mirror of https://github.com/axmolengine/axmol.git
Merge pull request #2182 from dumganhar/master
fixed #1642: Cxx-generator now works ok on windows, it uses the same config file as unix. For details, please refer to README file.
This commit is contained in:
commit
62d7dd5002
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@ -64,6 +64,7 @@ build_*_vc10/
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xcschememanagement.plist
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build/
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.DS_Store
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._.*
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xcuserdata/
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DerivedData/
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@ -4,13 +4,12 @@ How to Use cxx-generator
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On Windows:
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------------
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* Make sure that you have installed vs2010 or higher version.
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* Make sure that you have installed `android-ndk-r8d` or higher version.
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* Download python2.7.3 from (http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi).
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* Add the installed path of python (e.g. C:\Python27) to windows environment variable named 'PATH'.
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* Download pyyaml from http://pyyaml.org/download/pyyaml/PyYAML-3.10.win32-py2.7.exe and install it.
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* Download pyCheetah from https://raw.github.com/dumganhar/cocos2d-x/download/downloads/Cheetah.zip, unzip it to "C:\Python27\Lib\site-packages"
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* There is a bug of redefine some base type(e.g. uint_16 in stdint.h file on windows.
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So before you run the generating script, you should comment first line which contains "#include <stdint.h>" in "cocos2d-x\external\chipmunk\include\chipmunk\chipmunk_types.h"
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* Modify environment variables (`PYTHON_ROOT` and `NDK_ROOT`) in `genbindings-win32.bat`.
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* Go to "cocos2d-x/tools/tojs" folder, and run "genbindings-win32.bat". The generated codes will be under "cocos2d-x\scripting\javascript\bindings\generated".
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On MAC:
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@ -1,147 +0,0 @@
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[cocos2d-x]
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# the prefix to be added to the generated functions. You might or might not use this in your own
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# templates
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prefix = cocos2dx
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# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
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# all classes will be embedded in that namespace
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target_namespace = cc
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clang_headers =
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clang_flags = -x c++
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cocos_headers = -I%(cocosdir)s/cocos2dx/include -I%(cocosdir)s/cocos2dx/platform -I%(cocosdir)s/cocos2dx/platform/win32 -I%(cocosdir)s/cocos2dx/platform/third_party/win32/OGLES -I%(cocosdir)s/cocos2dx -I%(cocosdir)s/cocos2dx/kazmath/include -I%(cocosdir)s/extensions -I%(cocosdir)s/extensions/CCBReader -I%(cocosdir)s/external/chipmunk/include/chipmunk
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cocos_flags = -DWIN32 -D_WINDOWS -DCOCOS2D_JAVASCRIPT -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
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cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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# extra arguments for clang
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extra_arguments = %(vs_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(vs_flags)s %(clang_flags)s %(cocos_flags)s
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# what headers to parse
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headers = %(cocosdir)s/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/include/SimpleAudioEngine.h %(cocosdir)s/extensions/cocos-ext.h
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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 "^$", like this: "^CCMenu*$".
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classes = CCSprite.* CCScene CCNode.* CCDirector CCLayer.* CCMenu.* CCTouch CC.*Action.* CCMove.* CCRotate.* CCBlink.* CCTint.* CCSequence CCRepeat.* CCFade.* CCEase.* CCScale.* CCTransition.* CCSpawn CCSequence CCAnimat.* CCFlip.* CCDelay.* CCSkew.* CCJump.* CCPlace.* CCShow.* CCProgress.* CCPointArray CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCCardinal.* CCCatmullRom.* CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCGridBase$ CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed CCActionManager CCBReader.* CCBAnimationManager.* CCSet SimpleAudioEngine CCScheduler CCTimer CCOrbit.* CCFollow.* CCBezier.* CCCardinalSpline.* CCControl$ CCControlButton.* CCCamera.* CCDrawNode CC.*3D$ CCLiquid$ CCWaves$ CCShuffleTiles$ CCTurnOffTiles$ CCSplit.* CCTwirl$ CCFileUtils$ CCScrollView$ CCTableView$ CCTableViewCell$
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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$" functions are also
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# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
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# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
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# will apply to all class names. This is a convenience wildcard to be able to skip similar named
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# functions from all classes.
