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[cocos2dx_extension]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_extension
# 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
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
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clang_flags = -nostdinc -x c++ -std=c++11
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cocos_headers = -I%(cocosdir)s/cocos2dx/include -I%(cocosdir)s/cocos2dx/platform -I%(cocosdir)s/cocos2dx/platform/android -I%(cocosdir)s/cocos2dx -I%(cocosdir)s/cocos2dx/kazmath/include -I%(cocosdir)s/extensions
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cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
# 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
headers = %(cocosdir)s/extensions/cocos-ext.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = AssetsManager.* CCBReader.* CCBAnimationManager.* Scale9Sprite Control.* ControlButton.* ScrollView$ TableView$ TableViewCell$ EditBox$
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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.
skip = CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers],
CCBAnimationManager::[setAnimationCompletedCallback],
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ScrollView::[(g|s)etDelegate$],
.*Delegate::[*],
.*Loader.*::[*],
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*::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* onAcc.* onKey.* onRegisterTouchListener],
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EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler],
TableView::[create (g|s)etDataSource$ (g|s)etDelegate],
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AssetsManager::[setDelegate],
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AssetsManagerDelegateProtocol::[*],
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Control::[removeHandleOfControlEvent addHandleOfControlEvent],
ControlUtils::[*],
ControlSwitchSprite::[*]
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rename_functions = CCBReader::[getAnimationManager=getActionManager setAnimationManager=setActionManager],
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CCBAnimationManager::[setCallFunc = setCallFuncForJSCallbackNamed]
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rename_classes = CCBReader::_Reader,
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CCBAnimationManager::AnimationManager
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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
classes_have_no_parents =
# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = Object
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# classes that create no constructor
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# Set is special and we will use a hand-written constructor
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abstract_classes =
# 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