Commit Graph

367 Commits

Author SHA1 Message Date
halx99 2b7ca1b858 Merge branch 'master' of https://github.com/c4games/engine-x 2020-12-16 12:47:04 +08:00
halx99 d467b647e2 Sync luabinding config file 2020-12-16 12:46:37 +08:00
HALX99 29819491f7
Update README.md 2020-12-16 12:33:22 +08:00
halx99 043d139669 Now, the lua binding generator should works [ci build] 2020-11-02 16:47:33 +08:00
halx99 e2c3e53997 Sync readme files 2020-11-02 16:40:05 +08:00
halx99 877de444e4 tolua mutli search paths support 2020-11-02 16:37:18 +08:00
halx99 2471f74de0 Sync config files 2020-11-02 12:50:51 +08:00
halx99 940f4fccaa Optimize python scripts 2020-11-02 11:35:44 +08:00
halx99 c563bc295f Sync folder for binding generator config 2020-11-01 20:18:50 +08:00
halx99 919d48d68e Finish cpp and lua template to use env var 'COCOS2DX_ROOT' to avoid copy whole engine source when new project. 2020-10-19 18:33:10 +08:00
minggo 6b1e55f419
Remove experimental namespace (#20229) 2019-10-23 14:58:31 +08:00
coulsonwang b8cf680342 update ProgramState usage in lua (#20204) 2019-10-16 09:48:38 +08:00
coulsonwang c4e6ede197 move VertexLayout to ProgramState (#20029)
* move VertexLayout to ProgramState

* fix lua
2019-08-15 16:51:49 +08:00
coulsonwang 320b9b4e67 Feature/sprite optimized (#19998)
Optimize sprite creation speed
2019-08-06 09:37:49 +08:00
Arnold 097a4a74dc [Lua] Export ccexp.AudioEngine on linux (#19898)
* export ccexp.AudioEngine on linux

* revert auto bindings

* gen bindings
2019-07-03 18:57:18 +08:00
Arnold 888cd9b159 fix lua (#19888) 2019-07-02 09:29:20 +08:00
coulsonwang 22e8a651d2 Feature/lua render texture test (#19827)
* fix render texture test in lua

* remove unnecessary code

* fix CI compile error
2019-06-18 22:45:14 -07:00
Arnold 7851f212bf Rename backend::Texture2D (#19821)
* compile on windows

* compile on mac

* rename to Texture2DBackend

* compile on mac
2019-06-12 00:01:15 -07:00
minggo 1273fb305d
Remove simple audio engine (#19802) 2019-06-11 18:23:16 -07:00
Arnold 60deaa60ca run genbindings.py (#19805) 2019-06-06 02:49:33 -07:00
Arnold 401ce1ee1c
run genbinding 2019-05-06 09:43:40 +08:00
Arnold 98d5f37a30 fix lua-tests errors (#19646)
* enable test case

* save

* generate enum classes

* save

* autobindg backend interface

* safe

* fix typos

* fix setUniform

* enable draw primitives and fast tmx tiled map

* save all

* update

* fix compile error on mac

* fix locations

* fix locations

* deduce vertexlayout

* clean

* compile on mac

* fix resource path

* save

* update bindings-generator

* remove unused code

* rename ccbackend to ccb

* remove todo
2019-05-05 00:26:34 -07:00
Arnold 0922ca9e7f
add doc 2019-03-19 02:03:48 +08:00
patricejiang a03109ca36
remove log 2019-03-18 16:27:46 +08:00
Arnold b3d5b6ef39
fix 1 2019-03-18 16:22:02 +08:00
patricejiang 0c8ae82fe3
fix lua bindings 2019-03-18 13:56:19 +08:00
minggo e63c4d1ba6
make lua binding work (#19474) 2019-03-07 18:29:06 +08:00
minggo 8d9bd925c9
metal support for cocos2d-x (#19305)
* remove deprecated files

* remove some deprecated codes

* remove more deprecated codes

* remove ui deprecated codes

* remove more deprecated codes

* remove deprecated codes in ccmenuitem

* remove more deprecated codes in ui

* remove more deprecated codes in ui

* remove more deprecated codes in ui

* remove more deprecated codes

* remove more deprecated codes

* remove more deprecated codes

* remove vr related codes and ignore some modules

* remove allocator

* remove some config

* 【Feature】add back-end project file

* [Feature] add back-end file

* add pipeline descriptor and shader cache

* [Feature] support sprite for backend

* [Feature] remove unneeded code

* [Feature] according to es2.0 spec, you must use clamp-to-edge as  texture wrap mode, and no mipmapping for non-power-of-two texture

* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture

* [Feature] remove macro define to .cpp file

* [Feature] add log info

* [Feature] add PipelineDescriptor for TriangleCommand

* [Feature] add PipelineDescriptor object as member of TriangleCommand

* [Feature] add getPipelineDescriptor method

* add renderbackend

* complete pipeline descriptor

* [Feature] add viewport in RenderCommand

* set viewport when rendrering

* [Feature] occur error when using RendererBackend, to be fixed.

