ](#getters )
- [POD types ](#pod-types )
- [New renderer ](#new-renderer )
- [Improved LabelTTF / LabelBMFont ](#improved-labelttf--labelbmfont )
- [New EventDispatcher ](#new-eventdispatcher )
- [Adding Touch Event Listener ](#adding-touch-event-listener )
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- [Adding Mouse Event Listener ](#adding-mouse-event-listener )
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- [Adding A Keyboard Event Listener ](#adding-a-keyboard-event-listener )
- [Adding An Acceleration Event Listener ](#adding-an-acceleration-event-listener )
- [Adding A Custom Event Listener ](#adding-a-custom-event-listener )
- [Dispatching A Custom Event ](#dispatching-a-custom-event )
- [Setting Fixed Priority For A Listener ](#setting-fixed-priority-for-a-listener )
- [Removing Event Listener ](#removing-event-listener )
- [Removing A Specified Event Listener ](#removing-a-specified-event-listener )
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- [Removing Custom Event Listener ](#removing-custom-event-listener )
- [Removing All Listeners For Specified Event Listener Type ](#removing-all-listeners-for-specified-event-listener-type )
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- [Removing All Listeners ](#removing-all-listeners )
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- [Physics Integration ](#physics-integration )
- [PhysicsWorld ](#physicsworld )
- [PhysicsBody ](#physicsbody )
- [PhysicsShape ](#physicsshape )
- [PhysicsJoint ](#physicsjoint )
- [PhysicsContact ](#physicscontact )
- [Misc API Changes ](#misc-api-changes )
- [`ccTypes.h` ](#cctypesh )
- [deprecated functions and global variables ](#deprecated-functions-and--global-variables )
- [Changes in the Lua bindings ](#changes-in-the-lua-bindings )
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- [Use bindings-generator tool for lua binding ](#use-bindings-generator-tool-for-lua-binding )
- [Bind the classes with namespace to lua ](#bind-the-classes-with-namespace-to-lua )
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- [Use ScriptHandlerMgr to manage the register and unregister of lua function ](#use-scripthandlermgr-to-manage-the-register-and-unregister-of-lua-function )
- [Use "cc" and "ccs" as module name ](#use-cc-and-ccs-as-module-name )
- [Deprecated funtions, tables and classes ](#deprecated-funtions-tables-and-classes )
- [Use the lua table instead of the some structs and classes binding ](#use-the-lua-table-instead-of-the-some-structs-and-classes-binding )
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- [Integrate more modules into lua ](#integrate-more-modules-into-lua )
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- [Known issues ](#known-issues )
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# Misc Information
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* Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip
* Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG
* API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html
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# Requirements
## Runtime Requirements
* Android 2.3 or newer
* iOS 5.0 or newer
* OS X 10.7 or newer
* Windows 7 or newer
* ~~Windows Phone 8 or newer~~ N/A for the moment
* Linux Ubuntu 12.04 (or newer)
* ~~Browsers via Emscripten~~ N/A for the moment
* ~~Marmalade~~ N/A for the moment
* ~~BlackBerry~~ N/A for the moment
## Compiler Requirements
* Xcode 4.6 (for iOS or Mac)
* gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
* Visual Studio 2012 (for Windows)
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# Highlights of v3.0
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* Replaced Objective-C patters with C++ (C++11) patterns and best practices
* Improved Labels
* Improved renderer
* New Event Dispatcher
* Physics integration
* New GUI
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* JavaScript remote debugger
* Remote Console support
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* Refactor Image - release memory in time and uniform the api of supported file format
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* Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
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* Templated containers
# Features in detail
## C++11 features
_Feature added in v3.0-pre-alpha0_
A subset of C++11 features are being used in cocos2d-x:
* `std::function` , including lambda objects for callbacks
* strongly typed enums, for most of the cocos2d-x enums and constants
* `std::thread` for threading
* `override` context keyword, for overriden methods
### std::function
* `CallFunc` can be created with an `std::function<void()>`
* `CallFuncN` can be created with an `std::function<void(Node*)>`
* `CallFuncND` and `CallFuncO` were removed since it can be created with simulated with `CallFuncN` and `CallFunc` . See ActionsTest.cpp for more examples
* `MenuItem` supports `std::function<void(Node*)>` as callbacks
`CallFunc` example:
```cpp
// in v2.1
CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );
// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));
// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( & MyClass::callback_0, this));
auto action2 = CallFunc::create( std::bind( & MyClass::callback_1, this, additional_parameters));
// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
[& ](){
auto s = Director::sharedDirector()->getWinSize();
auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*1,s.height/2-40));
this->addChild(label);
} );
```
`MenuItem` example:
```c++
// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));
// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));
// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(& MyClass::callback, this, std::placeholders::_1));
// in v3.0 you can use lambdas or any other "Function" object
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auto item = MenuItemLabel::create(label,
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[& ](Object *sender ) {
// do something. Item "sender" clicked
});
```
### strongly typed enums
_Feature added in v3.0-pre-alpha0_
Constants and enums that started with `k` , and that usually were defined as `int` or as simple `enum` where replaced with strongly typed enums ( `enum class` ) to prevent collisions and type errors.