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skip = CCNode::[.*Transform convertToWindowSpace getChildren ^setPosition$ getGrid setGLServerState description getShaderProgram getUserObject .*UserData getGLServerState unscheduleAllSelectors],
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CCSprite::[getQuad displayFrame getBlendFunc ^setPosition$ setBlendFunc setSpriteBatchNode getSpriteBatchNode],
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CCSpriteBatchNode::[getBlendFunc setBlendFunc],
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CCMotionStreak::[getBlendFunc setBlendFunc],
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CCAtlasNode::[getBlendFunc setBlendFunc],
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CCParticleBatchNode::[getBlendFunc setBlendFunc],
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CCLayerColor::[getBlendFunc setBlendFunc],
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CCParticleSystem::[getBlendFunc setBlendFunc],
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CCDrawNode::[getBlendFunc setBlendFunc drawPolygon],
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CCDirector::[getAccelerometer getKeypadDispatcher getTouchDispatcher setWatcherCallbackFun getOpenGLView getProjection getClassTypeInfo],
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CCLayer.*::[didAccelerate (g|s)etBlendFunc],
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CCMenu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
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CCMenuItem.*::[create],
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CCRGBAProtocol::[*],
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CCCopying::[*],
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CC.*Protocol::[*],
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CC.*Delegate::[*],
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CCPoolManager::[*],
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CCTexture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData],
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CCSet::[begin end],
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CCIMEDispatcher::[*],
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CCSAXParser::[*],
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CCThread::[*],
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CCProfiler::[*],
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CCProfilingTimer::[*],
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CCCallFunc::[create],
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CCSAXDelegator::[*],
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CCColor3bObject::[*],
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CCTouchDispatcher::[*],
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EGLTouchDelegate::[*],
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CCScriptEngineManager::[*],
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CCKeypadHandler::[*],
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CCInvocation::[*],
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CCEGLView::[*],
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CCSchedulerScriptHandlerEntry::[*],
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CCSize::[*],
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CCPoint::[*],
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CCPointArray::[*],
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CCRect::[*],
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CCString::[*],
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CCDictionary::[*],
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CCArray::[*],
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CCRange::[*],
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CCNotificationObserver::[*],
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CCListView.*::[*],
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CCImage::[initWithString initWithImageData],
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CCSequence::[create],
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CCSpawn::[create],
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CCAnimation::[create],
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CCGrid3DAction::[create actionWith.*],
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CCTiledGrid3DAction::[create actionWith.*],
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CCTMXMapInfo::[startElement endElement textHandler],
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CCParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
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CCLayerMultiplex::[create layerWith.* initWithLayers],
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CCCatmullRom.*::[create actionWithDuration],
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CCBezier.*::[create actionWithDuration],
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CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers],
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CCBAnimationManager::[setAnimationCompletedCallback],
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CCCardinalSpline.*::[create actionWithDuration setPoints],
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CCScheduler::[pause resume unscheduleAllSelectorsForTarget],
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CCTextureCache::[addPVRTCImage],
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CCTimer::[getSelector],
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CC.*Loader.*::[*],
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*::[copyWith.* onEnter.* onExit.* description getObjectType .*RGB.* .*HSV.*],
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CCFileUtils::[(g|s)etSearchResolutionsOrder$ (g|s)etSearchPaths$ getClassTypeInfo],
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SimpleAudioEngine::[getClassTypeInfo],
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CCScrollView::[(g|s)etDelegate$],
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CCTableView::[create (g|s)etDataSource$ (g|s)etDelegate]
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rename_functions = CCDirector::[sharedDirector=getInstance],
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CCSpriteFrameCache::[sharedSpriteFrameCache=getInstance addSpriteFramesWithFile=addSpriteFrames spriteFrameByName=getSpriteFrame isFlipX=isFlippedX isFlipY=isFlippedY],
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CCMenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize fontSizeObj=fontSize fontNameObj=fontName],
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CCProgressTimer::[setReverseProgress=setReverseDirection],
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CCTextureCache::[sharedTextureCache=getInstance],
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CCAnimation::[addSpriteFrameWithFileName=addSpriteFrameWithFile],
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CCAnimationCache::[sharedAnimationCache=getInstance addAnimationsWithFile=addAnimations animationByName=getAnimation removeAnimationByName=removeAnimation],
