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coocs2dx 2.0 和3.0版本区别

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cocos2d-x v3.0 Release Notes

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cocos2d-x v3.0 Release Notes
Misc Information
Requirements
Runtime Requirements
Compiler Requirements
How to run tests
Mac OSX & iOS
Android
Windows
Linux

How to start a new game

Highlights of v3.0
Features in detail
C++11 features
std::function
Strongly typed enums
override

Removed Objective-C patterns
No more 'CC' prefix for C++ classes and free functions
clone() instead of copy()
Singletons use getInstance() and destroyInstance()
Object is replaced with Ref
getters
POD types

New Renderer
Renderer features
Auto-batching
Auto-culling
Global Z order

Sprite vs. SpriteBatchNode

Improved LabelTTF / LabelBMFont / LabelAtlas
New EventDispatcher
Physics Integration

Misc API Changes
ccTypes.h
deprecated functions and global variables

Changes in the Lua bindings
Use bindings-generator tool for lua binding
Bind the classes with namespace to lua
Use ScriptHandlerMgr to manage the register and unregister of
Lua function

Misc API changes
Use cc、ccs、ccui gl and sp as module name
Modified functions
Add some modules
Add more lua bindings
Replace some lua-bindings of Class or Struct with lua table
Support lua script codes call Object-C codes and Java codes
Add some lua files to store the constants of different modules

Misc Information

Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html

Requirements

Runtime Requirements

Android 2.3 or newer
iOS 5.0 or newer
OS X 10.7 or newer
Windows 7 or newer
Windows Phone 8 or newer N/A for the moment
Linux Ubuntu 12.04 (or newer)
Browsers via Emscripten N/A for the moment

Compiler Requirements

Xcode 4.6 (for iOS or Mac)
gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
Visual Studio 2012 (for Windows)

How to run tests

Mac OSX & iOS

Enter
cocos2d-x/build
folder, open
cocos2d_test.xcodeproj

Select
iOS
or
OS X
target in scheme toolbar
Click
run
button

Android

You can run the samples...

Using command line:

$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk

Then click item on Android device to run tests. Available value of
-p
is the API level, cocos2d-x supports from level 10.

Using Eclipse:

$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10

Then

Import cocos2d-x Android project into Eclipse, the path used to import is
cocos/2d/platform/android

Import
cpp-empty-test
Android project into Eclipse, the path used to import is
tests/cpp-empty-test/proj.android

Build
cpp-empty-test
Android project and run

Windows

Enter
cocos2d-x/build
, and open
cocos2d-win32.vs2012.sln

Select
cpp-empty-test
as running target
Click run button

Linux

$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..

Then

$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4

Run

$ cd bin/cpp-empty-test
$ ./cpp-empty-test

How to start a new game

Please refer to
ReadMe. And there is a
document for it.

Highlights of v3.0

Replaced Objective-C patterns with C++ (C++11) patterns and best practices
Improved Labels
Improved renderer (much faster than in v2.2!!)
New Event Dispatcher
Physics integration
New UI objects
JavaScript remote debugger
Remote Console support
Use cocos console to create and run project
Refactor Image - release memory in time and uniform the api of supported file format
Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
Templated containers
CCDictionary
is replaced by
cocos2d::Map<>
,
usage
CCArray
is replaced by
cocos2d::Vector<>
,
usage
CCBool
,
CCFLoat
,
CCDouble
are replaced with
cocos2d::Value
,
usage

Features in detail

C++11 features

Feature added in v3.0-pre-alpha0

A subset of C++11 features are being used in cocos2d-x:

std::function
, including lambda objects for callbacks
strongly typed enums, for most of the cocos2d-x enums and constants
std::thread
for threading
override
and
final
context keywords, for overriden and final methods

std::function

CallFunc
can be created with an
std::function<void()>

CallFuncN
can be created with an
std::function<void(Node*)>

CallFuncND
and
CallFuncO
were removed since it can be created with simulated with
CallFuncN
and
CallFunc
. See ActionsTest.cpp for more examples
MenuItem
supports
std::function<void(Node*)>
as callbacks
CallFunc
example:

// in v2.1
CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );

// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));

// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( &MyClass::callback_0, this));
auto action2 = CallFunc::create( std::bind( &MyClass::callback_1, this, additional_parameters));

// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
[&](){
auto s = Director::sharedDirector()->getWinSize();
auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*1,s.height/2-40));
this->addChild(label);
}  );


MenuItem
example:

// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));

// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));

// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback, this, std::placeholders::_1));

// in v3.0 you can use lambdas or any other "Function" object
auto item = MenuItemLabel::create(label,
[&](Object *sender) {
// do something. Item "sender" clicked
});


