xpol
1e70fb5eb5
Remove include of cocos2d.h ( #15435 )
2016-04-18 15:09:21 +08:00
Xpol Wan
90456d29ba
Fixes 1605 include path in 541 files
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using the tools/coding-style/include-linter.py with -f options.
2016-03-20 21:53:44 +08:00
pandamicro
d6cedb88ec
Remove JS::Persistent and move js object reference into JS scope
2016-01-24 19:47:26 +08:00
pandamicro
022bcc24f1
Merge branch 'v3.10' of github.com:cocos2d/cocos2d-x into v3
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Conflicts:
cocos/scripting/js-bindings/manual/chipmunk/js_bindings_chipmunk_manual.cpp
cocos/scripting/js-bindings/manual/component/CCComponentJS.cpp
cocos/scripting/js-bindings/manual/js_bindings_opengl.cpp
2015-12-20 22:56:33 +08:00
Wenhai Lin
66b0a0e9b1
Adds `std::nothrow` to the `new` statements
2015-12-16 17:06:56 +08:00
Ricardo Quesada
43a573f4fd
ccvector_to / ccmap_to converted to new API
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and more fixes
2015-12-15 17:37:48 -08:00
pandamicro
8320c2f702
Use rooted object for js_proxy new and get
2015-11-27 10:19:13 +08:00
pandamicro
ae2b75c8be
Fix issues causing by temporary RootedObject passed as function parameters
2015-11-27 01:35:06 +08:00
pandamicro
c202834312
Clean up manual bindings code, remove JS_THIS_OBJECT and JS_SET_RVAL
2015-11-25 14:33:43 +08:00
pandamicro
69b2b5720b
Use JS::PersistentRooted instead of JS::Heap to prevent delegates and wrappers internal js object from GC
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More elegant and secured way, potential crashes exists in previous implementation
2015-11-25 14:32:19 +08:00
pandamicro
a170b1caf1
Made SocketIO events correctly fired when compile in release mode
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Fixed https://github.com/cocos2d/cocos2d-x/issues/13248
Reason: `ScriptingCore::executeJSFunctionWithThisObj` is somehow broken in release mode.
Solution: Use `JSFunctionWrapper` to manage callbacks instead of managing JS values manually.
I also did the following in this commit:
- Correct the coding style in jsb_socketio.cpp
- Remove android.mk in the Xcode project
2015-08-06 17:20:04 +08:00
zhangbin
b4f2d94109
Update js bindings & js tests.
2015-05-05 10:50:19 +08:00