Update the cocos2d.ini config

This commit is contained in:
samuele3hu 2014-07-11 17:21:55 +08:00
parent 01c3f2a4ed
commit 3c8dc7a596
2 changed files with 5 additions and 2 deletions

View File

@ -55,6 +55,7 @@ require "src/XMLHttpRequestTest/XMLHttpRequestTest"
require "src/PhysicsTest/PhysicsTest"
require "src/CaptureScreenTest/CaptureScreenTest"
require "src/VideoPlayerTest/VideoPlayerTest"
require "src/FastTiledMapTest/FastTiledMapTest"
local LINE_SPACE = 40
@ -85,6 +86,7 @@ local _allTests = {
{ isSupported = true, name = "EffectsTest" , create_func = EffectsTest },
{ isSupported = true, name = "EffectAdvancedTest" , create_func = EffectAdvancedTestMain },
{ isSupported = true, name = "ExtensionsTest" , create_func= ExtensionsTestMain },
{ isSupported = true, name = "FastTiledMapTest" , create_func = FastTiledMapTestMain},
{ isSupported = true, name = "FontTest" , create_func = FontTestMain },
{ isSupported = true, name = "IntervalTest" , create_func = IntervalTestMain },
{ isSupported = true, name = "KeypadTest" , create_func= KeypadTestMain },

View File

@ -26,7 +26,7 @@ headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAu
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
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
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
# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
@ -131,7 +131,8 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
Animation3D::[getBoneCurveByName],
Animation3DCache::[*],
Sprite3DMaterialCache::[*],
Bone3D::[*]
Bone3D::[*],
FastTMXLayer::[(g|s)etTiles getTileGIDAt]
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
ProgressTimer::[setReverseProgress=setReverseDirection],