mirror of https://github.com/axmolengine/axmol.git
Update cocos/scripting/lua-bindings/manual/cocostudio/lua_cocos2dx_csloader_manual.cpp
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@ -64,65 +64,6 @@ tolua_lerror:
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return 0;
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}
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int lua_cocos2dx_csloader_CSLoader_createActionTimelineNode(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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do
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{
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if (argc == 4)
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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:createActionTimelineNode");
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if (!ok) { break; }
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int arg1;
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ok &= luaval_to_int32(tolua_S, 3, (int *)&arg1, "cc.CSLoader:createActionTimelineNode");
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if (!ok) { break; }
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int arg2;
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ok &= luaval_to_int32(tolua_S, 4, (int *)&arg2, "cc.CSLoader:createActionTimelineNode");
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if (!ok) { break; }
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bool arg3;
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ok &= luaval_to_boolean(tolua_S, 5, &arg3, "cc.CSLoader:createActionTimelineNode");
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if (!ok) { break; }
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cocostudio::timeline::ActionTimelineNode* ret = cocos2d::CSLoader::createActionTimelineNode(arg0, arg1, arg2, arg3);
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object_to_luaval<cocostudio::timeline::ActionTimelineNode>(tolua_S, "ccs.ActionTimelineNode", (cocostudio::timeline::ActionTimelineNode*)ret);
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return 1;
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}
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} while (0);
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ok = true;
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do
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{
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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:createActionTimelineNode");
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if (!ok) { break; }
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cocostudio::timeline::ActionTimelineNode* ret = cocos2d::CSLoader::createActionTimelineNode(arg0);
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object_to_luaval<cocostudio::timeline::ActionTimelineNode>(tolua_S, "ccs.ActionTimelineNode", (cocostudio::timeline::ActionTimelineNode*)ret);
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return 1;
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}
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} while (0);
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ok = true;
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CCLOG("%s has wrong number of arguments: %d, was expecting %d", "cc.CSLoader:createActionTimelineNode", 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_CSLoader_createActionTimelineNode'.", &tolua_err);
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#endif
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return 0;
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}
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int register_all_cocos2dx_csloader_manual(lua_State* L)
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{
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lua_pushstring(L, "cc.CSLoader");
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@ -130,7 +71,6 @@ int register_all_cocos2dx_csloader_manual(lua_State* L)
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if (lua_istable(L,-1))
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{
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tolua_function(L, "createTimeline", lua_cocos2dx_csloader_CSLoader_createTimeline);
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tolua_function(L, "createActionTimelineNode", lua_cocos2dx_csloader_CSLoader_createActionTimelineNode);
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}
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lua_pop(L, 1);
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@ -36,7 +36,7 @@ classes = CSLoader
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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 = CSLoader::[createTimeline nodeWithFlatBuffers]
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skip = CSLoader::[nodeFromXML nodeFromProtocolBuffers createTimeline nodeWithFlatBuffers createActionTimelineNode]
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rename_functions =
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@ -30,7 +30,7 @@ headers = %(cocosdir)s/cocos/editor-support/cocostudio/CocoStudio.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 = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode AlphaFrame
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classes = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode
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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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