XCode5添加新建类模板(Cocos2dx Template Class for Scene or Layer)

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怎么添加xcode类模板?

1、打开Xcode的类模板目录地址:/Applications/Xcode.app/Contents/Developer/Library/Xcode/Templates/File Templates

2、打开里面C and C++文件,就会看到Xcode的cpp类模板文件。复制一个C++ Class.xctemplate文件夹,取名:2dx Scene Class.xctemplate,放在C and C++目录下。

3、修改TemplateInfo.plist(主要修改创建文件时候的描述介绍)

打开2dx Scene Class.xctemplate/ TemplateInfo.plist ,   修改Description的值为:A C++ class for Cocos2d-x Scene。

4、修改___FILEBASENAME___.h

打开2dx Scene Class.xctemplate/ ___FILEBASENAME___.h ,修改成以下内容:

//// ___FILENAME___// ___PROJECTNAME___//// Created by ___FULLUSERNAME___ on ___DATE___.//___COPYRIGHT___//#ifndef _____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____#define _____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____#include "cocos2d.h"USING_NS_CC;class ___FILEBASENAMEASIDENTIFIER___ : public Layer{public:___FILEBASENAMEASIDENTIFIER___();~___FILEBASENAMEASIDENTIFIER___();static Scene* createScene();virtual bool init();CREATE_FUNC(___FILEBASENAMEASIDENTIFIER___);private:void initData();};#endif /* defined(_____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____) */

5、修改___FILEBASENAME___.cpp

打开2dx Scene Class.xctemplate/ ___FILEBASENAME___.cpp ,修改成以下内容:

//// ___FILENAME___// ___PROJECTNAME___//// Created by ___FULLUSERNAME___ on ___DATE___.//___COPYRIGHT___//#include "___FILEBASENAME___.h"___FILEBASENAMEASIDENTIFIER___::___FILEBASENAMEASIDENTIFIER___(){}___FILEBASENAMEASIDENTIFIER___::~___FILEBASENAMEASIDENTIFIER___(){}Scene* ___FILEBASENAMEASIDENTIFIER___::createScene(){auto scene = Scene::create();auto layer = ___FILEBASENAMEASIDENTIFIER___::create();scene->addChild(layer);return scene;}bool ___FILEBASENAMEASIDENTIFIER___::init(){if ( !Layer::init() ){return false;}initData();return true;}#pragma mark - initDatavoid ___FILEBASENAMEASIDENTIFIER___::initData(){Size visibleSize = Director::getInstance()->getVisibleSize();// add your codes here...}

ok, 这样就完成了一个类模板的添加。现在在XCode里面就可新建一个2dx Scene类看看。

对应的你可以添加Layer的类模板。方法一样,我就不重复了。

关于文件模板里面的一个预定义变量,介绍下:

0 0