Merge pull request #5252 from samuele3hu/developBug

issue #3837:Update the “HelloLua” test case to support on-device debugging
This commit is contained in:
James Chen 2014-01-26 23:05:18 -08:00
commit 31643adb99
4 changed files with 18 additions and 14 deletions

View File

@ -23,23 +23,24 @@ AppDelegate::~AppDelegate()
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto pDirector = Director::getInstance();
pDirector->setOpenGLView(EGLView::getInstance());
auto director = Director::getInstance();
director->setOpenGLView(EGLView::getInstance());
EGLView::getInstance()->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
// turn on display FPS
pDirector->setDisplayStats(true);
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
director->setAnimationInterval(1.0 / 60);
// register lua engine
LuaEngine* pEngine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
std::string path = FileUtils::getInstance()->fullPathForFilename("hello.lua");
pEngine->executeScriptFile(path.c_str());
LuaEngine* engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
//The call was commented because it will lead to ZeroBrane Studio can't find correct context when debugging
//engine->executeScriptFile("hello.lua");
engine->executeString("require 'hello.lua'");
return true;
}

View File

@ -22,7 +22,8 @@ local function main()
if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) or
(cc.PLATFORM_OS_ANDROID == targetPlatform) or (cc.PLATFORM_OS_WINDOWS == targetPlatform) or
(cc.PLATFORM_OS_MAC == targetPlatform) then
require('mobdebug').start()
local host = 'localhost' -- please change localhost to your PC's IP for on-device debugging
require('mobdebug').start(host)
end
require "hello2"
cclog("result is " .. myadd(1, 1))

View File

@ -33,9 +33,10 @@ bool AppDelegate::applicationDidFinishLaunching()
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
std::string path = FileUtils::getInstance()->fullPathForFilename("hello.lua");
engine->executeScriptFile(path.c_str());
//The call was commented because it will lead to ZeroBrane Studio can't find correct context when debugging
//engine->executeScriptFile("hello.lua");
engine->executeString("require 'hello.lua'");
return true;
}

View File

@ -22,7 +22,8 @@ local function main()
if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) or
(cc.PLATFORM_OS_ANDROID == targetPlatform) or (cc.PLATFORM_OS_WINDOWS == targetPlatform) or
(cc.PLATFORM_OS_MAC == targetPlatform) then
require('mobdebug').start()
local host = 'localhost' -- please change localhost to your PC's IP for on-device debugging
require('mobdebug').start(host)
end
require "hello2"
cclog("result is " .. myadd(1, 1))