Merge branch 'gles20' of https://github.com/cocos2d/cocos2d-x into gles20

This commit is contained in:
walzer 2012-09-28 10:19:23 +08:00
commit f4c8c3bf7a
3 changed files with 10 additions and 8 deletions

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@ -19,7 +19,8 @@ LOCAL_CFLAGS := -DCOCOS2D_JAVASCRIPT
LOCAL_EXPORT_CFLAGS := -DCOCOS2D_JAVASCRIPT
LOCAL_C_INCLUDES := $(LOCAL_PATH)
LOCAL_C_INCLUDES := $(LOCAL_PATH) \
$(LOCAL_PATH)/../../../CocosDenshion/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH) \
$(LOCAL_PATH)/generated

@ -1 +1 @@
Subproject commit 2d18305596b4da4b260bb2fd6d5ed8e878d0b129
Subproject commit 85f20e3fb720d58dbb24fe6ba404af697d6d72cf

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@ -22,11 +22,11 @@ cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s
# what headers to parse
headers = %(cocosdir)s/cocos2dx/include/cocos2d.h
headers = %(cocosdir)s/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/include/SimpleAudioEngine.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^CCMenu*$".
classes = CCSprite.* CCScene CCNode CCDirector CCLayer.* CCMenu.* CCTouch CC.*Action.* CCMove.* CCRotate.* CCBlink.* CCTint.* CCSequence CCRepeat.* CCFade.* CCEase.* CCScale.* CCTransition.* CCSpawn CCSequence CCAnimat.* CCFlip.* CCDelay.* CCSkew.* CCJump.* CCPlace.* CCShow.* CCProgress.* CCPointArray CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCCardinal.* CCCatmullRom.* CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed CCActionManager CCSet
classes = CCSprite.* CCScene CCNode CCDirector CCLayer.* CCMenu.* CCTouch CC.*Action.* CCMove.* CCRotate.* CCBlink.* CCTint.* CCSequence CCRepeat.* CCFade.* CCEase.* CCScale.* CCTransition.* CCSpawn CCSequence CCAnimat.* CCFlip.* CCDelay.* CCSkew.* CCJump.* CCPlace.* CCShow.* CCProgress.* CCPointArray CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCCardinal.* CCCatmullRom.* CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed CCActionManager CCSet SimpleAudioEngine
# 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
@ -93,7 +93,8 @@ rename_functions = CCDirector::[sharedDirector=getInstance],
CCMenuItem::[setEnabled=setIsEnabled],
CCAnimation::[addSpriteFrameWithFileName=addSpriteFrameWithFilename],
CCAnimationCache::[sharedAnimationCache=getInstance addAnimationsWithFile=addAnimations animationByName=getAnimation],
CCLayerGradient::[initWithColor=init]
CCLayerGradient::[initWithColor=init],
SimpleAudioEngine::[sharedEngine=getInstance]
rename_classes = CCParticleSystemQuad::CCParticleSystem
@ -101,10 +102,10 @@ rename_classes = CCParticleSystemQuad::CCParticleSystem
remove_prefix = CC
# objects for which there will be no "parent" lookup
base_objects = CCNode CCDirector
base_objects = CCNode CCDirector SimpleAudioEngine
# classes that create no constructor
# CCSet is special and we will use a hand-written constructor
abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet
abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet SimpleAudioEngine
rename_classes =
rename_classes = SimpleAudioEngine::AudioEngine