The new format is:
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| v2.1 | v3.0 |
| kTypeValue | Type::VALUE |
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Examples:
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| v2.1 | v3.0 |
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom | Director::Projection::CUSTOM |
| ccGREEN | Color3B::GREEN |
| CCPointZero | Point::ZERO |
| CCSizeZero | Size::ZERO |
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The old values can still be used, but are not deprecated.
### override
To catch possible errors while overriding methods, subclasses with override methods have the `override` context keyword.
Example:
```c++
class Sprite : public Node {
bool isFlipY(void) const;
void setFlipY(bool bFlipY);
// Overrides
virtual void setTexture(Texture2D *texture) override;
virtual Texture2D* getTexture() const override;
inline void setBlendFunc(const BlendFunc & blendFunc) override;
inline const BlendFunc& getBlendFunc() const override;
}
```
## Removed Objective-C patterns
_Feature added in v3.0-pre-alpha0_
### No more 'CC' prefix for C++ classes and free functions
*Changes in classes*
Since cocos2d-x already uses the `cocos2d` namespace, there is not need to add the prefix `CC` to all its classes.
Examples:
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| v2.1 | v3.0 |
| CCSprite | Sprite |
| CCNode | Node |
| CCDirector | Director |
| etc... |
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v2.1 class names are still available, but they were tagged as deprecated.
*Changes in free functions*
For the *drawing primitives* :
* They were added in the `DrawPrimitives` namespace
* The `cc` prefix was removed
For the *gl proxy functions* :
* They were added in the `GL` namespace
* The `ccGL` prefix was removed
Examples:
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| v2.1 | v3.0 |
| ccDrawPoint() | DrawPrimitives::drawPoint() |
| ccDrawCircle() | DrawPrimitives::drawCircle() |
| ccGLBlendFunc() | GL::blendFunc() |
| ccGLBindTexture2D() | GL::bindTexture2D() |
| etc... |
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v2.1 free functions are still available, but they were tagged as deprecated.
### clone() instead of copy()
`clone()` returns an autoreleased version of the copy.
`copy()` is no longer supported. If you use it, it will compile, but the code will crash.
Example:
```c++
// v2.1
CCMoveBy *action = (CCMoveBy* ) move->copy();
action->autorelease();
// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();
```
### Singletons use getInstance() and destroyInstance()
All singletons use `getInstance()` and `destroyInstance()` (if applicable) to get and destroy the instance.
Examples:
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| v2.1 | v3.0 |
| CCDirector->sharedDirector() | Director->getInstance() |
| CCDirector->endDirector() | Director->destroyInstance() |
| etc... |
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v2.1 methods are still available, but they were tagged as deprecated.
### getters
Getters now use the `get` prefix.
