mirror of https://github.com/axmolengine/axmol.git
lua compiles ok-need to make it works later
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8135b09c98
commit
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File diff suppressed because it is too large
Load Diff
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@ -19,6 +19,22 @@ int register_all_cocos2dx_spine(lua_State* tolua_S);
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@ -54,43 +54,43 @@ static int SendSpineEventToLua(int nHandler, spine::SkeletonAnimation* node, int
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int nRet = 0;
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int nRet = 0;
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spTrackEntry* entry = spAnimationState_getCurrent(node->state, trackIndex);
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// spTrackEntry* entry = spAnimationState_getCurrent(node->state, trackIndex);
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std::string animationName = (entry && entry->animation) ? entry->animation->name : "";
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// std::string animationName = (entry && entry->animation) ? entry->animation->name : "";
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std::string eventType = "";
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// std::string eventType = "";
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//
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// switch (type) {
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// case ANIMATION_START:
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// eventType = "start";
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// break;
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// case ANIMATION_END:
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// eventType = "end";
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// break;
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// case ANIMATION_COMPLETE:
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// eventType = "complete";
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// break;
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// case ANIMATION_EVENT:
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// eventType = "event";
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// break;
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// }
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switch (type) {
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// LuaValueDict spineEvent;
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case ANIMATION_START:
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// spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("type", LuaValue::stringValue(eventType)));
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eventType = "start";
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// spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("trackIndex", LuaValue::intValue(trackIndex)));
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break;
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// spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("animation", LuaValue::stringValue(animationName)));
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case ANIMATION_END:
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// spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("loopCount", LuaValue::intValue(loopCount)));
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eventType = "end";
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//
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break;
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// if (NULL != event) {
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case ANIMATION_COMPLETE:
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// LuaValueDict eventData;
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eventType = "complete";
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// eventData.insert(eventData.end(), LuaValueDict::value_type("name", LuaValue::stringValue(event->data->name)));
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break;
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// eventData.insert(eventData.end(), LuaValueDict::value_type("intValue", LuaValue::intValue(event->intValue)));
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case ANIMATION_EVENT:
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// eventData.insert(eventData.end(), LuaValueDict::value_type("floatValue", LuaValue::floatValue(event->floatValue)));
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eventType = "event";
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// eventData.insert(eventData.end(), LuaValueDict::value_type("stringValue", LuaValue::stringValue(event->stringValue)));
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break;
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// spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("eventData", LuaValue::dictValue(eventData)));
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}
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// }
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//
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LuaValueDict spineEvent;
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// pStack->pushLuaValueDict(spineEvent);
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spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("type", LuaValue::stringValue(eventType)));
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// nRet = pStack->executeFunctionByHandler(nHandler, 1);
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spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("trackIndex", LuaValue::intValue(trackIndex)));
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// pStack->clean();
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spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("animation", LuaValue::stringValue(animationName)));
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spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("loopCount", LuaValue::intValue(loopCount)));
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if (NULL != event) {
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LuaValueDict eventData;
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eventData.insert(eventData.end(), LuaValueDict::value_type("name", LuaValue::stringValue(event->data->name)));
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eventData.insert(eventData.end(), LuaValueDict::value_type("intValue", LuaValue::intValue(event->intValue)));
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eventData.insert(eventData.end(), LuaValueDict::value_type("floatValue", LuaValue::floatValue(event->floatValue)));
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eventData.insert(eventData.end(), LuaValueDict::value_type("stringValue", LuaValue::stringValue(event->stringValue)));
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spineEvent.insert(spineEvent.end(), LuaValueDict::value_type("eventData", LuaValue::dictValue(eventData)));
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}
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pStack->pushLuaValueDict(spineEvent);
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nRet = pStack->executeFunctionByHandler(nHandler, 1);
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pStack->clean();
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return nRet;
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return nRet;
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}
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}
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@ -98,7 +98,7 @@ static int SendSpineEventToLua(int nHandler, spine::SkeletonAnimation* node, int
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LuaSkeletonAnimation::LuaSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
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LuaSkeletonAnimation::LuaSkeletonAnimation (const char* skeletonDataFile, const char* atlasFile, float scale)