Strongly typed enums

Feature added in v3.0-pre-alpha0

Constants and enums that started with
k
, and that usually were defined as
int
or as simple
enum
where replaced with strongly typed enums (
enum class
) to prevent collisions and type errors.The new format is:

| v2.1       | v3.0        |
| kTypeValue | Type::VALUE |

Examples:

| v2.1                             | v3.0                             |
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom      | Director::Projection::CUSTOM     |
| ccGREEN                          | Color3B::GREEN                   |
| CCPointZero                      | Point::ZERO                      |
| CCSizeZero                       | Size::ZERO                       |

The old values can still be used, but are deprecated.

override

To catch possible errors while overriding methods, subclasses with override methods have the
override
context keyword.Example:

class Sprite : public Node {
bool isFlipY(void) const;
void setFlipY(bool bFlipY);

// Overrides
virtual void setTexture(Texture2D *texture) override;
virtual Texture2D* getTexture() const override;
inline void setBlendFunc(const BlendFunc &blendFunc) override;
inline const BlendFunc& getBlendFunc() const override;
}


Removed Objective-C patterns

Feature added in v3.0-pre-alpha0

No more 'CC'
prefix for C++ classes and free functions

Changes in classes

Since cocos2d-x already uses the
cocos2d
namespace, there is not need to add the prefix
CC
to all its classes.

Examples:

| v2.1       | v3.0     |
| CCSprite   | Sprite   |
| CCNode     | Node     |
| CCDirector | Director |
| etc...                |

v2.1 class names are still available, but they were tagged as deprecated.

Changes in free functions

For the drawing primitives:

They were added in the
DrawPrimitives
namespace
The
cc
prefix was removed
For the gl proxy functions:

They were added in the
GL
namespace
The
ccGL
prefix was removed
Examples:

| v2.1                | v3.0                         |
| ccDrawPoint()       | DrawPrimitives::drawPoint()  |
| ccDrawCircle()      | DrawPrimitives::drawCircle() |
| ccGLBlendFunc()     | GL::blendFunc()              |
| ccGLBindTexture2D() | GL::bindTexture2D()          |
| etc...                                              |

v2.1 free functions are still available, but they were tagged as deprecated.

clone() instead of copy()

clone()
returns an autoreleased version of the copy.

copy()
is no longer supported. If you use it, it will compile, but the code will crash.

Example:

// v2.1
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();

// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();


Singletons use getInstance()
and destroyInstance()

All singletons use
getInstance()
and
destroyInstance()
(if applicable) to get and destroy the instance.

Examples:

| v2.1                          | v3.0                        |
| CCDirector->sharedDirector()  | Director->getInstance()     |
| CCDirector->endDirector()     | Director->destroyInstance() |
| etc...                                                      |

v2.1 methods are still available,
11a71
but they were tagged as deprecated.

Object is replaced with Ref

Because the name
Object
is confused, so rename it to
Ref
, and remove functions that are not related with reference count. All classes that inherit from
Object
now inherit from
Ref
.

getters

Getters now use the
get
prefix.

Examples:

| v2.1                            | v3.0*                              |
| node->boundingBox()             | node->getBoundingBox()             |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc...                                                               |

And getters were also tagged as
const
in their declaration. Example:

// v2.1
virtual float getScale();

// v3.0
virtual float getScale() const;


v2.1 methods are still available, but they were tagged as deprecated.

POD types

Methods that were receiving POD types as arguments (eg:
TexParams
,
Point
,
Size
, etc.) are being passed as
const
reference.

Example:

// v2.1
void setTexParameters(ccTexParams* texParams);

// v3.0
void setTexParameters(const ccTexParams& texParams);


New Renderer

Feature added in v3.0-beta and improved in v3.0-beta2

The way currently cocos2d-x v2.2 does rendering is OK but it is difficult to optimize, difficult to add new functionality and difficult to port to new platforms.So cocos2d-x v3.0 has a new renderer that is more performing, elegant, scalable, flexible but
still simple to use and to understand. Also existing cocos2d-x users will find the new API familiar and they will feel immediately comfortable with, without having to bother about what’s changed or what's new under the hood.