Examples:
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| v2.1 | v3.0* |
| node->boundingBox() | node->getBoundingBox() |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc... |
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And getters were also tagged as `const` in their declaration. Example:
```c++
// v2.1
virtual float getScale();
// v3.0
virtual float getScale() const;
```
v2.1 methods are still available, but they were tagged as deprecated.
### POD types
Methods that were receiving POD types as arguments (eg: `TexParams` , `Point` , `Size` , etc.) are being passed as `const` reference.
Example:
```c++
// v2.1
void setTexParameters(ccTexParams* texParams);
// v3.0
void setTexParameters(const ccTexParams& texParams);
```
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## New Renderer
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_Feature added in v3.0-beta and improved in v3.0-beta2_
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The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called `Renderer` is responsible for rendering the object.
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Auto-batching ~~and auto-culling~~ support has been added.
Please, see this document for detail information about its internal funcitonality: [Renderer Specification document ](https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit )
### Renderer features
#### Auto-batching
TODO
#### Auto-culling
TODO
#### Global Z order
A new method called `setGlobalZOrder()` / `getGlobalZOrder()` was added to `Node` , and the old methods `setZOrder()` / `getZOrder()` were renamed to `setLocalZOrder()` / `getLocalZOrder()` .
`globalZOrder` receives a `float` (and not an `int` ) as argument. And this value is used to sort the Nodes in the Renderer. Lower values have higher priority over higher values. That means that a Node with a `globalZOrder` of `-10` is going to be drawn BEFORE a Node with `globalZOrder` of `10` .
Nodes that have a `globalZOrder` of `0` (default value) will be drawn according to the Scene Graph order.
So, if the `globalZOrder` is not changed, cocos2d-x v3.0 will behave exaclty as cocos2d-x v2.2.
__`globalZOrder()` vs. `localZOrder()` __:
* `globalZOrder` is used to sort the "draw commands" in the Renderer
* `localZOrder` is used to sort the Node in its parent's children Array
__Exceptions__:
TODO
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## Improved LabelTTF / LabelBMFont
_Feature added in v3.0-alpha0_
## New EventDispatcher
_Feature added in v3.0-alpha0_
All events like touch event, keyboard event, acceleration event and custom event are dispatched by `EventDispatcher` .
`TouchDispatcher` , `KeypadDispatcher` , `KeyboardDispatcher` , `AccelerometerDispatcher` were removed.
### Adding Touch Event Listener
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For TouchOneByOne:
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```c++
auto sprite = Sprite::create("file.png");
...
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auto listener = EventListenerTouchOneByOne::create();
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listener->setSwallowTouch(true);
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listener->onTouchBegan = [](Touch* touch, Event* event) { do_some_thing(); return true; };
listener->onTouchMoved = [](Touch* touch, Event* event) { do_some_thing(); };
listener->onTouchEnded = [](Touch* touch, Event* event) { do_some_thing(); };
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listener->onTouchCancelled = [](Touch* touch, Event* event) { do_some_thing(); };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value
```
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For TouchAllAtOnce
```c++
auto sprite = Sprite::create("file.png");
...
auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = [](const std::vector< Touch * > & touches, Event* event) { do_some_thing(); };
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listener->onTouchesMoved = [](const std::vector< Touch * > & touches, Event* event) { do_some_thing(); };
listener->onTouchesEnded = [](const std::vector< Touch * > & touches, Event* event) { do_some_thing(); };
listener->onTouchesCancelled = [](const std::vector< Touch * > & touches, Event* event) { do_some_thing(); };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value
```
### Adding Mouse Event Listener ###
```c++
auto mouseListener = EventListenerMouse::create();
mouseListener->onMouseScroll = [](Event* event) { EventMouse* e = static_cast< EventMouse * > (event); do_some_thing(); };
mouseListener->onMouseUp = [](Event* event) { EventMouse* e = static_cast< EventMouse * > (event); do_some_thing(); };
mouseListener->onMouseDown = [](Event* event) { EventMouse* e = static_cast< EventMouse * > (event); do_some_thing(); };
dispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
```
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### Adding A Keyboard Event Listener
```c++
auto listener = EventListenerKeyboard::create();
listener->onKeyPressed = CC_CALLBACK_2(SomeClass::onKeyPressed, this);
listener->onKeyReleased = CC_CALLBACK_2(SomeClass::onKeyReleased, this);
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);
```
### Adding An Acceleration Event Listener
```c++
auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(SomeClass::onAcceleration, this));
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);
```
### Adding A Custom Event Listener
```c++
auto listener = EventListenerCustom::create("game_custom_event", [= ](EventCustom* event ){
void* userData= event->getUserData();
do_some_with_user_data();
});
dispatcher->addEventListenerWithFixedPriority(listener, 1);
```
### Dispatching A Custom Event
```c++
EventCustom event("game_custom_event");
event.setUserData(some_data);
dispatcher->dispatchEvent(&event);
```
### Setting Fixed Priority For A Listener
```c++
dispatcher->setPriority(fixedPriorityListener, 200);
```
### Removing Event Listener
#### Removing A Specified Event Listener
```c++
dispatcher->removeEventListener(listener);
```
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#### Removing Custom Event Listener ####
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```c++
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dispatcher->removeCustomEventListener("my_custom_event_listener_name");
```
#### Removing All Listeners For An Event Listener Type
```c++
dispatcher->removeEventListeners(EventListener::Type::TOUCH_ONE_BY_ONE);
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```
#### Removing All Listeners
```c++
dispatcher->removeAllListeners();
```
## Physics Integration
_Feature added in v3.0-pre-alpha0_
Physics integration have five concepts: `PhysicsWorld` , `PhysicsBody` , `PhysicsShape` , `PhysicsJoint` and `PhysicsContact` .
You must define `CC_USE_PHYSICS` macro in `ccConfig.h` to use the physics API.
### PhysicsWorld
A `PhysicsWorld` object simulates collisions and other physical properties, you do not create it directly, you can get it from scene which create with physics.
```c++
Scene* scene = Scene::createWithPhysics();
PhysicsWorld* world = scene->getPhysicsWorld();
```
### PhysicsBody
A `PhysicsBody` object is used to add physics simulation to a node. If you create a `PhysicsBody` and set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation when update.
```c++
PhysicsBody* body = PhysicsBody::createCircle(5.0f);
Node* node = Node::create();
node->setPhysicsBody(body);
scene->addChild(node);
```
### PhysicsShape
A `PhysicsShape` object is a shape that make the body can have collisions. you can add one or more `PhysicsShape` to a `PhysicsBody` .
Shape classes: `PhysicsShapeCircle` , `PhysicsShapeBox` , `PhysicsShapePolygon` , `PhysicsShapeEdgeSegment` , `PhysicsShapeEdgeBox` , `PhysicsShapeEdgePolygon` , `PhysicsShapeEdgeChain` .
```c++
PhysicsShape* shape = PhysicsShapeBox::create(Size(5.0f, 10.0f);
body->addShape(shape);
```
### PhysicsJoint
A `PhysicsJoint` object connects two physics bodies together so that they are simulated together by the physics world.
Joint classes: `PhysicsJointFixed` , `PhysicsJointLimit` , `PhysicsJointPin` , `PhysicsJointDistance` , `PhysicsJointSpring` , `PhysicsJointGroove` , `PhysicsJointRotarySpring` , `PhysicsJointRotaryLimit` , `PhysicsJointRatchet` , `PhysicsJointGear` , `PhysicsJointMotor` .
```c++
PhysicsJoint* joint = PhysicsJointDistance::construct(bodyA, bodyB, Point::ZERO, Point::ZERO);
world->addJoint(joint);
```
### PhysicsContact
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A `PhysicsContact` object is created automatically to describes a contact between two physical bodies in a `PhysicsWorld` . you can control the contact behavior from the physics contact event listener.
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Other classes contain the contact information: `PhysicsContactPreSolve` , `PhysicsContactPostSolve` .
