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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)
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- [Highlights of v3.0](#highlights-of-v30)
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- [Features in detail](#features-in-detail)
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- [C++11 features](#c11-features)
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- [std::function](#stdfunction)
- [strongly typed enums](#strongly-typed-enums)
- [override](#override)
- [Removed Objective-C patterns](#removed-objective-c-patterns)
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- [No more 'CC' prefix for C++ classes and free functions](#no-more-cc-prefix-for-c-classes-and-free-functions)
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- [clone() instead of copy()](#clone-instead-of-copy)
- [Singletons use getInstance() and destroyInstance()](#singletons-use-getinstance-and-destroyinstance)
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- [Object is replaced with Ref](#object-is-replaced-with-ref)
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- [getters](#getters)
- [POD types](#pod-types)
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- [New Renderer](#new-renderer)
- [Renderer features](#renderer-features)
- [Auto-batching](#auto-batching)
- [Auto-culling](#auto-culling)
- [Global Z order](#global-z-order)
- [Improved LabelTTF / LabelBMFont / LabelAtlas](#improved-labelttf--labelbmfont--labelatlas)
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- [New EventDispatcher](#new-eventdispatcher)
- [Physics Integration](#physics-integration)
- [PhysicsWorld](#physicsworld)
- [PhysicsBody](#physicsbody)
- [PhysicsShape](#physicsshape)
- [PhysicsJoint](#physicsjoint)
- [PhysicsContact](#physicscontact)
- [Misc API Changes](#misc-api-changes)
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- [ccTypes.h](#cctypesh)
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- [deprecated functions and global variables](#deprecated-functions-and--global-variables)
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- [Changes in the Lua bindings](#changes-in-the-lua-bindings)
- [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)
- [Use ScriptHandlerMgr to manage the register and unregister of Lua function](#use-scripthandlermgr-to-manage-the-register-and-unregister-of-lua-function)
- [Misc API changes](#misc-api-changes-1)
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- [Use cc、ccs、ccui、gl and sp as module name](#use-ccccsccuigl-and-sp-as-module-name)
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- [Modified functions](#modified-functions)
- [Add some modules](#add-some-modules)
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- [Add more lua bindings](#add-more-lua-bindings)
- [Replace some lua-bindings of Class or Struct with lua table](#replace-the-lua-bindings-of-class-or-struct-with-lua-table)
- [Other Changes](#other-changes)
- [Support lua script codes call Obeject-C codes and Java codes](#support-lua-script-codes-call-OC-codes-and-Java-codes)
- [Add some lua files to store the constants of different modules](#add-some-lua-files-to-store-the-constants-of-different-modules)
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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
## 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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## How to run TestCpp
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### Mac OSX & iOS
* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
* Select `iOS` or `OS X` target in scheme toolbar
* Click `run` button
### Android
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You can run the samples...
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**Using command line:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
$ ./android-build.py -p 10
$ adb install cocos2d-x/tests/proj.android/bin/TestDemo-debug.apk
Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
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**Using Eclipse:**
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$ cd cocos2d-x
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$ ./setup.py
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$ cd build
$ ./android-build.py
Then
* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
* Import `tests` Android project into Eclipse, the path used to import is `tests/proj.android`
* Build `tests` Android project and run
### Windows
* Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln`
* Select `TestCpp` as running target
* Click run button
### Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ..
$ make -j4
Run
$ cd bin/testcpp
$ ./testcpp
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## How to start a new game
$ cd cocos2d-x
$ ./setup.py
$ source FILE_TO_RECORD_SYSTEM_VARIABLE
`FILE_TO_RECORD_SYSTEM_VARIABLE` may be `~/.bash_profile`, `~/.bash_login` or `~./.profile`
$ cocos new MyGame -p com.MyCompany.MyGame -l cpp -d directory_to_save
Because `cocos run` command is not ready, so you should do it manually as running `TestCpp`. After `cocos run` command is finished, can just run `cocos run` to run the new game on demand target.
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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
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* Improved renderer (much faster than in v2.2!!)
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* New Event Dispatcher
* Physics integration
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* New UI objects
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* [JavaScript remote debugger](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/scripting/javascript/js-remote-debugger/en.md)
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* 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
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* `CCDictionary` is replaced by `cocos2d::Map<>`, [usage](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/data-structure/v3/map/en.md)
* `CCArray` is replaced by `cocos2d::Vector<>`, [usage](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/data-structure/v3/vector/en.md)
* `CCBool`, `CCFLoat`, `CCDouble` are replaced with `cocos2d::Value`, [usage](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/data-structure/v3/value/en.md)
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# 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
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* `override` and `final` context keywords, for overriden and final methods
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### 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:
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```cpp
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// 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
auto item = MenuItemLabel::create(label,
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[&](Object *sender) {
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// do something. Item "sender" clicked
});
```
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### Strongly typed enums
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_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:
| v2.1 | v3.0 |
| kTypeValue | Type::VALUE |
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Examples:
| 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 deprecated.
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### override
To catch possible errors while overriding methods, subclasses with override methods have the `override` context keyword.