* a workaround to fix black screen on macOS 10.14 (#19090)

* add rendererbackend init function

* fix typo

* [Feature] modify testFile

* [BugFix] modify shader path

* [Feature] set default viewport

* fix projection

* [Feature] modify log info

* [BugFix] change viewport data type to int

* [BugFix] add BindGroup to PipelienDescriptor

* [BugFix] change a_position to vec3 in sprite.vert

* [BugFix] set vertexLayout according to V3F_C4B_T2F structure

* [Feature] revert a_position to vec4

* [Feature] renderer should not use gl codes directly

* [Feature] it's better not use default value parameter

* fix depth test setting

* rendererbackend -> renderer

* clear color and depth at begin

* add metal backend

* metal support normalized attribute

* simplify codes

* update external

* add render pass desctriptor in pipeline descriptor

* fix warnings

* fix crash and memeory leak

* refactor Texture2D

* put pipeline descriptor into render command

* simplify codes

* [Feature] update Sprite

* fix crash when closing app

* [Feature] update SpriteBatchNode and TextureAtlas

* support render texture(not finish)

* [Feature] remove unused code

* make tests work on mac

* fix download-deps path error

* make tests work on iOS

* [Feature] support ttf under normal label effect

* refactor triangle command processing

* let renderer handle more common commands

* refactor backend

* make render texture work

* [Feature] refactor backend for GL

* [Feature]Renaming to make it easy to understand

* [Feature] change warp mode to CLAMP_TO_EDGE

* fix ghost

* simplify visit render queue logic

* support progress timer without rial mode

* support partcile system

* Feature/update label (#149)

* [BugFix] fix compile error

* [Feature] support outline effect in ios

* [Feature] add shader file

* [BugFix] fix begin and end RenderPass

* [Feature] update CustomCommand

* [Feature] revert project.pbxproj

* [Feature] simplify codes

* [BugFix] pack AI88 to RGBA8888 only when outline enable

* [Feature] support shadow effect in Label

* [Feature] support BMFont

* [Feature] support glow effect

* [Feature] simplify shader files

* LabelAtlas work

* handle blend function correctly

* support tile map

* don't share buffer in metal

* alloc buffer size as needed

* support more tilemap

* Merge branch 'minggo/metal-support' into feature/updateLabel

* minggo/metal-support:
  support tile map
  handle blend function correctly
  LabelAtlas work
  Feature/update label (#149)
  support partcile system

# Conflicts:
#	cocos/2d/CCLabel.cpp
#	cocos/2d/CCSprite.cpp
#	cocos/2d/CCSpriteBatchNode.cpp
#	cocos/renderer/CCQuadCommand.cpp
#	cocos/renderer/CCQuadCommand.h

* render texture work without saving file

* use global viewport

* grid3d works

* remove grabber

* tiled3d works

* [BugFix] fix label bug

* [Feature] add updateSubData for buffer

* [Feature] remove setVertexCount

* support depth test

* add callback command

* [Feature] add UITest

* [Feature] update UITest

* [Feature] remove unneeded codes

* fix custom command issue

* fix layer color blend issue

* [BugFix] fix iOS compile error

* [Feature] remove unneeded codes

* [Feature] fix updateVertexBuffer

* layerradial works

* add draw test back

* fix batch issue

* fix compiling error

* [BugFix] support ETC1

* [BugFix] get the correct pipelineDescriptor

* [BugFix]  skip draw when backendTexture nullptr

* clipping node support

* [Feature] add shader files

* fix stencil issue in metal

* [Feature] update UILayoutTest

* [BugFix] skip drawing when vertexCount is zero

* refactor renderer

* add set global z order for stencil manager commands

* fix warnings caused by type

* remove viewport in render command

* [Feature] fix warnings caused by type

* [BugFix] clear vertexCount and indexCount for CustomComand when needed

* [Feature] update clear for CustomCommand

* ios use metal

* fix viewport issue

* fix LayerColorGradient crash

* [cmake] transport to android and windows (#160)