The event listener for physics: `EventListenerPhysicsContact` , `EventListenerPhysicsContactWithBodies` , `EventListenerPhysicsContactWithShapes` , `EventListenerPhysicsContactWithGroup` .
```c++
auto contactListener = EventListenerPhysicsContactWithBodies::create(bodyA, bodyB);
contactListener->onContactBegin = [](EventCustom* event, const PhysicsContact& contact) -> bool
{
doSomething();
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
```
# Misc API Changes
## `ccTypes.h`
Remove *cc* prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.
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| v2.1 struct names | v3.0 struct names |
| ccColor3B | Color3B |
| ccColor4B | Color4B |
| ccColor4F | Color4F |
| ccVertex2F | Vertex2F |
| ccVertex3F | Vertex3F |
| ccTex2F | Tex2F |
| ccPointSprite | PointSprite |
| ccQuad2 | Quad2 |
| ccQuad3 | Quad3 |
| ccV2F_C4B_T2F | V2F_C4B_T2F |
| ccV2F_C4F_T2F | V2F_C4F_T2F |
| ccV3F_C4B_T2F | V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
| ccBlendFunc | BlendFunc |
| ccT2F_Quad | T2F_Quad |
| ccAnimationFrameData | AnimationFrameData |
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Global functions changed example
```c++
// in v2.1
ccColor3B color3B = ccc3(0, 0, 0);
ccc3BEqual(color3B, ccc3(1, 1, 1));
ccColor4B color4B = ccc4(0, 0, 0, 0);
ccColor4F color4F = ccc4f(0, 0, 0, 0);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));
color4B = ccc4BFromccc4F(color4F);
color3B = ccWHITE;
// in v3.0
Color3B color3B = Color3B(0, 0, 0);
color3B.equals(Color3B(1, 1, 1));
Color4B color4B = Color4B(0, 0, 0, 0);
Color4F color4F = Color4F(0, 0, 0, 0);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(1, 1, 1, 1));
color4B = Color4B(color4F);
color3B = Color3B::WHITE;
```
## deprecated functions and global variables
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| v2.1 names | v3.0 names |
| ccp | Point |
| ccpNeg | Point::- |
| ccpAdd | Point::+ |
| ccpSub | Point::- |
| ccpMult | Point::* |
| ccpMidpoint | Point::getMidpoint |
| ccpDot | Point::dot |
| ccpCrosss | Point::cross |
| ccpPerp | Point::getPerp |
| ccpRPerp | Point::getRPerp |
| ccpProject | Point::project |
| ccpRotate | Point::rotate |
| ccpUnrotate | Point::unrotate |
| ccpLengthSQ | Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength | Point::getLength |
| ccpDistance | Point::getDistance |
| ccpNormalize | Point::normalize |
| ccpForAngle | Point::forAngle |
| ccpToAngle | Point::getAngle |
| ccpClamp | Point::getClampPoint |
| ccpFromSize | Point::Point |
| ccpCompOp | Point::compOp |
| ccpLerp | Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult | Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle | Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake | Point::Point |
| CCSizeMake | Size::Size |
| CCRectMake | Rect::Rect |
| PointZero | Point::ZERO |
| SizeZero | Size::ZERO |
| RectZero | Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
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| GLView::sharedOpenGLView | GLView::getInstance |
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| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3() | Color3B() |
| ccc3BEqual() | Color3B::equals() |
| ccc4() | Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f() | Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual() | Color4F::equals() |
| ccWHITE | Color3B::WHITE |
| ccYELLOW | Color3B::YELLOW |
| ccBLUE | Color3B::BLUE |
| ccGREEN | Color3B::GREEN |
| ccRED | Color3B::RED |
| ccMAGENTA | Color3B::MAGENTA |
| ccBLACK | Color3B::BLACK |
| ccORANGE | Color3B::ORANGE |
| ccGRAY | Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |
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## Changes in the Lua bindings
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### Use bindings-generator tool for lua binding
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Only have to write an ini file for a module, don't have to write a lot of .pkg files
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### Bind the classes with namespace to lua
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In previous, the lua binding can not bind classes that have the same class name but different namespaces. In order to resolve this issue, now the metatable name of a class is changed. For example, `CCNode` will be changed to `cc.Node` . This modification will affect some APIs as follows:
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| v2.x | v3.0 |
| tolua_usertype(tolua_S,"CCNode") | tolua_usertype(tolua_S,"cc.Node") |
| tolua_isusertable(tolua_S,1,"CCNode",0,& tolua_err | tolua_isusertable(tolua_S,1,"cc.Node",0,& tolua_err |
| tolua_isusertype(tolua_S,1,"CCNode",0,& tolua_err) | tolua_isusertype(tolua_S,1,"cc.Node",0,& tolua_err) |
| toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"CCNode") | toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"cc.Node") |
| tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCFileUtils") | tolua_pushusertype(tolua_S,(void*)tolua_ret,"cc.FileUtils") |
| tolua.cast(pChildren[i + 1], "CCNode") | tolua.cast(pChildren[i + 1], "cc.Node") |
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### Use ScriptHandlerMgr to manage the register and unregister of Lua function
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When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua.