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: spine::SkeletonAnimation(skeletonDataFile, atlasFile, scale)
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: spine::SkeletonAnimation(skeletonDataFile, atlasFile, scale)
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{
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{
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this->setAnimationListener(this, animationStateEvent_selector(LuaSkeletonAnimation::animationStateEvent));
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//this->setAnimationListener(this, animationStateEvent_selector(LuaSkeletonAnimation::animationStateEvent));
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}
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}
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@ -196,110 +196,114 @@ tolua_lerror:
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static int tolua_Cocos2d_CCSkeletonAnimation_setTimeScale00(lua_State* tolua_S)
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static int tolua_Cocos2d_CCSkeletonAnimation_setTimeScale00(lua_State* tolua_S)
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{
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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!tolua_isnumber(tolua_S,2,0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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if (NULL != self ) {
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LUA_NUMBER scale = tolua_tonumber(tolua_S, 2, 1);
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self->timeScale = scale;
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}
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}
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return 0;
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return 0;
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#ifndef TOLUA_RELEASE
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//#ifndef TOLUA_RELEASE
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tolua_lerror:
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// tolua_Error tolua_err;
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tolua_error(tolua_S,"#ferror in function 'setTimeScale'.",&tolua_err);
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// if (
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return 0;
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// !tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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#endif
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// !tolua_isnumber(tolua_S,2,0,&tolua_err) ||
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// !tolua_isnoobj(tolua_S,3,&tolua_err)
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// )
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// goto tolua_lerror;
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// else
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//#endif
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// {
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// LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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// if (NULL != self ) {
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// LUA_NUMBER scale = tolua_tonumber(tolua_S, 2, 1);
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// self->timeScale = scale;
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// }
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// }
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// return 0;
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//#ifndef TOLUA_RELEASE
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//tolua_lerror:
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// tolua_error(tolua_S,"#ferror in function 'setTimeScale'.",&tolua_err);
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// return 0;
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//#endif
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}
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}
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static int tolua_Cocos2d_CCSkeletonAnimation_setDebugSlots00(lua_State* tolua_S)
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static int tolua_Cocos2d_CCSkeletonAnimation_setDebugSlots00(lua_State* tolua_S)
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{
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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!tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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if (NULL != self ) {
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bool debugSlots = tolua_toboolean(tolua_S, 2, 1);
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self->debugSlots = debugSlots;
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}
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}
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return 0;
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return 0;
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#ifndef TOLUA_RELEASE
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//#ifndef TOLUA_RELEASE
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tolua_lerror:
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// tolua_Error tolua_err;
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tolua_error(tolua_S,"#ferror in function 'setDebugSlots'.",&tolua_err);
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// if (
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return 0;
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// !tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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#endif
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// !tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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// !tolua_isnoobj(tolua_S,3,&tolua_err)
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// )
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// goto tolua_lerror;
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// else
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//#endif
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// {
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// LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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// if (NULL != self ) {
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// bool debugSlots = tolua_toboolean(tolua_S, 2, 1);
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// self->debugSlots = debugSlots;
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// }
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// }
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// return 0;
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//#ifndef TOLUA_RELEASE
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//tolua_lerror:
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// tolua_error(tolua_S,"#ferror in function 'setDebugSlots'.",&tolua_err);
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// return 0;
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//#endif
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}
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}
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static int tolua_Cocos2d_CCSkeletonAnimation_setDebugBones00(lua_State* tolua_S)
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static int tolua_Cocos2d_CCSkeletonAnimation_setDebugBones00(lua_State* tolua_S)
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{
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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!tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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if (NULL != self ) {
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bool debugBones = tolua_toboolean(tolua_S, 2, 1);
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self->debugBones = debugBones;