Features of the new renderer:

It has been decoupled from the Scene Graph. The
draw()
method, instead of "drawing" it sends a
RenderCommand
to the
Renderer
, and
Renderer
is responsible for drawing the queued
RenderCommand
commands.
QuadCommands
(used by
Sprite
and
ParticleSystem
objects) will be automatically batched.
CustomCommand
objects allow the user to use custom OpenGL code, using a API similar to v2.2
GroupCommand
objects allow to have "stacks" in the Renderer with different OpenGL values.
Auto-culling for
Sprite
objects (although, technically, Auto-culling is not performed in
Renderer
code, but in the
Sprite
code)
Global Z ordering (local Z ordering is still supported)
For detailed information, please read the following doc:
Renderer Specification document

Renderer features

Auto-batching

Auto-batching means that the
Renderer
will package "multiple draw calls" in just one "big draw call" (AKA batch). In order to group "draw calls" certain conditions are needed:

It only works with
QuadCommand
commands (used by Sprite and ParticleSystem objects)
The
QuadCommands
must share the same Material ID: same Texture ID, same GLProgram and same blending function
The
QuadCommands
must consecutive
If those conditions are met, the
Renderer
will create create a batch (one draw call) with all those
QuadCommand
objects.

In case you are unfamiliar with the OpenGL best practices, batching is very important to have decent speed in your games. The less batches (draw calls) the more performance your game is going to be.

Auto-culling

For the moment auto-culling is only implemented on
Sprite
objects.

When the method
Sprite::draw()
is called, it will check if the
Sprite
is outside the screen. If so, it won't send the
QuadCommand
command to the
Renderer
, and thus, it will gain some performance.

Global Z order

A new method called
setGlobalZOrder()
/
getGlobalZOrder()
was added to
Node
, and the old methods
setZOrder()
/
getZOrder()
were renamed to
setLocalZOrder()
/
getLocalZOrder()
.

globalZOrder
receives a
float
(and not an
int
) as argument. And this value is used to sort the
RenderCommand
objects in the
Renderer
. Lower values have higher priority over higher values. That means that a Node with a
globalZOrder
of
-10
is going to be drawn BEFORE a Node with
globalZOrder
of
10
.

Nodes that have a
globalZOrder
of
0
(default value) will be drawn according to the Scene Graph order.

If the
globalZOrder
is not changed, cocos2d-x v3.0 will behave exactly as cocos2d-x v2.2.

globalZOrder()
vs.
localZOrder()
:

globalZOrder
is used to sort the "draw commands" in the
Renderer

localZOrder
is used to sort the
Node
objects in its parent's children Array
Exceptions:

TODO

Sprite vs. SpriteBatchNode

In v2.2 the recommended way to have good performance was to parent
Sprite
objects to a
SpriteBatchNode
object.Although the performance was (is still) very good by using
SpriteBatchNode
objects, they had (still have) some limitations like:

Sprite
objects can only have
Sprite
objects as children (if not, cocos2d-x will raise an Assert)
You cannot add a
ParticleSystem
as a child of
Sprite
, when the
Sprite
is parented to a
SpriteBatchNode

As a consequence of that, you cannot use
ParallaxNode
with
Sprites
parented to
SpriteBatchNode


All
Sprite
objects must share the same TextureId (if not, cocos2d-x will raise an Assert)
Sprite
objects use the
SpriteBatchNode
's blending function and shader.
And although v3.0 still supports
SpriteBatchNode
(with the same features and limitations), we no longer encourage its usage. Instead, we recommend to use
Sprite
objects without parenting them to a
SpriteBatchNode
.

But in order to have a very good performance in v3.0, you have to make sure that your
Sprite
objects:

Share the same TextureId (place them in a spritesheet, like if you were using a
SpriteBatchNode
)
Make sure all of them use the same shader and blending function (like if you were using a
SpriteBatchNode
)
If you do so, the
Sprites
will perform almost as fast as to using
SpriteBatchNode
... (about 10% slower on old devices. On newer devices the difference is almost imperceptible)

The big differences between v2.2 and v3.0 are:

Sprite
objects can have different Texture IDs.
Sprite
objects can have any kind of
Node
as children, including
ParticleSystem
.
Sprite
objects can have different blending functions and use different shaders.

But if you do that, the
Renderer
might not be able to batch all its children (less performant). But the game will keep running, without raising any Assert.

To summarize:

Keep putting all your sprites in a big spritesheet
Use the same Blending Function (just use the default one)
Use the same Shader (just use the default one)
And don't parent your sprites to a
SpriteBatchNode

Only use
SpriteBatchNode
as the last resort, when you really need an extra (although minor) boost in performance (and you are OK with its limitations).

Improved LabelTTF / LabelBMFont
/ LabelAtlas

Feature added in v3.0-alpha0

LabelTTF
,
LabelBMFont
and
LabelAtlas
will be replaced by new
Label
. The benefits of new
Label
are:

uniform api to create
LabelTTF
,
LabelBMFont
and
LabelAtlas

use
freetype
to generate texture for labels, which make sure that labels have the same effect on different platforms
will cache textures to improve performance

New EventDispatcher

Feature added in v3.0-alpha0

All events such as touch event, keyboard event, acceleration event and custom event are dispatched by
EventDispatcher
.
TouchDispatcher
,
KeypadDispatcher
,
KeyboardDispatcher
,
AccelerometerDispatcher
were removed.