* save point 1

* compile on windows

* run on android

* revert useless change

* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1

* add initGlew

* fix android crash

* add TODO new-renderer

* review update

* revert onGLFWWindowPosCallback

* fix android compiling error

* Impl progress radial (#162)

* progresstimer add radial impl

* default drawType to element

* dec invoke times of createVertexBuffer (#163)

* support depth/stencil format for gl backend

* simplify progress timer codes

* support motionstreak, effect is wrong

* fix motionstreak issue

* [Feature] update Scissor Test (#161)

* [Feature] update Scissor Test

* [Feature] update ScissorTest

* [Feature] rename function

* [Feature] get constant reference if needed

* [Feature] show render status (#164)

* improve performance

* fix depth state

* fill error that triangle vertex/index number bigger than buffer

* fix compiline error in release mode

* fix buffer conflict between CPU and GPU on iOS/macOS

* Renderer refactor (#165)

* use one vertes/index buffer with opengl

* fix error on windows

* custom command support index format config

* CCLayer: compact vertex data structure

* update comment

* fix doc

* support fast tilemap

* pass index format instead

* fix some wrong effect

* fix render texture error

* fix texture per-element size

* fix texture format error

* BlendFunc type refactor, GLenum -> backend::BlendFactor  (#167)

* BlendFunc use backend::BlendFactor as inner field

* update comments

* use int to replace GLenum

* update xcode project fiel

* rename to GLBlendConst

* add ccConstants.h

* update xcode project file

* update copyright

* remove primitive command

* remove CCPrimitive.cpp/.h

* remove deprecated files

* remove unneeded files

* remove multiple view support

* remove multiple view support

* remove the usage of frame buffer in camera

* director don't use frame buffer

* remove FrameBuffer

* remove BatchCommand

* add some api reference

* add physics2d back

* fix crash when close app on mac

* improve render texture

* fix rendertexture issue

* fix rendertexture issue

* simplify codes

* CMake support for mac & ios (#169)

* update cmake

* fix compile error

* update 3rd libs version

* remove CCThread.h/.cpp

* remove ccthread

* use audio engine to implement simple audio engine

* remove unneeded codes

* remove deprecated codes

* remove winrt macro

* remove CC_USE_WIC

* set partcile blend function in more elegant way

* remove unneeded codes

* remove unneeded codes

* cmake works on windows

* update project setting

* improve performance

* GLFloat -> float

* sync v3 cmake improvements into metal-support (#172)

* pick: modern cmake, compile definitions improvement (#19139)

* modern cmake, use target_compile_definitions partly

* simplify macro define, remove USE_*

* modern cmake, macro define

* add physics 2d macro define into ccConfig.h

* remove USE_CHIPMUNK macro in build.gradle

* remove CocosSelectModule.cmake

* shrink useless define

* simplify compile options config, re-add if necessary

* update external for tmp CI test

* un-quote target_compile_options value

* add "-g" parameter only when debug mode

* keep single build type when generator Xcode & VS projecy

* update external for tmp CI tes

* add static_cast<char>(-1), fix -Wc++11-narrowing

* simplify win32 compile define

* not modify code, only improve compile options

# Conflicts:
#	.gitignore
#	cmake/Modules/CocosConfigDepend.cmake
#	cocos/CMakeLists.txt
#	external/config.json
#	tests/cpp-tests/CMakeLists.txt

* modern cmake, improve cmake_compiler_flags (#19145)

* cmake_compiler_flags

* Fix typo

* Fix typo2

* Remove chanages from Android.mk

*  correct lua template cmake build (#19149)

* don't add -Wno-deprecated into jsb target

* correct lua template cmake build

* fix win32 lua template compile error

* prevent cmake in-source-build friendly (#19151)

* pick: Copy resources to "Resources/" on win32 like in linux configuration

* add "/Z7" for cpp-tests on windows

* [cmake] fix iOS xcode property setting failed (#19208)

* fix iOS xcode property setting failed

* use search_depend_libs_recursive at dlls collect

* fix typo

* [cmake] add find_host_library into iOS toolchain file (#19230)

* pick: [lua android] use luajit & template cmake update (#19239)

* increase cmake stability ,  remove tests/CMakeLists.txt (#19261)

* cmake win32 Precompiled header (#19273)

* Precompiled header

* Fix

* Precompiled header for cocos

* Precompiled header jscocos2d

* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)

