[DEV] update lutin naming
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@ -58,7 +58,7 @@ namespace ege {
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* @param[in] _value pointer on the value type
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* @return true, the element is corectly initialized.
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*/
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virtual bool init(property_te _property, void* _value) {
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virtual bool init(enum property _property, void* _value) {
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return false;
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};
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virtual bool unInit(void) {
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22
lutin_ege.py
22
lutin_ege.py
@ -1,13 +1,17 @@
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#!/usr/bin/python
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import lutinModule
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import lutinTools
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import lutinModule as module
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import lutinTools as tools
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def Create(target):
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def get_desc():
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return "EGE : Ewol Game engine (based on bullet lib)"
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def create(target):
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# module name is 'edn' and type binary.
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myModule = lutinModule.module(__file__, 'ege', 'LIBRARY')
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myModule = module.Module(__file__, 'ege', 'LIBRARY')
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# add the file to compile:
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myModule.AddSrcFile([
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myModule.add_src_file([
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'ege/debug.cpp',
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'ege/AudioElement.cpp',
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'ege/AudioEngine.cpp',
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@ -33,16 +37,16 @@ def Create(target):
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'ege/physicsShape/PhysicsSphere.cpp',
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])
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myModule.CopyFolder('data/ParticuleMesh.*','')
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myModule.copy_folder('data/ParticuleMesh.*','')
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# name of the dependency
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myModule.AddModuleDepend(['ewol', 'bullet'])
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myModule.add_module_depend(['ewol', 'bullet'])
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myModule.CompileFlags_CC([
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myModule.compile_flags_CC([
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'-Wno-write-strings',
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'-Wall'])
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myModule.AddExportPath(lutinTools.GetCurrentPath(__file__))
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myModule.add_export_path(tools.get_current_path(__file__))
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# add the currrent module at the
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@ -2,6 +2,9 @@
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import monkModule as module
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import monkTools as tools
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def get_desc():
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return "EGE : Ewol Game engine (based on bullet lib)"
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def create():
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# module name is 'edn' and type binary.
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myModule = module.Module(__file__, 'ege', 'LIBRARY')
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@ -11,5 +14,3 @@ def create():
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# add the currrent module at the
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return myModule
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def get_desc():
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return ""
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