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[cocos2d-x]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx
# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
# all classes will be embedded in that namespace
target_namespace = cc
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android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/include
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/%(clang_version)s/include
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clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/external
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cocos_flags = -DANDROID
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cxxgenerator_headers =
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# extra arguments for clang
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extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
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# what headers to parse
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headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %(cocosdir)s/cocos/base/CCAsyncTaskPool.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/CCComponentLua.h
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# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console GLProgramCache GLProgramState Device ClippingRectangleNode .*Light$ AsyncTaskPool RenderState Material Properties Technique Pass PolygonInfo AutoPolygon BoneNode SkeletonNode ComponentLua
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# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.
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skip = Node::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$ setContentSize setAnchorPoint enumerateChildren getonEnterTransitionDidFinishCallback getOnEnterCallback getOnExitCallback getonExitTransitionDidStartCallback setAdditionalTransform setRotationQuat getRotationQuat],
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Sprite::[getQuad ^setPosition$ ^create$ setPolygonInfo initWithPolygon getPolygonInfo],
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SpriteFrame::[setPolygonInfo getPolygonInfo hasPolygonInfo],
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SpriteBatchNode::[getDescendants],
MotionStreak::[draw update],
ParticleSystem::[updateQuadWithParticle initParticle],
DrawNode::[drawPolygon drawSolidPoly drawPoly drawCardinalSpline drawCatmullRom drawPoints listenBackToForeground],
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Director::[getAccelerometer getProjection getFrustum getRenderer getCocos2dThreadId],
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Layer.*::[didAccelerate keyPressed keyReleased],
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Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
MenuItem.*::[create setCallback initWithCallback],
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Label::[createWithTTF],
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Copying::[*],
LabelProtocol::[*],
LabelTextFormatProtocol::[*],
.*Delegate::[*],
PoolManager::[*],
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Texture2D::[setTexParameters initWithData getPixelFormatInfoMap updateWithData initWithMipmaps],
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Set::[begin end acceptVisitor],
IMEDispatcher::[*],
SAXParser::[*],
Thread::[*],
Profiler::[*],
ProfilingTimer::[*],
CallFunc::[create initWithFunction],
SAXDelegator::[*],
Color3bObject::[*],
TouchDispatcher::[*],
EGLTouchDelegate::[*],
ScriptEngineManager::[*],
KeypadHandler::[*],
Invocation::[*],
SchedulerScriptHandlerEntry::[*],
Size::[*],
Point::[*],
PointArray::[*],
Rect::[*],
String::[*],
Data::[*],
Dictionary::[*],
Array::[*],
Range::[*],
EventListenerVector::[*],
EventListener.*::[create],
EventTouch::[(s|g)etTouches],
NotificationObserver::[*],
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Image::[initWithString initWithImageData initWithRawData getData getMipmaps],
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Sequence::[create],
Spawn::[create],
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GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.* setUniformLocationWithMatrix4f.* getUniform setUniformLocationWith3i.* setUniformLocationWith4i.* setUniformLocationWith2i.* setUniformLocationWithMatrix3f.* setUniformLocationWithMatrix2f.* getVertexAttrib],
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Grid3DAction::[create actionWith.* vertex originalVertex (g|s)etVertex getOriginalVertex],
Grid3D::[vertex originalVertex (g|s)etVertex getOriginalVertex],
TiledGrid3DAction::[create actionWith.* tile originalTile getOriginalTile (g|s)etTile],
TiledGrid3D::[tile originalTile getOriginalTile (g|s)etTile],
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TMXLayer::[getTiles getTileGIDAt setTiles],
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TMXMapInfo::[startElement endElement textHandler],
ParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
LayerMultiplex::[create layerWith.* initWithLayers],
CatmullRom.*::[create actionWithDuration],
Bezier.*::[create actionWithDuration],
CardinalSpline.*::[create actionWithDuration setPoints],
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Scheduler::[pause resume unschedule schedule update isTargetPaused isScheduled performFunctionInCocosThread],
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TextureCache::[addPVRTCImage addImageAsync],
Timer::[getSelector createWithScriptHandler],
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*::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate onTouch.* onAcc.* onKey.* onRegisterTouchListener],
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FileUtils::[getFileData getDataFromFile writeDataToFile getFullPathCache getContents],
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Application::[^application.* ^run$],
Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
ccFontDefinition::[*],
Ref::[autorelease isEqual acceptVisitor update],
UserDefault::[getInstance (s|g)etDataForKey],
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GLView::[setTouchDelegate getAllTouches],
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GLViewImpl::[end swapBuffers],
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NewTextureAtlas::[*],
DisplayLinkDirector::[mainLoop setAnimationInterval startAnimation stopAnimation],
RenderTexture::[listenToBackground listenToForeground],
TMXTiledMap::[getPropertiesForGID],
EventCustom::[getUserData setUserData],
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Component::[serialize],
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Console::[addCommand],
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ParallaxNode::[(s|g)etParallaxArray],
TileMapAtlas::[(s|g)etTGAInfo],
GLProgramState::[setVertexAttribCallback setUniformCallback setVertexAttribPointer],
OrbitCamera::[sphericalRadius],
ShuffleTiles::[placeTile shuffle],
TurnOffTiles::[shuffle],
LabelTTF::[*],
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LabelBMFont::[*],
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Scene::[getCameras getLights .*(Physics3D).* .*(NavMesh).*],
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Animate3D::[*],
Sprite3D::[*],
AttachNode::[*],
Animation3D::[*],
Skeleton3D::[*],
Mesh::[*],
Animation3DCache::[*],
Sprite3DMaterialCache::[*],
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Sprite3DMaterial::[*],
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Sprite3DCache::[*],
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Bone3D::[*],
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Device::[getTextureDataForText],
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BillBoard::[*],
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Camera::[unproject],
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EventListenerCustom::[init],
EventListener::[init],
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RotateTo::[calculateAngles],
RenderState::[finalize setStateBlock],
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Properties::[createNonRefCounted],
AutoPolygon::[trace reduce expand triangulate calculateUV generateTriangles generatePolygon],
PolygonInfo::[operator = ]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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ProgressTimer::[setReverseProgress = setReverseDirection],
AnimationCache::[addAnimationsWithFile = addAnimations],
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GLProgram::[setUniformLocationWith1i = setUniformLocationI32],
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Node::[removeFromParentAndCleanup = removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
LabelAtlas::[create = _create],
Touch::[getID = getId],
FileUtils::[loadFilenameLookupDictionaryFromFile = loadFilenameLookup],
Director::[end = endToLua]
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rename_classes = ParticleSystemQuad::ParticleSystem
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix =
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# classes for which there will be no "parent" lookup
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classes_have_no_parents = Director FileUtils TMXMapInfo Application
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# base classes which will be skipped when their sub-classes found them.
base_classes_to_skip = Clonable
# classes that create no constructor
# Set is special and we will use a hand-written constructor
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abstract_classes = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set FileUtils Application ClippingNode Label GLViewImpl GLView EventAcceleration DisplayLinkDirector Component Console EventListener BaseLight
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# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
script_control_cpp = no