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CCLayerGradient::[initWithColor=init],
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CCLayerColor::[initWithColor=init],
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CCNode::[boundingBox=getBoundingBox removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
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CCLabelAtlas::[create=_create],
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CCTMXLayer::[tileAt=getTileAt tileGIDAt=getTileGIDAt propertyNamed=getProperty],
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CCTileMapAtlas::[tileAt=getTileAt],
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CCSprite::[isFlipX=isFlippedX isFlipY=isFlippedY],
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CCTouch::[getID=getId],
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CCScheduler::[unscheduleAllSelectorsForTarget=unscheduleAllCallbacksForTarget unscheduleAll=unscheduleAllCallbacks],
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SimpleAudioEngine::[sharedEngine=getInstance preloadBackgroundMusic=preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic],
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CCCamera.*::[setUpXYZ=setUp getUpXYZ=getUp setEyeXYZ=setEye getEyeXYZ=getEye setCenterXYZ=setCenter getCenterXYZ=getCenter],
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CCBReader::[getAnimationManager=getActionManager setAnimationManager=setActionManager],
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CCTMXTiledMap::[layerNamed=getLayer objectGroupNamed=getObjectGroup propertyNamed=getProperty],
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CCTexture2D::[defaultAlphaPixelFormat=getDefaultAlphaPixelFormat],
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CCFileUtils::[sharedFileUtils=getInstance loadFilenameLookupDictionaryFromFile=loadFilenameLookup]
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rename_classes = CCParticleSystemQuad::CCParticleSystem,
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SimpleAudioEngine::AudioEngine,
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CCBReader::CC_Reader,
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CCBAnimationManager::CCAnimationManager
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix = CC
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# classes for which there will be no "parent" lookup
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classes_have_no_parents = CCNode CCDirector SimpleAudioEngine CCFileUtils CCTMXMapInfo
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# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = CCObject
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# classes that create no constructor
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# CCSet is special and we will use a hand-written constructor
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abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet SimpleAudioEngine CCFileUtils
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# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
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script_control_cpp = no
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@ -19,7 +19,7 @@ cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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# extra arguments for clang
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(cocosdir)s/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/include/SimpleAudioEngine.h
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@ -19,7 +19,7 @@ cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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# extra arguments for clang
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(cocosdir)s/extensions/cocos-ext.h
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@ -1,63 +1,69 @@
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@echo off
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echo./*
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echo.* Check VC++ environment...
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echo.*/
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echo.
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set PATH=%PATH%;%cd%
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if defined VS110COMNTOOLS (
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set VSTOOLS="%VS110COMNTOOLS%"
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) else if defined VS100COMNTOOLS (
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set VSTOOLS="%VS100COMNTOOLS%"
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)
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set VSTOOLS=%VSTOOLS:"=%
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set "VSTOOLS=%VSTOOLS:\=/%"
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set VSVARS="%VSTOOLS%vsvars32.bat"
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if not defined VSVARS (
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echo Can't find VC2010 or VC2012 installed!
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goto ERROR
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)
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set VS_ROOT=%VSTOOLS%/../..
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:: set vs compilation environment
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call %VSVARS%
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set COCOS2DX_ROOT=%cd%/../..
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set "COCOS2DX_ROOT=%COCOS2DX_ROOT:\=/%"
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set CXX_GENERATOR_ROOT=%COCOS2DX_ROOT%/tools/cxx-generator
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set "CXX_GENERATOR_ROOT=%CXX_GENERATOR_ROOT:\=/%"
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:: write userconf.ini
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set _CONF_INI_FILE=%cd%\userconf.ini
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if exist %_CONF_INI_FILE% del /Q %_CONF_INI_FILE%
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echo
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echo generating userconf.ini...
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echo ---
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echo [DEFAULT] > %_CONF_INI_FILE%
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echo cocosdir=%COCOS2DX_ROOT% >> %_CONF_INI_FILE%
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echo cxxgeneratordir=%CXX_GENERATOR_ROOT% >> %_CONF_INI_FILE%
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echo vs_headers="%VS_ROOT%/VC/include" >> %_CONF_INI_FILE%
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echo vs_flags= >> %_CONF_INI_FILE%
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echo ---
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:: Generate bindings for cocos2dx
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echo Generating bindings for cocos2dx...
