Update cocos/scripting/lua-bindings/manual/cocostudio/lua_cocos2dx_csloader_manual.cpp

This commit is contained in:
pipu 2015-01-12 16:51:50 +08:00
parent 0982c6b4e5
commit d9adda89c2
3 changed files with 2 additions and 62 deletions

View File

@ -64,65 +64,6 @@ tolua_lerror:
return 0;
}
int lua_cocos2dx_csloader_CSLoader_createActionTimelineNode(lua_State* tolua_S)
{
int argc = 0;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertable(tolua_S, 1, "cc.CSLoader", 0, &tolua_err)) goto tolua_lerror;
#endif
argc = lua_gettop(tolua_S) - 1;
do
{
if (argc == 4)
{
std::string arg0;
ok &= luaval_to_std_string(tolua_S, 2, &arg0, "cc.CSLoader:createActionTimelineNode");
if (!ok) { break; }
int arg1;
ok &= luaval_to_int32(tolua_S, 3, (int *)&arg1, "cc.CSLoader:createActionTimelineNode");
if (!ok) { break; }
int arg2;
ok &= luaval_to_int32(tolua_S, 4, (int *)&arg2, "cc.CSLoader:createActionTimelineNode");
if (!ok) { break; }
bool arg3;
ok &= luaval_to_boolean(tolua_S, 5, &arg3, "cc.CSLoader:createActionTimelineNode");
if (!ok) { break; }
cocostudio::timeline::ActionTimelineNode* ret = cocos2d::CSLoader::createActionTimelineNode(arg0, arg1, arg2, arg3);
object_to_luaval<cocostudio::timeline::ActionTimelineNode>(tolua_S, "ccs.ActionTimelineNode", (cocostudio::timeline::ActionTimelineNode*)ret);
return 1;
}
} while (0);
ok = true;
do
{
if (argc == 1)
{
std::string arg0;
ok &= luaval_to_std_string(tolua_S, 2, &arg0, "cc.CSLoader:createActionTimelineNode");
if (!ok) { break; }
cocostudio::timeline::ActionTimelineNode* ret = cocos2d::CSLoader::createActionTimelineNode(arg0);
object_to_luaval<cocostudio::timeline::ActionTimelineNode>(tolua_S, "ccs.ActionTimelineNode", (cocostudio::timeline::ActionTimelineNode*)ret);
return 1;
}
} while (0);
ok = true;
CCLOG("%s has wrong number of arguments: %d, was expecting %d", "cc.CSLoader:createActionTimelineNode", argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S, "#ferror in function 'lua_cocos2dx_csloader_CSLoader_createActionTimelineNode'.", &tolua_err);
#endif
return 0;
}
int register_all_cocos2dx_csloader_manual(lua_State* L)
{
lua_pushstring(L, "cc.CSLoader");
@ -130,7 +71,6 @@ int register_all_cocos2dx_csloader_manual(lua_State* L)
if (lua_istable(L,-1))
{
tolua_function(L, "createTimeline", lua_cocos2dx_csloader_CSLoader_createTimeline);
tolua_function(L, "createActionTimelineNode", lua_cocos2dx_csloader_CSLoader_createActionTimelineNode);
}
lua_pop(L, 1);

View File

@ -36,7 +36,7 @@ classes = CSLoader
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.
skip = CSLoader::[createTimeline nodeWithFlatBuffers]
skip = CSLoader::[nodeFromXML nodeFromProtocolBuffers createTimeline nodeWithFlatBuffers createActionTimelineNode]
rename_functions =

View File

@ -30,7 +30,7 @@ headers = %(cocosdir)s/cocos/editor-support/cocostudio/CocoStudio.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
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
classes = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode
# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also