mirror of https://github.com/axmolengine/axmol.git
Update the cocos2d.ini config
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@ -55,6 +55,7 @@ require "src/XMLHttpRequestTest/XMLHttpRequestTest"
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require "src/PhysicsTest/PhysicsTest"
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require "src/CaptureScreenTest/CaptureScreenTest"
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require "src/VideoPlayerTest/VideoPlayerTest"
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require "src/FastTiledMapTest/FastTiledMapTest"
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local LINE_SPACE = 40
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@ -85,6 +86,7 @@ local _allTests = {
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{ isSupported = true, name = "EffectsTest" , create_func = EffectsTest },
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{ isSupported = true, name = "EffectAdvancedTest" , create_func = EffectAdvancedTestMain },
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{ isSupported = true, name = "ExtensionsTest" , create_func= ExtensionsTestMain },
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{ isSupported = true, name = "FastTiledMapTest" , create_func = FastTiledMapTestMain},
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{ isSupported = true, name = "FontTest" , create_func = FontTestMain },
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{ isSupported = true, name = "IntervalTest" , create_func = IntervalTestMain },
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{ isSupported = true, name = "KeypadTest" , create_func= KeypadTestMain },
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@ -26,7 +26,7 @@ headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAu
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# what classes to produce code for. You can use regular expressions here. When testing the regular
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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set SimpleAudioEngine Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewProtocol GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console Mesh GLProgramCache GLProgramState
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classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set SimpleAudioEngine Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewProtocol GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console Mesh GLProgramCache GLProgramState
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# what should we skip? in the format ClassName::[function function]
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# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
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@ -131,7 +131,8 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
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Animation3D::[getBoneCurveByName],
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Animation3DCache::[*],
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Sprite3DMaterialCache::[*],
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Bone3D::[*]
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Bone3D::[*],
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FastTMXLayer::[(g|s)etTiles getTileGIDAt]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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ProgressTimer::[setReverseProgress=setReverseDirection],
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