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[cocos2dx_studio]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_studio
# 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 = ccs
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# the native namespace in which this module locates, this parameter is used for avoid conflict of the same class name in different modules, as "cocos2d::Label" <-> "cocos2d::ui::Label".
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cpp_namespace = cocostudio
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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_
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
clang_flags = -nostdinc -x c++ -std=c++11
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cocos_headers = -I%(cocosdir)s/external -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android
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cocos_flags = -DANDROID
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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/editor-support/cocostudio/CocoStudio.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline
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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 = *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* (s|g)etBlendFunc (s|g)etUserObject add\w*EventListener],
ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager],
Armature::[createBone updateBlendType setBody getShapeList ^getBody$],
Skin::[(s|g)etSkinData],
ArmatureAnimation::[updateHandler updateFrameData frameEvent setMovementEventCallFunc setFrameEventCallFunc],
Bone::[(s|g)etIgnoreMovementBoneData],
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ActionManagerEx::[initWithDictionary initWithBinary],
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DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex],
Tween::[(s|g)etMovementBoneData],
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GUIReader::[registerTypeAndCallBack storeFileDesignSize getFileDesignSize getParseCallBackMap getParseObjectMap],
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ActionNode::[initWithDictionary],
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ActionObject::[initWithDictionary initWithBinary],
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BaseData::[copy subtract],
NodeReader::[getInstance],
ActionTimelineCache::[getInstance]
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rename_functions = GUIReader::[shareReader=getInstance purgeGUIReader=destroyInstance],
ActionManagerEx::[shareManager = getInstance purgeActionManager=destroyInstance],
SceneReader::[purgeSceneReader = destroyInstance]
rename_classes =
# 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 =
# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip =
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# classes that create no constructor
# Set is special and we will use a hand-written constructor
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abstract_classes = ArmatureDataManager ComAttribute ComRender ComAudio ActionManagerEx SceneReader GUIReader BatchNode ProcessBase
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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