mirror of https://github.com/axmolengine/axmol.git
Add missing function export
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@ -35,6 +35,7 @@
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#include "spidermonkey_specifics.h"
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#include "js_manual_conversions.h"
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#include "mozilla/Maybe.h"
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#include "js-BindingsExport.h"
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#include <assert.h>
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#include <memory>
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@ -75,7 +76,7 @@ public:
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* - Invoke garbage collection of JavaScript context
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* - etc...
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*/
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class ScriptingCore : public cocos2d::ScriptEngineProtocol
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class CC_JS_DLL ScriptingCore : public cocos2d::ScriptEngineProtocol
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{
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private:
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JSRuntime *_rt;
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@ -31,6 +31,7 @@
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#include "js_bindings_config.h"
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#include "cocos2d.h"
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#include "spidermonkey_specifics.h"
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#include "js-BindingsExport.h"
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#define JSB_COMPATIBLE_WITH_COCOS2D_HTML5_BASIC_TYPES
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@ -98,7 +99,7 @@ bool jsval_to_uint16( JSContext *cx, JS::HandleValue vp, uint16_t *ret );
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bool jsval_to_long( JSContext *cx, JS::HandleValue vp, long *out);
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bool jsval_to_ulong( JSContext *cx, JS::HandleValue vp, unsigned long *out);
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bool jsval_to_long_long(JSContext *cx, JS::HandleValue v, long long* ret);
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bool jsval_to_std_string(JSContext *cx, JS::HandleValue v, std::string* ret);
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CC_JS_DLL bool jsval_to_std_string(JSContext *cx, JS::HandleValue v, std::string* ret);
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bool jsval_to_ccpoint(JSContext *cx, JS::HandleValue v, cocos2d::Point* ret);
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bool jsval_to_ccrect(JSContext *cx, JS::HandleValue v, cocos2d::Rect* ret);
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bool jsval_to_ccsize(JSContext *cx, JS::HandleValue v, cocos2d::Size* ret);
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@ -117,7 +118,7 @@ bool jsval_to_ray(JSContext *cx, JS::HandleValue vp, cocos2d::Ray* ret);
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bool jsval_to_resoucedata(JSContext *cx, JS::HandleValue v, cocos2d::ResouceData* ret);
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// forward declaration
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js_proxy_t* jsb_get_js_proxy(JSObject* jsObj);
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CC_JS_DLL js_proxy_t* jsb_get_js_proxy(JSObject* jsObj);
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template <class T>
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bool jsvals_variadic_to_ccvector( JSContext *cx, /*jsval *vp, int argc,*/const JS::CallArgs& args, cocos2d::Vector<T>* ret)
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@ -184,7 +185,7 @@ bool jsval_to_ccvaluemap(JSContext* cx, JS::HandleValue v, cocos2d::ValueMap* re
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bool jsval_to_ccvaluemapintkey(JSContext* cx, JS::HandleValue v, cocos2d::ValueMapIntKey* ret);
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bool jsval_to_ccvaluevector(JSContext* cx, JS::HandleValue v, cocos2d::ValueVector* ret);
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bool jsval_to_ssize( JSContext *cx, JS::HandleValue vp, ssize_t* ret);
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bool jsval_to_std_vector_string( JSContext *cx, JS::HandleValue vp, std::vector<std::string>* ret);
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CC_JS_DLL bool jsval_to_std_vector_string( JSContext *cx, JS::HandleValue vp, std::vector<std::string>* ret);
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bool jsval_to_std_vector_int( JSContext *cx, JS::HandleValue vp, std::vector<int>* ret);
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bool jsval_to_std_vector_float( JSContext *cx, JS::HandleValue vp, std::vector<float>* ret);
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bool jsval_to_matrix(JSContext *cx, JS::HandleValue vp, cocos2d::Mat4* ret);
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@ -30,6 +30,7 @@ extern "C" {
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}
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#include "tolua_fix.h"
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#include "cocos2d.h"
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#include "Lua-BindingsExport.h"
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using namespace cocos2d;
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@ -145,7 +146,7 @@ extern bool luaval_to_uint16(lua_State* L,int lo,uint16_t* outValue, const char*
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* @param funcName the name of calling function, it is used for error output in the debug model.
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* @return Return true if the value at the given accpetable index of stack is a number or a string convertible to a number, otherwise return false.
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*/
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extern bool luaval_to_boolean(lua_State* L,int lo,bool* outValue, const char* funcName = "");
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extern CC_LUA_DLL bool luaval_to_boolean(lua_State* L,int lo,bool* outValue, const char* funcName = "");
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/**
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* Get a double value from the given accpetable index of stack.
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@ -181,7 +182,7 @@ extern bool luaval_to_long_long(lua_State* L,int lo,long long* outValue, const c
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* @param funcName the name of calling function, it is used for error output in the debug model.
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* @return Return true if the value at the given acceptable index of stack is a string or a number convertible to a string, otherwise return false.
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*/
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extern bool luaval_to_std_string(lua_State* L, int lo, std::string* outValue, const char* funcName = "");
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extern CC_LUA_DLL bool luaval_to_std_string(lua_State* L, int lo, std::string* outValue, const char* funcName = "");
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/**
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* Get a long value from the given accpetable index of stack.
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@ -569,7 +570,7 @@ bool luaval_to_ccvector(lua_State* L, int lo , cocos2d::Vector<T>* ret, const ch
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* @param funcName the name of calling function, it is used for error output in the debug model.
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* @return Return true if the value at the given accpetable index of stack is a table, otherwise return false.
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*/
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bool luaval_to_std_vector_string(lua_State* L, int lo, std::vector<std::string>* ret, const char* funcName = "");
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CC_LUA_DLL bool luaval_to_std_vector_string(lua_State* L, int lo, std::vector<std::string>* ret, const char* funcName = "");
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/**
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* Get a pointer points to a std::vector<std::int> from a Lua array table in the stack.
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