Features of
EventDispatcher
are:

dispatch events based on rendering sequence
all events are dispatched by
EventDispatcher

can use
EventDispatcher
to dispatch custom events
can register a lambda as call back function
Detail information of
EventDispatcher
can refer to
this document.

Physics Integration

Feature added in v3.0-pre-alpha0

In v3.0, we integrate physics engine into cocos2d-x based on
Chipmunk2D. By using this feature, you can create physics based games without understanding physics engine.

More detail information of this feature, please refer to
this document

Misc API Changes

ccTypes.h

Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.

| v2.1 struct names       | v3.0 struct names |
| ccColor3B               | Color3B |
| ccColor4B               | Color4B |
| ccColor4F               | Color4F |
| ccVertex2F              | Vertex2F |
| ccVertex3F              | Vertex3F |
| ccTex2F                 | Tex2F |
| ccPointSprite           | PointSprite |
| ccQuad2                 | Quad2 |
| ccQuad3                 | Quad3 |
| ccV2F_C4B_T2F           | V2F_C4B_T2F |
| ccV2F_C4F_T2F           | V2F_C4F_T2F |
| ccV3F_C4B_T2F           | V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle  | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad      | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad      | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad      | V2F_C4F_T2F_Quad |
| ccBlendFunc             | BlendFunc |
| ccT2F_Quad              | T2F_Quad |
| ccAnimationFrameData    | AnimationFrameData |

Global functions changed example

// in v2.1
ccColor3B color3B = ccc3(0, 0, 0);
ccc3BEqual(color3B, ccc3(1, 1, 1));
ccColor4B color4B = ccc4(0, 0, 0, 0);
ccColor4F color4F = ccc4f(0, 0, 0, 0);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));
color4B = ccc4BFromccc4F(color4F);

color3B = ccWHITE;

// in v3.0
Color3B color3B = Color3B(0, 0, 0);
color3B.equals(Color3B(1, 1, 1));
Color4B color4B = Color4B(0, 0, 0, 0);
Color4F color4F = Color4F(0, 0, 0, 0);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(1, 1, 1, 1));
color4B = Color4B(color4F);

color3B = Color3B::WHITE;


deprecated functions and global
variables

| v2.1 names    | v3.0 names |
| ccp           | Point |
| ccpNeg        | Point::- |
| ccpAdd        | Point::+ |
| ccpSub        | Point::- |
| ccpMult       | Point::* |
| ccpMidpoint   | Point::getMidpoint |
| ccpDot        | Point::dot |
| ccpCrosss     | Point::cross |
| ccpPerp       | Point::getPerp |
| ccpRPerp      | Point::getRPerp |
| ccpProject    | Point::project |
| ccpRotate     | Point::rotate |
| ccpUnrotate   | Point::unrotate |
| ccpLengthSQ   | Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength     | Point::getLength |
| ccpDistance   | Point::getDistance |
| ccpNormalize  | Point::normalize |
| ccpForAngle   | Point::forAngle |
| ccpToAngle    | Point::getAngle |
| ccpClamp      | Point::getClampPoint |
| ccpFromSize   | Point::Point |
| ccpCompOp     | Point::compOp |
| ccpLerp       | Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult   | Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle      | Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake   | Point::Point |
| CCSizeMake    | Size::Size |
| CCRectMake    | Rect::Rect |
| PointZero     | Point::ZERO |
| SizeZero      | Size::ZERO |
| RectZero      | Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
| GLView::sharedOpenGLView | GLView::getInstance |
| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3()        | Color3B() |
| ccc3BEqual()  | Color3B::equals() |
| ccc4()        | Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f()       | Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual()  | Color4F::equals() |
| ccWHITE       | Color3B::WHITE |
| ccYELLOW      | Color3B::YELLOW |
| ccBLUE        | Color3B::BLUE |
| ccGREEN       | Color3B::GREEN |
| ccRED         | Color3B::RED |
| ccMAGENTA     | Color3B::MAGENTA |
| ccBLACK       | Color3B::BLACK |
| ccORANGE      | Color3B::ORANGE |
| ccGRAY        | Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |

Changes in the Lua bindings

Use bindings-generator tool
for lua binding

Only have to write an ini file for a module, don't have to write a lot of .pkg files

