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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
* ~~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 ](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
* `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 ) {
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// 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 deprecated.
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### 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() |
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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:
```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.
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### Object is replaced with Ref
Because the name `Object` is confused, so rename it to `Ref` , and remove functions that are not related with referenct count. All classes that inherit from `Object` now inherit from `Ref` .
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### 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 have been added.
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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
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With auto-culling, sprites that outside screen will be thrown away.
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#### 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 / 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 benifits of new `Label` are:
* 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_
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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## Misc API changes
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### Use `cc`、`ccs`、`ccui` `gl` and `sp` as module name
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Now classes are binded 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
* classes in `cocos2d::gui` were bound to `ccui` module
* classes in `spine` were bound to `sp` module
* classes in `cocostudio` were bound to `ccs` module
* global variables are binded 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:
* New Lable ---> TestLua/LabelTestNew
* 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
`LuaObjcBridge` and `LuaJavaBridge` bound to lua surpported lua script codes calls Object-C codes and java codes.
### Add some lua files to store the constants of different modules
* Cocos2DConstants.lua store the constants of `cc` moudle
* StudioConstants.lua store the constants of `ccs` moudle
* GuiConstants.lua store the constants of `ccui` moudle
* OpenglConstants.lua store the constants of `gl` moudle