mirror of https://github.com/axmolengine/axmol.git
103 lines
4.8 KiB
INI
103 lines
4.8 KiB
INI
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[cocos2d-x]
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# the prefix to be added to the generated functions. You might or might not use this in your own
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# templates
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prefix = cocos2dx
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# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
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# all classes will be embedded in that namespace
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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++/4.6/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.6/include
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/3.1/include
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clang_flags = -nostdinc -x c++
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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
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cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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spidermonkey_headers = -I%(mozilladir)s/spidermonkey/dist/include
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# extra arguments for clang
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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
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# what headers to parse
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headers = %(cocosdir)s/cocos2dx/include/cocos2d.h
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# 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 "^$", like this: "^CCMenu*$".
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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.* CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed
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# what should we skip? in the format ClassName::[function function]
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# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
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# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
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# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
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# will apply to all class names. This is a convenience wildcard to be able to skip similar named
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# functions from all classes.
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skip = CCNode::[.*Transform convertToWindowSpace getChildren getGrid setGLServerState description getActionManager getCamera getShaderProgram getUserObject .*UserData getGLServerState],
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CCSprite::[getQuad displayFrame getTexture getBlendFunc setBlendFunc getTextureAtlas setSpriteBatchNode getSpriteBatchNode],
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CCDirector::[getAccelerometer getKeypadDispatcher getTouchDispatcher getActionManager setWatcherCallbackFun getOpenGLView getScheduler getProjection],
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CCLayer.*::[didAccelerate (g|s)etBlendFunc],
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CCMenu.*::[.*Target getSubItems create],
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CCMenuItem.*::[create],
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CCRGBAProtocol::[*],
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CCObject::[*],
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CCCopying::[*],
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CC.*Protocol::[*],
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CC.*Delegate::[*],
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CCPoolManager::[*],
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CCIMEDispatcher::[*],
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CCSAXParser::[*],
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CCThread::[*],
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CCProfiler::[*],
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CCProfilingTimer::[*],
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CCCallFunc::[create],
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CCSAXDelegator::[*],
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CCColor3bObject::[*],
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CCTouchDispatcher::[*],
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EGLTouchDelegate::[*],
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CCScriptEngineManager::[*],
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CCKeypadHandler::[*],
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CCInvocation::[*],
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CCEGLView::[*],
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CCSchedulerScriptHandlerEntry::[*],
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CCSize::[*],
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CCPoint::[*],
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CCRect::[*],
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CCSize::[*],
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CCString::[*],
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CCDictionary::[*],
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CCArray::[*],
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CCSet::[*],
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CCRange::[*],
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CCNotificationObserver::[*],
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CCListView.*::[*],
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CCImage::[initWithString initWithImageData],
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CCSequence::[create],
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CCSpawn::[create],
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CCAnimation::[create],
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CCGrid3DAction::[create actionWith.*],
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CCTiledGrid3DAction::[create actionWith.*],
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CCTMXMapInfo::[startElement endElement textHandler],
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CCTMXObjectGroup::[getObjects],
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CCTexture2D::[initWithPVRTCData addPVRTCImage],
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CCTextureCache::[addPVRTCImage],
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*::[copyWith.* onEnter.* onExit.* description getObjectType .*RGB.* .*HSV.*]
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rename = CCDirector::[sharedDirector=getInstance],
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CCSpriteFrameCache::[sharedSpriteFrameCache=getInstance addSpriteFramesWithFile=addSpriteFrames],
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CCMenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize fontSizeObj=fontSize fontNameObj=fontName],
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CCProgressTimer::[setReverseProgress=setReverseDirection],
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CCTextureCache::[sharedTextureCache=getInstance],
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CCMenuItem::[setEnabled=setIsEnabled]
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix = CC
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# objects for which there will be no "parent" lookup
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base_objects = CCNode CCDirector
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# classes that create no constructor
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abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene
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