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}
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}
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return 0;
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return 0;
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#ifndef TOLUA_RELEASE
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//#ifndef TOLUA_RELEASE
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tolua_lerror:
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// tolua_Error tolua_err;
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tolua_error(tolua_S,"#ferror in function 'setDebugBones'.",&tolua_err);
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// if (
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return 0;
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// !tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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#endif
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// !tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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// !tolua_isnoobj(tolua_S,3,&tolua_err)
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// )
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// goto tolua_lerror;
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// else
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//#endif
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// {
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// LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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// if (NULL != self ) {
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// bool debugBones = tolua_toboolean(tolua_S, 2, 1);
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// self->debugBones = debugBones;
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// }
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// }
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// return 0;
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//#ifndef TOLUA_RELEASE
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//tolua_lerror:
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// tolua_error(tolua_S,"#ferror in function 'setDebugBones'.",&tolua_err);
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// return 0;
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//#endif
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}
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}
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static int tolua_Cocos2d_CCSkeletonAnimation_setPremultipliedAlpha00(lua_State* tolua_S)
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static int tolua_Cocos2d_CCSkeletonAnimation_setPremultipliedAlpha00(lua_State* tolua_S)
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{
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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!tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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if (NULL != self ) {
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bool premultipliedAlpha = tolua_toboolean(tolua_S, 2, 1);
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self->premultipliedAlpha = premultipliedAlpha;
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}
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}
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return 0;
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return 0;
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#ifndef TOLUA_RELEASE
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//#ifndef TOLUA_RELEASE
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tolua_lerror:
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// tolua_Error tolua_err;
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tolua_error(tolua_S,"#ferror in function 'setPremultipliedAlpha'.",&tolua_err);
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// if (
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return 0;
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// !tolua_isusertype(tolua_S,1,"sp.SkeletonAnimation",0,&tolua_err) ||
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#endif
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// !tolua_isboolean(tolua_S,2,0,&tolua_err) ||
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// !tolua_isnoobj(tolua_S,3,&tolua_err)
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// )
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// goto tolua_lerror;
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// else
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//#endif
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// {
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// LuaSkeletonAnimation* self = (LuaSkeletonAnimation*) tolua_tousertype(tolua_S,1,0);
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// if (NULL != self ) {
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// bool premultipliedAlpha = tolua_toboolean(tolua_S, 2, 1);
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// self->premultipliedAlpha = premultipliedAlpha;
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// }
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// }
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// return 0;
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//#ifndef TOLUA_RELEASE
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//tolua_lerror:
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// tolua_error(tolua_S,"#ferror in function 'setPremultipliedAlpha'.",&tolua_err);
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// return 0;
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//#endif
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}
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}
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@ -27,7 +27,7 @@ headers = %(cocosdir)s/cocos/editor-support/spine/spine-cocos2dx.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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# 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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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = Skeleton SkeletonAnimation
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classes = SkeletonRenderer SkeletonAnimation
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# what should we skip? in the format ClassName::[function function]
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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$" functions are also
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# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
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@ -36,8 +36,9 @@ classes = Skeleton SkeletonAnimation
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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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# 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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# functions from all classes.
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skip = Skeleton::[findBone findSlot getAttachment setAttachment update draw createWith.*],
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skip = SkeletonRenderer::[findBone findSlot getAttachment setAttachment update draw createWithData (s|g)etBlendFunc],
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SkeletonAnimation::[addAnimationState setAnimationStateData update createWith.* (s|g)etBlendFunc addAnimation getCurrent setAnimation onAnimationStateEvent]
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*::[update draw drawSkeleton],
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SkeletonAnimation::[setAnimationStateData createWithData (s|g)etBlendFunc addAnimation getCurrent setAnimation onAnimationStateEvent onTrackEntryEvent getState]
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rename_functions =
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rename_functions =
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