mirror of https://github.com/axmolengine/axmol.git
Merge pull request #11126 from samuele3hu/v3_5_test
[ci skip]Update comments of some header files
This commit is contained in:
commit
1f4d7c598f
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@ -1925,7 +1925,7 @@ bool luaval_to_mesh_vertex_attrib(lua_State* L, int lo, cocos2d::MeshVertexAttri
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ret->type = (GLenum)lua_tonumber(L, -1);
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lua_pop(L,1);
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lua_pushstring(L, "vertexAttrib"); /* L: paramStack key */
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lua_pushstring(L, "attribSizeBytes"); /* L: paramStack key */
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lua_gettable(L,lo); /* L: paramStack paramStack[lo][key] */
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ret->type = (GLenum)lua_tonumber(L, -1);
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lua_pop(L,1);
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@ -2304,10 +2304,10 @@ void affinetransform_to_luaval(lua_State* L,const AffineTransform& inValue)
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lua_pushnumber(L, (lua_Number) inValue.d); /* L: table key value*/
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lua_rawset(L, -3); /* table[key] = value, L: table */
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lua_pushstring(L, "tx"); /* L: table key */
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lua_pushnumber(L, (lua_Number) inValue.d); /* L: table key value*/
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lua_pushnumber(L, (lua_Number) inValue.tx); /* L: table key value*/
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lua_rawset(L, -3); /* table[key] = value, L: table */
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lua_pushstring(L, "ty"); /* L: table key */
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lua_pushnumber(L, (lua_Number) inValue.d); /* L: table key value*/
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lua_pushnumber(L, (lua_Number) inValue.ty); /* L: table key value*/
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lua_rawset(L, -3); /* table[key] = value, L: table */
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}
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File diff suppressed because it is too large
Load Diff
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@ -33,6 +33,17 @@ extern "C" {
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#endif
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TOLUA_API int register_all_cocos2dx_cocosbuilder_manual(lua_State* tolua_S);
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/**
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* Call this function can import the lua bindings for the cocosbuilder module.
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* After registering, we could call the related cocosbuilder code conveniently in the lua.eg,.cc.CCBProxy:create().
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* If you don't want to use the cocosbuilder module in the lua, you only don't call this registering function.
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* If you don't register the cocosbuilder module, the package size would become smaller .
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* The current mechanism,this registering function is called in the lua_module_register.h
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*
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* @lua NA
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* @js NA
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*/
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TOLUA_API int register_cocosbuilder_module(lua_State* tolua_S);
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#endif // #ifndef COCOS_SCRIPTING_LUA_BINDINGS_MANUAL_LUA_COCOS2DX_COCOSBUILDER_H
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@ -32,6 +32,17 @@ extern "C" {
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}
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#endif
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/**
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* Call this function can import the lua bindings for the cocosdenshion module.
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* After registering, we could call the related cocosdenshion code conveniently in the lua.eg,.cc.SimpleAudioEngine:getInstance():stopAllEffects().
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* In current mechanism, most bindings function of SimpleAudioEngine are wrapped in the Lua script file named AudioEngine.lua by more friednly modes.
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* If you don't want to use the cocosdenshion module in the lua, you only don't call this registering function.
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* If you don't register the cocosdenshion module, the package size would become smaller .
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* The current mechanism,this registering function is called in the lua_module_register.h
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*
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* @lua NA
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* @js NA
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*/
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TOLUA_API int register_cocosdenshion_module(lua_State* L);
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@ -32,9 +32,20 @@ extern "C" {
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}
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#endif
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TOLUA_API int register_all_cocos2dx_extension_manual(lua_State* tolua_S);
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/**
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* Call this function can import the lua bindings for classes in the `cocos2d::extension` namespace like cocos2d::extension::Control, cocos2d::extension::ControlHuePicker, and so on.
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* After registering, we could call the related cocosbuilder code conveniently in the lua.eg,.cc.Control:create().
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* If you don't want to use the extension module in the lua, you only don't call this registering function.
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* If you don't register the extension module, the package size would become smaller .
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* The current mechanism,this registering function is called in the lua_module_register.h
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*
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* @lua NA
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* @js NA
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*/
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TOLUA_API int register_extension_module(lua_State* tolua_S);
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TOLUA_API int register_all_cocos2dx_extension_manual(lua_State* tolua_S);
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struct LuaAssetsManagerEventData
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{
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int value;
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@ -35,6 +35,8 @@ extern "C" {
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#endif
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#include "network/WebSocket.h"
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///@cond
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class LuaWebSocket: public cocos2d::network::WebSocket,public cocos2d::network::WebSocket::Delegate
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{
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public:
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@ -55,6 +57,7 @@ public:
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TOLUA_API int tolua_web_socket_open(lua_State* tolua_S);
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TOLUA_API int register_web_socket_manual(lua_State* tolua_S);
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///@endcond
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#endif //(CC_TARGET_PLATFORM == CC_PLATFORM_IOS ...
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@ -32,6 +32,16 @@ extern "C" {
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}
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#endif
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/**
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* Call this function can import the lua bindings for the network module.
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* After registering, we could call the related network code conveniently in the lua.eg,.cc.WebSocket:create("ws://echo.websocket.org").
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* If you don't want to use the network module in the lua, you only don't call this registering function.
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* If you don't register the network module, the package size would become smaller .
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* The current mechanism,this registering function is called in the lua_module_register.h
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*
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* @lua NA
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* @js NA
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*/
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TOLUA_API int register_network_module(lua_State* L);
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#endif //#ifndef __COCOS_SCRIPTING_LUA_BINDINGS_MANUAL_NETWORK_LUA_COCOS2DX_NETWORK_MANUAL_H__
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@ -14,7 +14,9 @@ extern "C" {
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#include "lauxlib.h"
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/// @cond
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void LUA_EXTENSIONS_DLL luaopen_lua_extensions(lua_State *L);
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/// @endcond
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#if __cplusplus
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}
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@ -37,6 +37,7 @@ extern "C" {
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#include "network/HttpClient.h"
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///@cond
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class LuaMinXmlHttpRequest : public cocos2d::Ref
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{
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public:
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@ -129,5 +130,5 @@ private:
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};
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TOLUA_API int register_xml_http_request(lua_State* L);
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///@endcond
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#endif //#ifndef __COCOS_SCRIPTING_LUA_BINDINGS_LUA_XML_HTTP_REQUEST_H__
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@ -27,6 +27,7 @@
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#define LUASKELETONANIMATION_H_
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#include "spine-cocos2dx.h"
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/// @cond
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class LuaSkeletonAnimation: public spine::SkeletonAnimation {
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public:
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static LuaSkeletonAnimation* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 1);
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@ -35,5 +36,5 @@ public:
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virtual ~LuaSkeletonAnimation();
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};
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/// @endcond
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#endif /* LUASKELETONANIMATION_H_ */
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