Bind the classes with namespace to
lua

In previous, the lua binding can not bind classes that have the same class name but different namespaces. In order to resolve this issue, now the metatable name of a class is changed. For example,
CCNode
will be changed to
cc.Node
. This modification will affect some APIs as follows:

|           v2.x                   |                  v3.0             |
| tolua_usertype(tolua_S,"CCNode") | tolua_usertype(tolua_S,"cc.Node") |
| tolua_isusertable(tolua_S,1,"CCNode",0,&tolua_err         | tolua_isusertable(tolua_S,1,"cc.Node",0,&tolua_err  |
| tolua_isusertype(tolua_S,1,"CCNode",0,&tolua_err)         | tolua_isusertype(tolua_S,1,"cc.Node",0,&tolua_err)  |
| toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"CCNode")       | toluafix_pushusertype_ccobject(tolua_S, nID, pLuaID, (void*)tolua_ret,"cc.Node")  |
| tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCFileUtils")        | tolua_pushusertype(tolua_S,(void*)tolua_ret,"cc.FileUtils")  |
| tolua.cast(pChildren[i + 1], "CCNode")            | tolua.cast(pChildren[i + 1], "cc.Node") |

UseScriptHandlerMgr to manage the register and unregister of Lua function

When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua.In v3.0, we use the
ScriptHandlerMgr
. As an example, lets see the
MenuItem
class:In the 2.x version, we needed to add a declaration in the MenuItem header file:

virtual void registerScriptTapHandler(int nHandler);
virtual void unregisterScriptTapHandler(void);


then implement them in the .cpp file. In the Lua script ,we use it as follow:

menuItem:registerScriptTapHandler(luafunction)


In v3.0 version, we only need to add the
HandlerType
enum in the
ScriptHandlerMgr
, and the implementation in luascript as follow:

ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)


Misc API changes

Use
cc
ccs
ccui
gl
and
sp
as module name

Now classes are bound into different modules instead of using global module. This will avoid conflicts with other codes.

classes in
cocos2d
cocos2d::extension
CocosDenshion
and
cocosbuilder
were bound to
cc
module
classes in
cocos2d::ui
were bound to
ccui
module
classes in
spine
were bound to
sp
module
classes in
cocostudio
were bound to
ccs
module
global variables are bound to corresponding modules
all funcionts and constants about
openGl
were bound to
gl
module
Examples:

| v2.1                    | v3.0                    |
| CCDirector              | cc.Director             |
| CCArmature              | ccs.Armature            |
| kCCTextAlignmentLeft    | cc.kCCTextAlignmentLeft |

Modified functions

Some global function names are renamed:

Examples:

| v2.1                    | v3.0                    |
| CCPoint/ccp             | cc.p                    |
| CCRect                  | cc.rect                 |
| CCColor3B               | cc.c3b                  |
| CCColor4B               | cc.c4b                  |
| CCColor4F               | cc.c4f                  |

Add some modules

In the version 3.0, more modules were bound to lua, specific as follows:

physics
spine
XMLHttpRequest
OpenGL
The
XMLHttpRequest
and
physics
are in the
cc
module, the
spine
is in the
sp
module, and the
OpenGL
is in the
gl
module. Related test cases located in:

physics ---> TestLua/PhysicsTest
spine ---> TestLua/SpineTest
XMLHttpRequest ---> TestLua/XMLHttpRequestTest
openGL ---> TestLua/OpenGLTest

Add more lua bindings

Such as: New Label、New EventDispatcher and AssetsManager,etc.Related test cases located in:

New Label ---> TestLua/LabelTestNew
New EventDispatcher --->TestLua/NewEventDispatcherTest
AssetsManager ---> TestLua/AssetsManagerTest

Replace
some lua-bindings of Class or Struct with lua table

In the version 3.0, all the lua-binding of Struct type were replaced with the lua table

Examples:

| v2.1                    | v3.0                    |
| CCPoint                 | lua table               |
| CCRect                  | lua table               |
| CCColor3B               | lua table               |
| CCColor4B               | lua table               |
| CCColor4F               | lua table               |
| CCAffineTransform       | lua table               |
| CCArray                 | lua table               |
| CCDictionary            | lua table               |
| CCPointArray            | lua table               |

Support
lua script codes call Object-C codes and Java codes

LuaObjcBridge
and
LuaJavaBridge
bound to lua supported lua script codes calls Object-C codes and java codes.

Add
some lua files to store the constants of different modules

Cocos2DConstants.lua store the constants of
cc
module
StudioConstants.lua store the constants of
ccs
module
GuiConstants.lua store the constants of
ccui
module
OpenglConstants.lua store the constants of
gl
module
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