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In v3.0, we use the `ScriptHandlerMgr` . As an example, lets see the `MenuItem` class:
In the 2.x version, we needed to add a declaration in the MenuItem header file:
```c++
virtual void registerScriptTapHandler(int nHandler);
virtual void unregisterScriptTapHandler(void);
```
then implement them in the .cpp file. In the Lua script ,we use it as follow:
```lua
menuItem:registerScriptTapHandler(luafunction)
```
In v3.0 version, we only need to add the `HandlerType` enum in the `ScriptHandlerMgr` , and the implementation in luascript as follow:
```lua
ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)
```
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### Use "cc"、"ccs"、"ccui" and "sp" as module name
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The classes in the `cocos2d` 、`cocos2d::extension`、`CocosDenshion` and `cocosbuilder` namespace were bound to lua in the `cc` module;
The classes in the `cocos2d::gui` namespace were bound to lua in the `ccui` module;
The classes in the `spine` namespace were bound to lua in the `sp` module;
The classes in the `cocostudio` namespace were bound to lua in the `ccs` module.
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The main differences in the script are as follows:
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```lua
// v2.x
CCSprite:create(s_pPathGrossini)
CCEaseIn:create(createSimpleMoveBy(), 2.5)
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CCArmature:create("bear")
ImageView:create()
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// v3.0
cc.Director:getInstance():getWinSize()
cc.EaseIn:create(createSimpleMoveBy(), 2.5)
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ccs.Armature:create("bear")
ccui.ImageView:create()
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```
### Deprecated funtions, tables and classes
Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible
Note: `Rect does not support the origin and size member variables`
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### Use the Lua table instead of the some structs and classes binding
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Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound.
The difference is as follow:
```lua
// v2.x
local pt = CCPoint(0 , 0)
local rect = CCRect(0, 0, 0, 0)
// v3.0
local pt = cc.p(0, 0)
local rect = cc.rect(0,0,0,0)
```
Global functions about these classes are changed as follow:
```lua
// in v2.x
local pt = ccp(0,0)
local color3B = ccc3(0, 0, 0)
local color4B = ccc4(0, 0, 0, 0)
// in v3.0
local pt = cc.p(0,0)
local color3B = cc.c3b(0,0,0)
local color4B = cc.c4b(0,0,0,0)
```
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Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.
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### Integrate more modules into lua
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In the version 3.0,more modules were bound to lua,specific as follows:
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```
1.physics
2.spine
3.XMLHttpRequest
```
The XMLHttpRequest and physics are in the "cc" module,and the spine is in the "sp" module.
The related test cases located in:
```
physics ---> TestLua/PhysicsTest
spine ---> TestLua/SpineTest
XMLHttpRequest ---> TestLua/XMLHttpRequestTest
```
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## Known issues
You can find all the known issues "here":http://www.cocos2d-x.org/projects/native/issues