mirror of https://github.com/axmolengine/axmol.git
Merge pull request #4465 from samuele3hu/developConversion
issue #2790:Resolve some errors of basical conversion functions
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commit
dcbd693fec
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@ -1093,7 +1093,7 @@ bool luaval_to_ccvalue(lua_State* L, int lo, cocos2d::Value* ret)
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if (tolua_istable(L, lo, 0, &tolua_err))
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{
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lua_pushnumber(L,1);
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lua_gettable(L,-2);
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lua_gettable(L,lo);
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if (lua_isnil(L, -1) ) /** if table[1] = nil,we don't think it is a pure array */
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{
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@ -91,8 +91,10 @@ bool luaval_to_ccvector(lua_State* L, int lo , cocos2d::Vector<T>* ret)
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size_t len = lua_objlen(L, lo);
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for (int i = 0; i < len; i++)
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{
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lua_gettable(L, i + 1);
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if (lua_isnil(L, -1) || lua_isuserdata(L, -1))
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lua_pushnumber(L, i + 1);
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lua_gettable(L, lo);
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if (lua_isnil(L, -1) || !lua_isuserdata(L, -1))
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{
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lua_pop(L, 1);
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continue;
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@ -37,7 +37,7 @@ classes = AssetsManager.* CCBReader.* CCBAnimationManager.* Scale9Sprite Control
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# functions from all classes.
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skip = CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers],
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CCBAnimationManager::[setAnimationCompletedCallback setCallFunc],
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CCBAnimationManager::[setAnimationCompletedCallback setCallFunc addNode],
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ScrollView::[(g|s)etDelegate$],
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.*Delegate::[*],
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.*Loader.*::[*],
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@ -50,7 +50,7 @@ elif [ "$PLATFORM"x = "android"x ]; then
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# Build all samples
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echo "Building all samples ..."
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cd $COCOS2DX_ROOT/build
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./android-build.py -n "NDK_BUG=0 -j10" hellocpp testcpp simplegame testjavascript
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./android-build.py -n "NDK_BUG=0 -j10" all
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# Build template
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# echo "Building template ..."
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@ -74,14 +74,14 @@ elif [ "$PLATFORM"x = "linux"x ]; then
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cd $COCOS2DX_ROOT/build
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mkdir -p linux-build
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cd linux-build
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cmake ../.. -DBUILD_LIBS_LUA=OFF -DBUILD_HelloLua=OFF -DBUILD_TestLua=OFF
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cmake ../..
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make -j10
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cd ../../template/multi-platform-cpp
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cmake .
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make -j10
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# cd ../multi-platform-lua
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# cmake .
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# make -j10
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cd ../multi-platform-lua
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cmake .
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make -j10
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elif [ "$PLATFORM"x = "emscripten"x ]; then
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# Generate binding glue codes
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