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python %CXX_GENERATOR_ROOT%/generator.py cocos2dx-win32.ini -s cocos2d-x -o %COCOS2DX_ROOT%/scripting/javascript/bindings/generated
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echo Generating bindings successfully.
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:ERROR
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pause
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@echo off
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:: This script is used to generate jsbinding glue codes.
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:: You should modify PYTHON_ROOT and NDK_ROOT to work under your environment.
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:: Android ndk version must be at least ndk-r8d.
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set PYTHON_ROOT=C:/Python27
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set NDK_ROOT=C:/android-ndk-r8d
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set PATH=%PATH%;%cd%/win32;%PYTHON_ROOT%
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set COCOS2DX_ROOT=%cd%/../..
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set "COCOS2DX_ROOT=%COCOS2DX_ROOT:\=/%"
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set CXX_GENERATOR_ROOT=%COCOS2DX_ROOT%/tools/cxx-generator
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set TO_JS_ROOT=%COCOS2DX_ROOT%/tools/tojs
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set "CXX_GENERATOR_ROOT=%CXX_GENERATOR_ROOT:\=/%"
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set OUTPUT_DIR=%COCOS2DX_ROOT%/scripting/javascript/bindings/generated
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set "OUTPUT_DIR=%OUTPUT_DIR:/=\%"
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set CLANG_ROOT=%NDK_ROOT%/toolchains/llvm-3.1/prebuilt/windows
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:: write userconf.ini
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set _CONF_INI_FILE=%cd%\userconf.ini
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if exist %_CONF_INI_FILE% del /Q %_CONF_INI_FILE%
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echo
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echo generating userconf.ini...
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echo ---
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echo [DEFAULT] > %_CONF_INI_FILE%
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echo androidndkdir=%NDK_ROOT% >> %_CONF_INI_FILE%
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echo clangllvmdir=%CLANG_ROOT% >> %_CONF_INI_FILE%
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echo cocosdir=%COCOS2DX_ROOT% >> %_CONF_INI_FILE%
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echo cxxgeneratordir=%CXX_GENERATOR_ROOT% >> %_CONF_INI_FILE%
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echo extra_flags=-D__ARM_EABI__ -D__GNUC__=2 >> %_CONF_INI_FILE%
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echo ---
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:: Generate bindings for cocos2dx
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echo Generating bindings for cocos2dx...
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python %CXX_GENERATOR_ROOT%/generator.py %TO_JS_ROOT%/cocos2dx.ini -s cocos2d-x -o %OUTPUT_DIR% -n jsb_cocos2dx_auto
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if %errorlevel% neq 0 goto ERROR
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echo "Generating bindings for cocos2dx_extension..."
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python %CXX_GENERATOR_ROOT%/generator.py %TO_JS_ROOT%/cocos2dx_extension.ini -s cocos2dx_extension -o %OUTPUT_DIR% -n jsb_cocos2dx_extension_auto
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if %errorlevel% neq 0 goto ERROR
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:: Change the generated file format from DOS to UNIX.
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pushd "%OUTPUT_DIR%"
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dos2unix *
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popd
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echo ---------------------------------
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echo Generating bindings succeeds.
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echo ---------------------------------
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goto QUIT
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:ERROR
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echo ---------------------------------
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echo Generating bindings fails.
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echo ---------------------------------
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:QUIT
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pause
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@ -68,6 +68,8 @@ _CONTENTS+="androidndkdir=$NDK_ROOT"'\n'
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_CONTENTS+="clangllvmdir=$CLANG_ROOT"'\n'
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_CONTENTS+="cocosdir=$COCOS2DX_ROOT"'\n'
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_CONTENTS+="cxxgeneratordir=$CXX_GENERATOR_ROOT"'\n'
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_CONTENTS+="extra_flags="'\n'
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echo
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echo "generating userconf.ini..."
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echo ---
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|
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@ -0,0 +1 @@
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f8bcb5d3cb13f170075570db09276e65d4f435ed
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@ -0,0 +1 @@
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|||
71cde86196932ad943470198ad5fcbafd47ea949
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