mirror of https://github.com/axmolengine/axmol.git
Exposing CCApplication to js.
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@ -4,6 +4,19 @@
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var cc = cc || {};
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cc.LANGUAGE_ENGLISH = 0;
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cc.LANGUAGE_CHINESE = 1;
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cc.LANGUAGE_FRENCH = 2;
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cc.LANGUAGE_ITALIAN = 3;
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cc.LANGUAGE_GERMAN = 4;
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cc.LANGUAGE_SPANISH = 5;
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cc.LANGUAGE_RUSSIAN = 6;
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cc.LANGUAGE_KOREAN = 7;
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cc.LANGUAGE_JAPANESE = 8;
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cc.LANGUAGE_HUNGARIAN = 9;
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cc.LANGUAGE_PORTUGUESE = 10;
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cc.LANGUAGE_ARABIC = 11;
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cc.DIRECTOR_PROJECTION_2D = 0;
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cc.DIRECTOR_PROJECTION_3D = 1;
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@ -26,7 +26,7 @@ headers = %(cocosdir)s/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/inc
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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 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 CCSet SimpleAudioEngine CCScheduler CCTimer CCOrbit.* CCFollow.* CCBezier.* CCCardinalSpline.* CCCamera.* CCDrawNode CC.*3D$ CCLiquid$ CCWaves$ CCShuffleTiles$ CCTurnOffTiles$ CCSplit.* CCTwirl$ CCFileUtils$ CCGLProgram CCShaderCache
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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 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 CCSet SimpleAudioEngine CCScheduler CCTimer CCOrbit.* CCFollow.* CCBezier.* CCCardinalSpline.* CCCamera.* CCDrawNode CC.*3D$ CCLiquid$ CCWaves$ CCShuffleTiles$ CCTurnOffTiles$ CCSplit.* CCTwirl$ CCFileUtils$ CCGLProgram CCShaderCache CCApplication
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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$" functions are also
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@ -48,7 +48,6 @@ skip = CCNode::[.*Transform convertToWindowSpace ^setPosition$ getGrid setGLServ
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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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@ -97,7 +96,8 @@ skip = CCNode::[.*Transform convertToWindowSpace ^setPosition$ getGrid setGLServ
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CCTimer::[getSelector],
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*::[copyWith.* onEnter.* onExit.* ^description$ getObjectType],
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CCFileUtils::[(g|s)etSearchResolutionsOrder$ (g|s)etSearchPaths$ getClassTypeInfo],
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SimpleAudioEngine::[getClassTypeInfo]
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SimpleAudioEngine::[getClassTypeInfo],
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CCApplication::[^application.* ^run$]
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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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@ -121,7 +121,8 @@ rename_functions = CCDirector::[sharedDirector=getInstance],
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CCTMXTiledMap::[layerNamed=getLayer objectGroupNamed=getObjectGroup propertyNamed=getProperty],
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CCTexture2D::[defaultAlphaPixelFormat=getDefaultAlphaPixelFormat],
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CCShaderCache::[programForKey=getProgram sharedShaderCache=getInstance],
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CCFileUtils::[sharedFileUtils=getInstance loadFilenameLookupDictionaryFromFile=loadFilenameLookup]
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CCFileUtils::[sharedFileUtils=getInstance loadFilenameLookupDictionaryFromFile=loadFilenameLookup],
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CCApplication::[sharedApplication=getInstance]
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rename_classes = CCParticleSystemQuad::CCParticleSystem,
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SimpleAudioEngine::AudioEngine
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@ -130,14 +131,14 @@ rename_classes = CCParticleSystemQuad::CCParticleSystem,
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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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classes_have_no_parents = CCNode CCDirector SimpleAudioEngine CCFileUtils CCTMXMapInfo CCApplication
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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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abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet SimpleAudioEngine CCFileUtils CCApplication
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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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