axmol/tools/tojs/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
android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.6/include
android_flags = -D_SIZE_T_DEFINED_
clang_headers = -I%(clangllvmdir)s/lib/clang/3.1/include
clang_flags = -nostdinc -x c++
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
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
spidermonkey_headers = -I%(mozilladir)s/spidermonkey/dist/include
# extra arguments for clang
extra_arguments = %(android_headers)s %(clang_headers)s %(spidermonkey_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s
# what headers to parse
headers = %(cocosdir)s/cocos2dx/include/cocos2d.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^CCMenu*$".
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classes = CCSprite.* CCScene CCNode CCDirector CCLayer.* CCMenu.* CCTouch CC.*Action.* CCMove.* CCRotate.* CCBlink.* CCTint.* CCSequence CCRepeat.* CCFade.* CCEase.* CCScale.* CCTransition.* CCSpawn CCSequence CCAnimat.* CCFlip.* CCDelay.* CCSkew.* CCJump.* CCPlace.* CCShow.* CCProgress.* CCPointArray CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCCardinal.* CCCatmullRom.* CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed CCActionManager CCSet
# 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 = CCNode::[.*Transform convertToWindowSpace getChildren getGrid setGLServerState description getActionManager getCamera getShaderProgram getUserObject .*UserData getGLServerState],
CCSprite::[getQuad displayFrame getTexture getBlendFunc setBlendFunc getTextureAtlas setSpriteBatchNode getSpriteBatchNode],
CCDirector::[getAccelerometer getKeypadDispatcher getTouchDispatcher getActionManager setWatcherCallbackFun getOpenGLView getScheduler getProjection],
CCLayer.*::[didAccelerate (g|s)etBlendFunc],
CCMenu.*::[.*Target getSubItems create alignItemsInColumns initWithItems alignItemsInRows],
CCMenuItem.*::[create],
CCRGBAProtocol::[*],
CCCopying::[*],
CC.*Protocol::[*],
CC.*Delegate::[*],
CCPoolManager::[*],
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CCTexture2D::[initWithPVRTCData releaseData setTexParameters initWithData keepData],
CCSet::[begin end],
CCIMEDispatcher::[*],
CCSAXParser::[*],
CCThread::[*],
CCProfiler::[*],
CCProfilingTimer::[*],
CCCallFunc::[create],
CCSAXDelegator::[*],
CCColor3bObject::[*],
CCTouchDispatcher::[*],
EGLTouchDelegate::[*],
CCScriptEngineManager::[*],
CCKeypadHandler::[*],
CCInvocation::[*],
CCEGLView::[*],
CCSchedulerScriptHandlerEntry::[*],
CCSize::[*],
CCPoint::[*],
CCRect::[*],
CCSize::[*],
CCString::[*],
CCDictionary::[*],
CCArray::[*],
CCRange::[*],
CCNotificationObserver::[*],
CCListView.*::[*],
CCImage::[initWithString initWithImageData],
CCSequence::[create],
CCSpawn::[create],
CCAnimation::[create],
CCGrid3DAction::[create actionWith.*],
CCTiledGrid3DAction::[create actionWith.*],
CCTMXMapInfo::[startElement endElement textHandler],
CCParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
CCTexture2D::[initWithPVRTCData addPVRTCImage],
CCLayerMultiplex::[*],
CCTextureCache::[addPVRTCImage],
*::[copyWith.* onEnter.* onExit.* description getObjectType .*RGB.* .*HSV.*]
rename_functions = CCDirector::[sharedDirector=getInstance],
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CCSpriteFrameCache::[sharedSpriteFrameCache=getInstance addSpriteFramesWithFile=addSpriteFrames spriteFrameByName=getSpriteFrame],
CCMenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize fontSizeObj=fontSize fontNameObj=fontName],
CCProgressTimer::[setReverseProgress=setReverseDirection],
CCTextureCache::[sharedTextureCache=getInstance],
CCMenuItem::[setEnabled=setIsEnabled],
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CCAnimation::[addSpriteFrameWithFileName=addSpriteFrameWithFilename],
CCAnimationCache::[sharedAnimationCache=getInstance addAnimationsWithFile=addAnimations animationByName=getAnimation],
CCLayerGradient::[initWithColor=init]
rename_classes = CCParticleSystemQuad::CCParticleSystem
# for all class names, should we remove something when registering in the target VM?
remove_prefix = CC
# objects for which there will be no "parent" lookup
base_objects = CCNode CCDirector
# classes that create no constructor
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# CCSet is special and we will use a hand-written constructor
abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet
rename_classes =