mirror of https://github.com/axmolengine/axmol.git
Merge branch 'gles20' of https://github.com/cocos2d/cocos2d-x into gles20
This commit is contained in:
commit
f4c8c3bf7a
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@ -19,7 +19,8 @@ LOCAL_CFLAGS := -DCOCOS2D_JAVASCRIPT
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LOCAL_EXPORT_CFLAGS := -DCOCOS2D_JAVASCRIPT
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LOCAL_C_INCLUDES := $(LOCAL_PATH)
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LOCAL_C_INCLUDES := $(LOCAL_PATH) \
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$(LOCAL_PATH)/../../../CocosDenshion/include
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LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH) \
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$(LOCAL_PATH)/generated
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@ -1 +1 @@
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Subproject commit 2d18305596b4da4b260bb2fd6d5ed8e878d0b129
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Subproject commit 85f20e3fb720d58dbb24fe6ba404af697d6d72cf
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@ -22,11 +22,11 @@ cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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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
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# what headers to parse
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headers = %(cocosdir)s/cocos2dx/include/cocos2d.h
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headers = %(cocosdir)s/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/include/SimpleAudioEngine.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 "^$", like this: "^CCMenu*$".
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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
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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
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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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@ -93,7 +93,8 @@ rename_functions = CCDirector::[sharedDirector=getInstance],
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CCMenuItem::[setEnabled=setIsEnabled],
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CCAnimation::[addSpriteFrameWithFileName=addSpriteFrameWithFilename],
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CCAnimationCache::[sharedAnimationCache=getInstance addAnimationsWithFile=addAnimations animationByName=getAnimation],
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CCLayerGradient::[initWithColor=init]
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CCLayerGradient::[initWithColor=init],
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SimpleAudioEngine::[sharedEngine=getInstance]
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rename_classes = CCParticleSystemQuad::CCParticleSystem
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@ -101,10 +102,10 @@ rename_classes = CCParticleSystemQuad::CCParticleSystem
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remove_prefix = CC
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# objects for which there will be no "parent" lookup
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base_objects = CCNode CCDirector
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base_objects = CCNode CCDirector SimpleAudioEngine
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# classes that create no constructor
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# CCSet is special and we will use a hand-written constructor
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abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet
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abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet SimpleAudioEngine
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rename_classes =
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rename_classes = SimpleAudioEngine::AudioEngine
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