mirror of https://github.com/axmolengine/axmol.git
Split lua bindings for 3D from cocos2d
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@ -22,11 +22,11 @@ cxxgenerator_headers =
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %(cocosdir)s/cocos/3d/CCAnimation3D.h %(cocosdir)s/cocos/3d/CCAnimate3D.h
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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 Mesh GLProgramCache GLProgramState SubMeshState AttachNode Camera Ray AABB OBB
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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 Camera
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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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@ -126,17 +126,7 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
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TurnOffTiles::[shuffle],
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LabelTTF::[*],
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LabelBMFont::[*],
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Mesh::[create getOriginAABB],
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SubMeshState::[getSkin setSkin create],
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Sprite3D::[getSkin getSubMeshState getAABB],
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Animation3D::[getBoneCurveByName],
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Animation3DCache::[*],
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Sprite3DMaterialCache::[*],
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Bone3D::[*],
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Scene::[getCameras],
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Ray::[*],
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AABB::[*],
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OBB::[*]
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Scene::[getCameras]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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ProgressTimer::[setReverseProgress=setReverseDirection],
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@ -0,0 +1,68 @@
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[cocos2dx_3d]
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# the prefix to be added to the generated functions. You might or might not use this in your own
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# templates
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prefix = cocos2dx_3d
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# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
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# all classes will be embedded in that namespace
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target_namespace = cc
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android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/include
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
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clang_flags = -nostdinc -x c++ -std=c++11
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android
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cocos_flags = -DANDROID
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cxxgenerator_headers =
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# extra arguments for clang
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(cocosdir)s/cocos/3d/cocos3d.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*$".
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classes = .*3D$ Mesh SubMeshState AttachNode
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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$" functions are also
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# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
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# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
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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 = Mesh::[create getOriginAABB],
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SubMeshState::[getSkin setSkin create],
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Sprite3D::[getSkin getSubMeshState getAABB],
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Animation3D::[getBoneCurveByName],
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Animation3DCache::[*],
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Sprite3DMaterialCache::[*],
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Bone3D::[*],
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Ray::[*],
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AABB::[*],
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OBB::[*]
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rename_functions =
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rename_classes =
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix =
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# classes for which there will be no "parent" lookup
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classes_have_no_parents =
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# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = Clonable
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# classes that create no constructor
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# Set is special and we will use a hand-written constructor
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abstract_classes =
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# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
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script_control_cpp = no
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@ -137,6 +137,7 @@ def main():
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'cocos2dx_controller.ini' : ('cocos2dx_controller', 'lua_cocos2dx_controller_auto'), \
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'cocos2dx_cocosbuilder.ini': ('cocos2dx_cocosbuilder', 'lua_cocos2dx_cocosbuilder_auto'), \
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'cocos2dx_cocosdenshion.ini': ('cocos2dx_cocosdenshion', 'lua_cocos2dx_cocosdenshion_auto'), \
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'cocos2dx_3d.ini': ('cocos2dx_3d', 'lua_cocos2dx_3d_auto'), \
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}
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target = 'lua'
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generator_py = '%s/generator.py' % cxx_generator_root
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