Related #19289

* little build fix, tests cpp-tests works on mac

* sync v3 build related codes into metal-support (#173)

* strict initialization for std::array

* remove proj.win32 project configs

* modern cmake, cmake_cleanup_remove_unused_variables (#19146)

* Switch travis CI to xenial (#19207)

* Switch travis CI to xenial

* Remove language: android

* Set language: cpp

* Fix java problem

* Update sdkmanager

* Fix sdkmanger

* next sdkmanager fix

* Remove xenial from android

* revert to sdk-tools-{system}-3859397

* Remove linux cmake install

* Update before-install.sh

* Update .travis.yml

* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)

* Simplify install-deps-linux.sh

* Cleanup

* pick: install ninja

* update cocos2d-console submodule

* for metal-support alpha release, we only test cpp

* add HelloCpp into project(Cocos2d-x) for tmp test

* update extenal metal-support-4

* update uniform setting

* [Feature] update BindGroup

* [Feature] empty-test

* [Feature] cpp-test

* [Feature] fix GL compiler error

* [Feature] fix GL crash

* [Feature] empty-test

* [Feature] cpp-tests

* [feature] improve frameRate

* [feature] fix opengl compile error

* [feature] fix opengl compile error

* [BugFix] fix compute maxLocation error

* [Feature] update setting unifrom

* [Feature] fix namespace

* [Feature] remove unneeded code

* [Bugfix] fix project file

* [Feature] update review

* [texture2d] impl texture format support  (#175)

* texture update

* update

* update texture

* commit

* compile on windows

* ddd

* rename

* rename methods

* no crash

* save gl

* save

* save

* rename

* move out pixel format convert functions

* metal crash

* update

* update android

* support gles compressed texture format

* support more compress format

* add more conversion methods

* ss

* save

* update conversion methods

* add PVRTC format support

* reformat

* add marco linux

* fix GL marcro

* pvrtc supported only by ios 8.0+

* remove unused cmake

* revert change

* refactor Texture2D::initWithData

* fix conversion log

* refactor Texture2D::initWithData

* remove some OpenGL constants for PVRTC

* add todo

* fix typo

* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)

* review cpp-tests, and fix part issues on start auto test

* sync png format fix: Node:Particle3D abnormal texture effects #19204

* fix cpp-tests SpritePolygon crash, wrong png format (#19170)

* fix wrong png convert format from sRGB to Gray

* erase plist index if all frames was erased

* test_A8.png have I8 format, fix it

* [CCSpriteCache] allow re-add plist & add testcase (#19175)

* allow re-add plist & add testcase

* remove comments/rename method/update testcase

* fix isSpriteFramesWithFileLoaded & add testcase

* remove used variable

* remove unused variable

* fix double free issues when js/lua-tests exit on iOS (#19236)

* disable part cases, AutoTest works without crash on mac

* update cocos2dx files json, to test cocos new next

* fix spritecache plist parsing issue (#19269)

* [linux] Fix FileUtils::getContents with folder (#19157)

* fix FileUtils::getContents on linux/mac

* use stat.st_mode

* simplify

* [CCFileUtils] win32 getFileSize (#19176)

* win32 getFileSize

* fix stat

* [cpp test-Android]20:FileUtils/2 change title (#19197)

* sync #19200

* sync #19231

* [android lua] improve performance of lua loader (#19234)

* [lua] improve performance of lua loader

* remove cache fix

* Revert "fix spritecache plist parsing issue (#19269)"

This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.

* remove win32 project files ref in template.json

* add metal framework lnk ref into cpp template

* test on iOS, and disable part cases

* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)

* changes AudioCache to use alBufferData instead of alBufferDataStatic

(also makes test 19 faster to trigger openal bugs faster)

The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList

It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).

I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html

They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.

I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.

I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.

* remove hack method "setTimeout" on audio

* AutoTest works on iOS

* support set ios deployment target for root project

* enable all texture2d cases, since Jiang have fixed

* add CCTextureUtils to xcode project file (#176)

* add leak cases for SpriteFrameCache (#177)

* re-add SpriteFrameCache cases

* update template file json

* Update SpriteFrameCacheTest.cpp

* fix compiling error
2019-01-18 15:08:25 +08:00
James Chen 907b6fda75 Uses NDK r16 to generate js/lua binding code (#18536) 2017-12-07 13:34:12 +08:00
James Chen d21af3b981 Some fixes after using ndk r16 clang to build android projects (#18531)
* [android] Fixes warning in UrlAudioPlayer.cpp and CCUserDefault-android.cpp

* Don't write 'using namespace std;' in header files.

