mirror of https://github.com/axmolengine/axmol.git
Update the related cocosstudio lua test cases
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fef079aee6
commit
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@ -32,6 +32,8 @@
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#include <sys/socket.h>
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#endif
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#include "ui/UIWidget.h"
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#include "ActionTimeline/CCActionTimeline.h"
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#include "ActionTimeline/CSLoader.h"
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static int tolua_cocos2d_MenuItemImage_create(lua_State* tolua_S)
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{
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@ -7086,6 +7088,51 @@ static void extendCamera(lua_State* tolua_S)
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lua_pop(tolua_S, 1);
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}
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int lua_cocos2dx_CSLoader_createTimeline(lua_State* tolua_S)
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{
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int argc = 0;
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bool ok = true;
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#if COCOS2D_DEBUG >= 1
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tolua_Error tolua_err;
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#endif
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#if COCOS2D_DEBUG >= 1
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if (!tolua_isusertable(tolua_S,1,"cc.CSLoader",0,&tolua_err)) goto tolua_lerror;
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#endif
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argc = lua_gettop(tolua_S) - 1;
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if (argc == 1)
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{
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std::string arg0;
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ok &= luaval_to_std_string(tolua_S, 2,&arg0, "cc.CSLoader:createTimeline");
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if(!ok)
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return 0;
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cocostudio::timeline::ActionTimeline* ret = cocos2d::CSLoader::createTimeline(arg0);
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object_to_luaval<cocostudio::timeline::ActionTimeline>(tolua_S, "ccs.ActionTimeline",(cocostudio::timeline::ActionTimeline*)ret);
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return 1;
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}
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CCLOG("%s has wrong number of arguments: %d, was expecting %d\n ", "cc.CSLoader:createTimeline",argc, 1);
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return 0;
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#if COCOS2D_DEBUG >= 1
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_CSLoader_createTimeline'.",&tolua_err);
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#endif
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return 0;
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}
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static void extendCSLoader(lua_State* tolua_S)
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{
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lua_pushstring(tolua_S, "cc.CSLoader");
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lua_rawget(tolua_S, LUA_REGISTRYINDEX);
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if (lua_istable(tolua_S,-1))
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{
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tolua_function(tolua_S, "createTimeline", lua_cocos2dx_CSLoader_createTimeline);
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}
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lua_pop(tolua_S, 1);
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}
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int register_all_cocos2dx_manual(lua_State* tolua_S)
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{
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if (NULL == tolua_S)
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@ -7142,7 +7189,7 @@ int register_all_cocos2dx_manual(lua_State* tolua_S)
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extendTextureCache(tolua_S);
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extendGLView(tolua_S);
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extendCamera(tolua_S);
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extendCSLoader(tolua_S);
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return 0;
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}
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@ -59,7 +59,7 @@ end
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function TimelineTestLayer.title(idx)
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if TimelineTestIndex.TEST_ACTION_TIMELINE == idx then
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return "CSArmature Test Bed"
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return "Test ActionTimeline"
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elseif TimelineTestIndex.TEST_CHANGE_PLAY_SECTION == idx then
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return "Test Change Play Section"
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elseif TimelineTestIndex.TEST_TIMELINE_FRAME_EVENT == idx then
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@ -188,14 +188,14 @@ end
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function TestActionTimeline:onEnter()
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cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("armature/Cowboy0.plist", "armature/Cowboy0.png")
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local node = ccs.NodeReader:getInstance():createNode("ActionTimeline/boy_1.ExportJson")
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local action = ccs.ActionTimelineCache:getInstance():createAction("ActionTimeline/boy_1.ExportJson")
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local node = cc.CSLoader:createNode("ActionTimeline/boy_1.csb")
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local action = cc.CSLoader:createTimeline("ActionTimeline/boy_1.csb")
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node:runAction(action)
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action:gotoFrameAndPlay(0, 60, true)
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node:setScale(0.4)
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node:setPosition(0, 0)
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node:setScale(0.2)
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node:setPosition(150, 100)
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self:addChild(node)
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end
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@ -241,8 +241,8 @@ end
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function TestChangePlaySection:onEnter()
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cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("armature/Cowboy0.plist", "armature/Cowboy0.png")
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local node = ccs.NodeReader:getInstance():createNode("ActionTimeline/boy_1.ExportJson")
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local action = ccs.ActionTimelineCache:getInstance():createAction("ActionTimeline/boy_1.ExportJson")
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local node = cc.CSLoader:createNode("ActionTimeline/boy_1.csb")
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local action = cc.CSLoader:createTimeline("ActionTimeline/boy_1.csb")
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node:runAction(action)
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action:gotoFrameAndPlay(70, action:getDuration(), true)
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@ -308,8 +308,8 @@ end
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function TestTimelineFrameEvent:onEnter()
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cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("armature/Cowboy0.plist", "armature/Cowboy0.png")
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local node = ccs.NodeReader:getInstance():createNode("ActionTimeline/boy_1.ExportJson")
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local action = ccs.ActionTimelineCache:getInstance():createAction("ActionTimeline/boy_1.ExportJson")
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local node = cc.CSLoader:createNode("ActionTimeline/boy_1.csb")
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local action = cc.CSLoader:createTimeline("ActionTimeline/boy_1.csb")
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node:runAction(action)
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action:gotoFrameAndPlay(0, 60, true)
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@ -377,8 +377,8 @@ function TestTimelinePerformance:onEnter()
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cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("armature/Cowboy0.plist", "armature/Cowboy0.png")
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for i = 1,100 do
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local node = ccs.NodeReader:getInstance():createNode("ActionTimeline/boy_1.ExportJson")
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local action = ccs.ActionTimelineCache:getInstance():createAction("ActionTimeline/boy_1.ExportJson")
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local node = cc.CSLoader:createNode("ActionTimeline/boy_1.csb")
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local action = cc.CSLoader:createTimeline("ActionTimeline/boy_1.csb")
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node:runAction(action)
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action:gotoFrameAndPlay(70, action:getDuration(), true)
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@ -26,7 +26,7 @@ headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/2d/CCProtectedNode.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 "^$", like this: "^Menu*$".
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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 Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console GLProgramCache GLProgramState Device CSLoader
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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 Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console GLProgramCache GLProgramState Device CSLoader ClippingRectangleNode
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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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@ -147,7 +147,7 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
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AmbientLight3D::[*],
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CSLoader::[nodeFromXML nodeFromProtocolBuffers createTimeline]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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rename_functions = SpriteFrameCache::[getSpriteFrameByName=getSpriteFrame],
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ProgressTimer::[setReverseProgress=setReverseDirection],
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AnimationCache::[addAnimationsWithFile=addAnimations],
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LayerGradient::[initWithColor=init],
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