axmol/tools/tolua/cocos2dx.ini

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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
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__
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/external
cocos_flags = -DANDROID
cxxgenerator_headers =
# extra arguments for clang
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
# what headers to parse
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
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
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
# 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.
skip = Node::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$ setContentSize setAnchorPoint enumerateChildren getonEnterTransitionDidFinishCallback getOnEnterCallback getOnExitCallback getonExitTransitionDidStartCallback setAdditionalTransform setRotationQuat getRotationQuat],
Sprite::[getQuad ^setPosition$ ^create$ setPolygonInfo initWithPolygon getPolygonInfo],
SpriteFrame::[setPolygonInfo getPolygonInfo hasPolygonInfo],
SpriteBatchNode::[getDescendants],
MotionStreak::[draw update],
ParticleSystem::[updateQuadWithParticle initParticle],
DrawNode::[drawPolygon drawSolidPoly drawPoly drawCardinalSpline drawCatmullRom drawPoints listenBackToForeground],
Director::[getAccelerometer getProjection getFrustum getRenderer getCocos2dThreadId],
Layer.*::[didAccelerate keyPressed keyReleased],
Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
MenuItem.*::[create setCallback initWithCallback],
Label::[createWithTTF],
Copying::[*],
LabelProtocol::[*],
LabelTextFormatProtocol::[*],
.*Delegate::[*],
PoolManager::[*],
Texture2D::[setTexParameters initWithData getPixelFormatInfoMap updateWithData initWithMipmaps],
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::[*],
Image::[initWithString initWithImageData initWithRawData getData getMipmaps],
Sequence::[create],
Spawn::[create],
GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.* setUniformLocationWithMatrix4f.* getUniform setUniformLocationWith3i.* setUniformLocationWith4i.* setUniformLocationWith2i.* setUniformLocationWithMatrix3f.* setUniformLocationWithMatrix2f.* getVertexAttrib],
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],
TMXLayer::[getTiles getTileGIDAt setTiles],
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],
Scheduler::[pause resume unschedule schedule update isTargetPaused isScheduled performFunctionInCocosThread],
TextureCache::[addPVRTCImage addImageAsync],
Timer::[getSelector createWithScriptHandler],
*::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate onTouch.* onAcc.* onKey.* onRegisterTouchListener],
Add FileUtils::getContents(). (#15479) * Add FileUtils::getContents(). * skip FileUtils::getContents() in binding generator config. * use FileUtils::getContents in CCDataReaderHelper. * obey the cocos2d-x coding style. * Explicit constructor. * More docs. * More tests. * Move FileError to FileUtils::Error. * Fixes wrong buffer size for reading into string and vector. * Update tests. * Add note on padding for output buffers. * FileUtils: implements old methods by using `getContents()`. methods are: * FileUtils::getDataFromFile() * FileUtils::getStringFromFile() * FileUtils::getFileData() and follow Android methods are now just calls FileUtils' ones. * FileUtilsAndroid::getDataFromFile() * FileUtilsAndroid::getStringFromFile() * FileUtilsAndroid::getFileData() * Fixes build error. * FileUtils::getFileData: Return the size of data. * Remove old methods form FileUtilsAndroid they are now done in FileUtils. * Fixes for win32 code. * Fixes build error in test and add more test. * Better error message. * Make template type name more readable. * Update comments. * Move internal functions to anonymous namespace. * Refactor FileUtils test. * Fix warning about compare signed and unsigned. * Win32 and WinRT does not use text mode. That is we don't need simulate convert CRLF to LF. * Fixes for Win32 and WinRT. * Update for Win32 and WinRT. * Win32: return FileUtils:Error::TooLarge when file is large than 2^32-1. * Win32: remove checkFileName() which has no effect at all. * WinRT: add FileUtilsWinRT::getContents() using ::CreateFile2. * WinRT: add override keyword for FileUtilsWinRT::getFileSize(). * Update for coding styles. * More error strings. * check read and malloc return codes. * rename FileUtils::Error to FileUtils::Status. * Fixes for WinRT, use GetFileInformationByHandleEx to get file size. * Fixes build error for winrt and cleanup FileUtils::Status. * Try to fix the build error on Linux. Status must defined in some header, so move FileUtils.h up. * Remove support of text mode on WinRT (it is the last platform support text mode).
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FileUtils::[getFileData getDataFromFile writeDataToFile getFullPathCache getContents],
Application::[^application.* ^run$],
Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
ccFontDefinition::[*],
Ref::[autorelease isEqual acceptVisitor update],
UserDefault::[getInstance (s|g)etDataForKey],
GLView::[setTouchDelegate getAllTouches],
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GLViewImpl::[end swapBuffers],
NewTextureAtlas::[*],
DisplayLinkDirector::[mainLoop setAnimationInterval startAnimation stopAnimation],
RenderTexture::[listenToBackground listenToForeground],
TMXTiledMap::[getPropertiesForGID],
EventCustom::[getUserData setUserData],
Component::[serialize],
Console::[addCommand],
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).*],
Animate3D::[*],
Sprite3D::[*],
AttachNode::[*],
Animation3D::[*],
Skeleton3D::[*],
Mesh::[*],
Animation3DCache::[*],
Sprite3DMaterialCache::[*],
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Sprite3DMaterial::[*],
Sprite3DCache::[*],
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Bone3D::[*],
Device::[getTextureDataForText],
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BillBoard::[*],
Camera::[unproject],
EventListenerCustom::[init],
EventListener::[init],
RotateTo::[calculateAngles],
RenderState::[finalize setStateBlock],
Properties::[createNonRefCounted],
AutoPolygon::[trace reduce expand triangulate calculateUV generateTriangles generatePolygon],
PolygonInfo::[operator=]
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
ProgressTimer::[setReverseProgress=setReverseDirection],
AnimationCache::[addAnimationsWithFile=addAnimations],
GLProgram::[setUniformLocationWith1i=setUniformLocationI32],
Node::[removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
LabelAtlas::[create=_create],
Touch::[getID=getId],
FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup],
Director::[end=endToLua]
rename_classes = ParticleSystemQuad::ParticleSystem
# for all class names, should we remove something when registering in the target VM?
remove_prefix =
# classes for which there will be no "parent" lookup
classes_have_no_parents = Director FileUtils TMXMapInfo Application
# 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
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
# 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