[DEV] update lutin naming

This commit is contained in:
Edouard DUPIN 2013-12-23 22:38:46 +01:00
parent 015e748d5f
commit 65bc92f98e
3 changed files with 17 additions and 12 deletions

View File

@ -58,7 +58,7 @@ namespace ege {
* @param[in] _value pointer on the value type
* @return true, the element is corectly initialized.
*/
virtual bool init(property_te _property, void* _value) {
virtual bool init(enum property _property, void* _value) {
return false;
};
virtual bool unInit(void) {

View File

@ -1,13 +1,17 @@
#!/usr/bin/python
import lutinModule
import lutinTools
import lutinModule as module
import lutinTools as tools
def Create(target):
def get_desc():
return "EGE : Ewol Game engine (based on bullet lib)"
def create(target):
# module name is 'edn' and type binary.
myModule = lutinModule.module(__file__, 'ege', 'LIBRARY')
myModule = module.Module(__file__, 'ege', 'LIBRARY')
# add the file to compile:
myModule.AddSrcFile([
myModule.add_src_file([
'ege/debug.cpp',
'ege/AudioElement.cpp',
'ege/AudioEngine.cpp',
@ -33,16 +37,16 @@ def Create(target):
'ege/physicsShape/PhysicsSphere.cpp',
])
myModule.CopyFolder('data/ParticuleMesh.*','')
myModule.copy_folder('data/ParticuleMesh.*','')
# name of the dependency
myModule.AddModuleDepend(['ewol', 'bullet'])
myModule.add_module_depend(['ewol', 'bullet'])
myModule.CompileFlags_CC([
myModule.compile_flags_CC([
'-Wno-write-strings',
'-Wall'])
myModule.AddExportPath(lutinTools.GetCurrentPath(__file__))
myModule.add_export_path(tools.get_current_path(__file__))
# add the currrent module at the

View File

@ -2,6 +2,9 @@
import monkModule as module
import monkTools as tools
def get_desc():
return "EGE : Ewol Game engine (based on bullet lib)"
def create():
# module name is 'edn' and type binary.
myModule = module.Module(__file__, 'ege', 'LIBRARY')
@ -11,5 +14,3 @@ def create():
# add the currrent module at the
return myModule
def get_desc():
return ""