* Uses std::unordered_map instead of std::map for Particle3D module.

* Updates external/config.json to v3-deps-141

* Continue to replace `gnustl_static` to `c++_static` for templates and test projects.

* Updates CCConsole.h/.cpp to resolve the following issue on Android:

jni/../../../../../cocos/base/CCConsole.cpp:321:28:   required from here
/Users/james/Software/android/android-sdk/ndk-bundle/sources/cxx-stl/llvm-libc++/include/utility:506:63: error: incomplete type 'std::__ndk1::is_move_assignable<cocos2d::Console::Command>' used in nested name specifier
                         is_move_assignable<first_type>::value &&
                                                               ^
make: *** [obj/local/arm64-v8a/objs-debug/cocos2dx_internal_static/base/CCConsole.o] Error 1

* Fixes a memory leak while addCommand and other minor changes.

* Updates tolua/cocos2dx.ini, don't bind Console::Command

* Adds CC_DLL for Console::Command

* Reverts tolua/cocos2dx.ini and ignore Console::[add Command addSubCommand getSubCommand delSubCommand].

* Ignores Console::getCommand.
2017-12-05 13:35:16 +08:00
minggo 4ce443bac2 use prebuilt version of bullet (#17950)
* use prebuilt bullet

* prebuilt bullet work ok on linux

* update search path

* update search path

* fix compiling issue for lua/jsb projects

* prebuilt bullet work on windows

* update 3rd party lib version

* add bullet search path

* fix script bindings issue

* fix scripting binding
2017-06-21 13:39:38 +08:00
xbpiao 4e92bcad19 [tolua]Lua bindings-generator support android-ndk-r9d android-ndk-r10d android-ndk-r10e (win32 support android-ndk-r9d android-ndk-r10d android-ndk-r10e android-ndk-r11c android-ndk-r13b android-ndk-r14b) (#17820)
* [tolua]Lua bindings-generator support android-ndk-r9d android-ndk-r10d android-ndk-r10e
(win32 support  android-ndk-r9d android-ndk-r10d android-ndk-r10e android-ndk-r11c android-ndk-r13b android-ndk-r14b)

* [tojs]Javascript bindings-generator support android-ndk-r9d android-ndk-r10d android-ndk-r10e (win32 support android-ndk-r9d android-ndk-r10d android-ndk-r10e android-ndk-r11c android-ndk-r13b android-ndk-r14b)
2017-05-17 17:10:27 +08:00
David DeSimone ca0a7f313e Changing AsyncTaskPool/Scheduler to better leverage move semantics (#17727)
* Changing CCAsyncTaskPool and CCScheduler to better leverage move semantics, to avoid several lambda copy constructor calls. Chaning call sites in the cocos engine to better leverage move semantics.

* Editing binding generator to not generate bindings for AsyncTaskPool::enqueue. Bindings were not previously generated for this function due to it's type signature involving a template parameter.

* Adding missing std::move call in AsyncTaskPool to skip a copy constructor call.
2017-05-08 13:39:17 +08:00
David DeSimone 246406bda1 Adding additional async functions to FileUtils (#17634)
* Adding async functions for FileUtils::listFiles and FileUtils::listFilesRecursively.

* Updating CCFileUtils::listFiles and CCFileUtils::listFilesRecursively to not expose their async version to
the JS and Lua scripting layers, due to a bug in the binding generator code.

* Updating comments in CCFileUtils.h to prevent improper JS bindings to be generated.

* Editing the cocos2dx.ini files, to prevent bindings for listFilesRecursivelyAsync and listFilesAsync to be generated.
2017-04-19 09:14:06 +08:00
Paul Gardiner 68ec773f39 lua: generate bindings for Sprite3DMaterial (#16609)
Add Sprite3DMaterial to the list of classes for autogeneration of
lua bindings.

Add a new test case to the end of Sprite3DTest.lua showing the
use of outline.material.
2016-09-30 09:34:16 +08:00
halx99 a2adfaf7df #Improve node sort performance for 64-bit by std::sort + long long (_localZOrder) (#16262)
* #improve node sort performance by std::sort + unsigned long long (_localZOrder)

* Use bit field for make _localZOrder storage more clearly.

* #Comment _localZOrder members for meaningful.

