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autofile-fill

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#!/usr/bin/env node var fs = require('fs') var arguments = process.argv.splice(2); var curr_path = process.env.PWD var file_name = arguments[0]; var file_type = arguments[1]; if (!file_type) { file_type = 'cpp' } console.log(arguments[1]) var func = {}; func.cpp = function(){ var content_h = ""; content_h += '// \n// ' + file_name + '.h \n' + '// \n'; content_h += "#ifndef __" + (file_name).toUpperCase() + "__ \n"; content_h += "#define __" + (file_name).toUpperCase() + "__ \n"; content_h += "\n"; content_h += '#include \"cocos2d.h\" \n' content_h += 'USING_NS_CC; \n \n' content_h += 'class ' +file_name+ ' : public cocos2d::Node \n' content_h += '{ \n' content_h += 'public: \n' // content_h += ' ' +file_name+ '(); \n' // content_h += ' ~' +file_name+ '(); \n' // content_h += ' static cocos2d::Scene* createScene(); \n' content_h += ' virtual bool init(); \n' content_h += ' CREATE_FUNC(' +file_name+ '); \n' content_h += '}; \n' content_h += "#endif \n"; var fd = fs.openSync(curr_path + '/' + file_name + '.h', 'w'); fs.writeSync(fd, content_h); fs.closeSync(fd); var content_cpp = ""; content_cpp += '// \n// ' + file_name + '.cpp \n' + '// \n'; content_cpp += "#include \"" + file_name + ".h\" \n" content_cpp += '#include "ui/CocosGUI.h" \n\n' content_cpp += 'bool ' +file_name+ '::init() \n' content_cpp += '{ \n' content_cpp += ' if (!Node::init()) \n' content_cpp += ' { \n' content_cpp += ' return false; \n' content_cpp += ' } \n' content_cpp += ' return true \n' content_cpp += '} \n' fd = fs.openSync(curr_path + '/' + file_name + '.cpp', 'w'); fs.writeSync(fd, content_cpp); fs.closeSync(fd); console.log("success") } func.cpp()