2013-08-05 18:30:36 +08:00
[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
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
android_flags = -D_SIZE_T_DEFINED_
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
clang_flags = -nostdinc -x c++ -std=c++11
2013-10-16 16:27:45 +08:00
cocos_headers = -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath/include
2013-08-05 18:30:36 +08:00
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
2013-10-16 16:27:45 +08:00
cxxgenerator_headers =
2013-08-05 18:30:36 +08:00
# 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
2013-10-16 16:27:45 +08:00
headers = %(cocosdir)s/cocos/2d/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAudioEngine.h
2013-08-05 18:30:36 +08:00
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
2013-08-20 13:44:37 +08:00
classes = 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 Data SimpleAudioEngine Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Object$ UserDefault Image
2013-08-05 18:30:36 +08:00
# 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.
2013-08-28 15:11:19 +08:00
skip = Node::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$],
2013-08-28 18:17:52 +08:00
Sprite::[getQuad getBlendFunc ^setPosition$ setBlendFunc],
2013-09-17 17:41:53 +08:00
SpriteBatchNode::[getBlendFunc setBlendFunc getDescendants],
2013-08-05 18:30:36 +08:00
MotionStreak::[getBlendFunc setBlendFunc draw update],
AtlasNode::[getBlendFunc setBlendFunc],
ParticleBatchNode::[getBlendFunc setBlendFunc],
LayerColor::[getBlendFunc setBlendFunc],
ParticleSystem::[getBlendFunc setBlendFunc],
DrawNode::[getBlendFunc setBlendFunc drawPolygon listenBackToForeground],
2013-08-28 18:17:52 +08:00
Director::[getAccelerometer (g|s)et.*Dispatcher getOpenGLView getProjection],
2013-08-05 18:30:36 +08:00
Layer.*::[didAccelerate (g|s)etBlendFunc keyPressed keyReleased],
Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
MenuItem.*::[create setCallback initWithCallback],
Copying::[*],
.*Protocol::[*],
.*Delegate::[*],
PoolManager::[*],
Texture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData],
Set::[begin end acceptVisitor],
IMEDispatcher::[*],
SAXParser::[*],
Thread::[*],
Profiler::[*],
ProfilingTimer::[*],
CallFunc::[create initWithFunction],
SAXDelegator::[*],
Color3bObject::[*],
TouchDispatcher::[*],
EGLTouchDelegate::[*],
ScriptEngineManager::[*],
KeypadHandler::[*],
Invocation::[*],
EGLView::[*],
SchedulerScriptHandlerEntry::[*],
Size::[*],
Point::[*],
PointArray::[*],
Rect::[*],
String::[*],
Data::[*],
Dictionary::[*],
Array::[*],
Range::[*],
NotificationObserver::[*],
2013-08-22 10:16:57 +08:00
Image::[initWithString initWithImageData initWithRawData],
2013-08-05 18:30:36 +08:00
Sequence::[create],
Spawn::[create],
GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.*],
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],
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],
TextureCache::[addPVRTCImage],
Timer::[getSelector createWithScriptHandler],
2013-08-14 21:35:55 +08:00
*::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate],
2013-08-28 18:17:52 +08:00
FileUtils::[(g|s)etSearchResolutionsOrder$ (g|s)etSearchPaths$],
2013-08-05 18:30:36 +08:00
Application::[^application.* ^run$],
Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
2013-08-14 21:35:55 +08:00
ccFontDefinition::[*],
2013-08-20 13:44:37 +08:00
Object::[autorelease isEqual acceptVisitor update],
UserDefault::[getInstance (s|g)etDataForKey]
2013-08-05 18:30:36 +08:00
2013-09-13 11:41:20 +08:00
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
2013-08-05 18:30:36 +08:00
ProgressTimer::[setReverseProgress = setReverseDirection],
2013-09-13 11:41:20 +08:00
AnimationCache::[addAnimationsWithFile = addAnimations],
2013-08-05 18:30:36 +08:00
LayerGradient::[initWithColor = init],
LayerColor::[initWithColor = init],
2013-09-13 11:41:20 +08:00
GLProgram::[initWithVertexShaderByteArray = initWithString initWithVertexShaderFilename=init setUniformLocationWith1i=setUniformLocationI32],
2013-08-05 18:30:36 +08:00
Node::[removeFromParentAndCleanup = removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
LabelAtlas::[create = _create],
2013-09-13 11:41:20 +08:00
Sprite::[initWithFile = init],
2013-08-05 18:30:36 +08:00
SpriteBatchNode::[initWithFile = init],
Touch::[getID = getId],
2013-09-13 11:41:20 +08:00
SimpleAudioEngine::[preloadBackgroundMusic = preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic],
2013-08-22 15:06:34 +08:00
FileUtils::[loadFilenameLookupDictionaryFromFile = loadFilenameLookup],
Director::[end = endToLua]
2013-08-05 18:30:36 +08:00
rename_classes = ParticleSystemQuad::ParticleSystem,
SimpleAudioEngine::AudioEngine
# 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
2013-08-15 16:14:14 +08:00
classes_have_no_parents = Director SimpleAudioEngine FileUtils TMXMapInfo Application
2013-08-05 18:30:36 +08:00
# base classes which will be skipped when their sub-classes found them.
2013-08-14 21:35:55 +08:00
base_classes_to_skip = Clonable
2013-08-05 18:30:36 +08:00
# 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 SimpleAudioEngine FileUtils Application ClippingNode Label
# 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