* fix issues

* #use explicit bits integer of localZOrder storage

* #Fix compile error, add include <cstdint> to CCNode.h

* use the optimization for 64bit and no optimization solution for 32bit

* Use the optimization for 64bit and no optimization solution for 32bit

* #Improve node sort performance 64-bit by std::sort + long long (_localZOrder)

* fix issues

* test case

* Revert "test case"

This reverts commit 85471d07a433f2b7f0265c3b7dd483fcc28e3e2f.

* fix issues

* use lambda, and any other sort issues.

* skip sotNodes

* fix compile error

* fix  compile issue
2016-07-31 22:44:24 +08:00
mogemimi 5bd2d74078 Fix spelling for `getPolygonCenter` function 2016-07-19 08:24:22 +09:00
MagicXrEv 8e6ca57f4f lua binding : Rename end() to endToLua(). 2016-06-14 23:35:17 +08:00
minggo a5602cc732 merge v3.11 back to v3 2016-05-04 16:02:23 +08:00
zilongshanren 482788c933 Add tizen support (#15518)
* add Tizen Support

* fix linter error

* fix tizen audio engine lua bindings config
2016-04-28 09:49:55 +08:00
xpol 43a94c0693 Add FileUtils::getContents(). (#15479)
* Add FileUtils::getContents().

* skip FileUtils::getContents() in binding generator config.

* use FileUtils::getContents in CCDataReaderHelper.

* obey the cocos2d-x coding style.

* Explicit constructor.

* More docs.

* More tests.

* Move FileError to FileUtils::Error.

* Fixes wrong buffer size for reading into string and vector.

* Update tests.

* Add note on padding for output buffers.

* FileUtils: implements old methods by using `getContents()`.

methods are:

* FileUtils::getDataFromFile()
* FileUtils::getStringFromFile()
* FileUtils::getFileData()

and follow Android methods are now just calls FileUtils' ones.

* FileUtilsAndroid::getDataFromFile()
* FileUtilsAndroid::getStringFromFile()
* FileUtilsAndroid::getFileData()

* Fixes build error.

* FileUtils::getFileData: Return the size of data.

* Remove old methods form FileUtilsAndroid they are now done in FileUtils.

* Fixes for win32 code.

* Fixes build error in test and add more test.

* Better error message.

* Make template type name more readable.

* Update comments.

* Move internal functions to anonymous namespace.

* Refactor FileUtils test.

* Fix warning about compare signed and unsigned.

* Win32 and WinRT does not use text mode.

That is we don't need simulate convert CRLF to LF.

* Fixes for Win32 and WinRT.

* Update for Win32 and WinRT.

* Win32: return FileUtils:Error::TooLarge when file is large than 2^32-1.
* Win32: remove checkFileName() which has no effect at all.
* WinRT: add FileUtilsWinRT::getContents() using ::CreateFile2.
* WinRT: add override keyword for FileUtilsWinRT::getFileSize().

* Update for coding styles.

* More error strings.

* check read and malloc return codes.

* rename FileUtils::Error to FileUtils::Status.

* Fixes for WinRT, use GetFileInformationByHandleEx to get file size.

* Fixes build error for winrt and cleanup FileUtils::Status.

* Try to fix the build error on Linux.

Status must defined in some header, so move FileUtils.h up.

* Remove support of text mode on WinRT (it is the last platform support text mode).
2016-04-26 13:37:22 +08:00
Yukio Murakami a8ddbdc12c defaults and append tag support 2016-04-21 10:03:57 +09:00
geron-cn 008089a506 add TabControl TabHeader to tolua 2016-03-03 16:22:42 +08:00
XiaoFeng 0f3cb16efd Fix when add two ActionTimeLine object in one node, play state is wrong 2016-01-14 16:16:37 +08:00
Ricardo Quesada 692c0f8a0e adds tvOS support
Ported tests:
 - js-tests
 - cpp-tsts
 - lua-tests
 - game-controller tests

all of them working, but most of the tests can't be navigated
since they expect a controller.
2015-12-28 15:59:36 -08:00
yangxiao 1b3cb97b71 fix script binding 2015-12-01 23:05:47 +08:00
yangxiao 01e0803587 not export Sprite3DMaterial::setTexture 2015-12-01 20:27:31 +08:00
yangxiao 84068c5189 not export Mesh::getTexture and Mesh::setTexture 2015-12-01 18:05:03 +08:00
yangxiao f298e49bf3 not export lua Mesh::getTexture and Mesh::setTexture 2015-12-01 17:39:00 +08:00
Joachim Grill 9a0ea79b61 remove set/get/hasPolygonInfo methods from js / lua api; fixed C++11 issue 2015-09-30 15:20:53 +02:00