mirror of https://github.com/axmolengine/axmol.git
Merge pull request #11669 from samuele3hu/v3.7
Update cocos2dx_3d.ini and cocos2dx.ini for generating Lua bindings code to support CC_CONSTRUCTOR_ACCESS equal to public
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e75936b778
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@ -305,7 +305,7 @@ THE SOFTWARE.
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* protected by default.
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*/
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#ifndef CC_CONSTRUCTOR_ACCESS
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#define CC_CONSTRUCTOR_ACCESS protected
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#define CC_CONSTRUCTOR_ACCESS public
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#endif
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/** @def CC_ENABLE_ALLOCATOR
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@ -137,7 +137,10 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
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Device::[getTextureDataForText],
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BillBoard::[*],
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Camera::[unproject],
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SpritePolygonCache::[addSpritePolygonCache getSpritePolygonCache]
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SpritePolygonCache::[addSpritePolygonCache getSpritePolygonCache],
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EventListenerCustom::[init],
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EventListener::[init],
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RotateTo::[calculateAngles]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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ProgressTimer::[setReverseProgress=setReverseDirection],
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@ -162,7 +165,7 @@ 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 = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set FileUtils Application ClippingNode Label GLViewImpl GLView EventAcceleration DisplayLinkDirector Component Console
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abstract_classes = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set FileUtils Application ClippingNode Label GLViewImpl GLView EventAcceleration DisplayLinkDirector Component Console EventListener BaseLight
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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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@ -35,8 +35,8 @@ classes = Animate3D Sprite3D Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard
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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 getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer],
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Sprite3D::[getSkin getAABB getMeshArrayByName createAsync],
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skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer getMeshCommand getDefaultGLProgram],
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Sprite3D::[getSkin getAABB getMeshArrayByName createAsync init initWithFile initFrom loadFromCache loadFromFile visit genGLProgramState createNode createAttachSprite3DNode createSprite3DNode getMeshIndexData addMesh onAABBDirty afterAsyncLoad],
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Skeleton3D::[create],
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Animation3D::[getBoneCurveByName getBoneCurves],
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BillBoard::[draw],
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@ -59,7 +59,7 @@ 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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abstract_classes = Sprite3D
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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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