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
This commit is contained in:
minggo 2015-05-05 09:37:56 +08:00
commit e75936b778
3 changed files with 9 additions and 6 deletions

View File

@ -305,7 +305,7 @@ THE SOFTWARE.
* protected by default.
*/
#ifndef CC_CONSTRUCTOR_ACCESS
#define CC_CONSTRUCTOR_ACCESS protected
#define CC_CONSTRUCTOR_ACCESS public
#endif
/** @def CC_ENABLE_ALLOCATOR

View File

@ -137,7 +137,10 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
Device::[getTextureDataForText],
BillBoard::[*],
Camera::[unproject],
SpritePolygonCache::[addSpritePolygonCache getSpritePolygonCache]
SpritePolygonCache::[addSpritePolygonCache getSpritePolygonCache],
EventListenerCustom::[init],
EventListener::[init],
RotateTo::[calculateAngles]
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
ProgressTimer::[setReverseProgress=setReverseDirection],
@ -162,7 +165,7 @@ base_classes_to_skip = Clonable
# classes that create no constructor
# Set is special and we will use a hand-written constructor
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
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
# 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'.
script_control_cpp = no

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@ -35,8 +35,8 @@ classes = Animate3D Sprite3D Animation3D Skeleton3D ^Mesh$ AttachNode BillBoard
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.
skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer],
Sprite3D::[getSkin getAABB getMeshArrayByName createAsync],
skip = Mesh::[create getAABB getVertexBuffer hasVertexAttrib getSkin getMeshIndexData getGLProgramState getPrimitiveType getIndexCount getIndexFormat getIndexBuffer getMeshCommand getDefaultGLProgram],
Sprite3D::[getSkin getAABB getMeshArrayByName createAsync init initWithFile initFrom loadFromCache loadFromFile visit genGLProgramState createNode createAttachSprite3DNode createSprite3DNode getMeshIndexData addMesh onAABBDirty afterAsyncLoad],
Skeleton3D::[create],
Animation3D::[getBoneCurveByName getBoneCurves],
BillBoard::[draw],
@ -59,7 +59,7 @@ base_classes_to_skip = Clonable
# classes that create no constructor
# Set is special and we will use a hand-written constructor
abstract_classes =
abstract_classes = Sprite3D
# 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'.
script_control_cpp = no