Example:
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```cpp
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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:
| 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:
| v2.1 | v3.0 |
| ccDrawPoint() | DrawPrimitives::drawPoint() |
| ccDrawCircle() | DrawPrimitives::drawCircle() |
| ccGLBlendFunc() | GL::blendFunc() |
| ccGLBindTexture2D() | GL::bindTexture2D() |
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| 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:
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```cpp
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// 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:
| 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.
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### Object is replaced with Ref
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Because the name `Object` is confused, so rename it to `Ref`, and remove functions that are not related with reference count. All classes that inherit from `Object` now inherit from `Ref`.
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### getters
Getters now use the `get` prefix.
Examples:
| 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:
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```cpp
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// 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:
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```cpp
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// v2.1
void setTexParameters(ccTexParams* texParams);
// v3.0
void setTexParameters(const ccTexParams& texParams);
```
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## New Renderer
_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 scene graph.
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Auto-batching and auto-culling is supported.
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For detailed documentation, please read the following doc: [Renderer Specification document](https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit)
### Renderer features
#### Auto-batching
TODO
#### Auto-culling
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With auto-culling, sprites that are outside screen won't be renderer.
#### 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.
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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 / LabelAtlas
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_Feature added in v3.0-alpha0_
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`LabelTTF`, `LabelBMFont` and `LabelAtlas` will be replaced by new `Label`. The benefits of new `Label` are:
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* uniform api to create `LabelTTF`, `LabelBMFont` and `LabelAtlas`
* use `freetype` to generate texture for labels, which make sure that labels have the same effect on different platforms
* will cache textures to improve performance
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## New EventDispatcher
_Feature added in v3.0-alpha0_
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All events such as touch event, keyboard event, acceleration event and custom event are dispatched by `EventDispatcher`.
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`TouchDispatcher`, `KeypadDispatcher`, `KeyboardDispatcher`, `AccelerometerDispatcher` were removed.
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Features of `EventDispatcher` are:
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* dispatch events based on rendering sequence
* all events are dispatched by `EventDispatcher`
* can use `EventDispatcher` to dispatch custom events
* can register a lambda as call back function
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Detail information of `EventDispatcher` can refer to [this document](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/input/event-dispatcher/en.md).
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## Physics Integration
_Feature added in v3.0-pre-alpha0_
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In v3.0, we integrate physics engine into cocos2d-x based on [Chipmunk2D](https://chipmunk-physics.net/). By using this feature, you can create physics based games without understanding physics engine.
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More detail information of this feature, please refer to [this document](https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/physics/physics-integration/en.md)
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# 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
| 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 |
| 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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## Misc API changes
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### Use `cc`、`ccs`、`ccui` `gl` and `sp` as module name
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Now classes are bound into different modules instead of using global module. This will avoid conflicts with other codes.
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* classes in `cocos2d`、`cocos2d::extension`、`CocosDenshion` and `cocosbuilder` were bound to `cc` module
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* classes in `cocos2d::ui` were bound to `ccui` module
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* classes in `spine` were bound to `sp` module
* classes in `cocostudio` were bound to `ccs` module
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* global variables are bound to corresponding modules
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* all funcionts and constants about `openGl` were bound to `gl` module
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Examples:
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| v2.1 | v3.0 |
| CCDirector | cc.Director |
| CCArmature | ccs.Armature |
| kCCTextAlignmentLeft | cc.kCCTextAlignmentLeft |
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### Modified functions
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Some global function names are renamed:
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Examples:
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| v2.1 | v3.0 |
| CCPoint/ccp | cc.p |
| CCRect | cc.rect |
| CCColor3B | cc.c3b |
| CCColor4B | cc.c4b |
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| CCColor4F | cc.c4f |
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### Add some modules
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In the version 3.0, more modules were bound to lua, specific as follows:
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* physics
* spine
* XMLHttpRequest
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* OpenGL
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The `XMLHttpRequest` and `physics` are in the `cc` module, the `spine` is in the `sp` module, and the `OpenGL` is in the `gl` module. Related test cases located in:
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* physics ---> TestLua/PhysicsTest
* spine ---> TestLua/SpineTest
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* XMLHttpRequest ---> TestLua/XMLHttpRequestTest
* openGL ---> TestLua/OpenGLTest
### Add more lua bindings
Such as: New Label、New EventDispatcher and AssetsManager,etc.Related test cases located in:
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* New Label ---> TestLua/LabelTestNew
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* New EventDispatcher --->TestLua/NewEventDispatcherTest
* AssetsManager ---> TestLua/AssetsManagerTest
### Replace some lua-bindings of Class or Struct with lua table
In the version 3.0, all the lua-binding of Struct type were replaced with the lua table
Examples:
| v2.1 | v3.0 |
| CCPoint | lua table |
| CCRect | lua table |
| CCColor3B | lua table |
| CCColor4B | lua table |
| CCColor4F | lua table |
| CCAffineTransform | lua table |
| CCArray | lua table |
| CCDictionary | lua table |
| CCPointArray | lua table |
### Support lua script codes call Object-C codes and Java codes
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`LuaObjcBridge` and `LuaJavaBridge` bound to lua supported lua script codes calls Object-C codes and java codes.
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### Add some lua files to store the constants of different modules
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* Cocos2DConstants.lua store the constants of `cc` module
* StudioConstants.lua store the constants of `ccs` module
* GuiConstants.lua store the constants of `ccui` module
* OpenglConstants.lua store the constants of `gl` module
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