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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 -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
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clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__
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cocos_headers = -I%(cocosdir)s -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external -I%(cocosdir)s/external/json
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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
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headers = %(cocosdir)s/extensions/cocos-ext.h
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# 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 = Control.* ControlButton.* ScrollView$ TableView$ TableViewCell$ AssetsManager AssetsManagerEx Manifest EventAssetsManagerEx EventListenerAssetsManagerEx PUParticleSystem3D ParticleSystem3D ParticlePool
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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.
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skip = .*Delegate::[*],
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.*Loader.*::[*],
*::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate .*HSV],
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EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler],
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ControlUtils::[*],
ControlSwitchSprite::[*],
ScrollView::[(g|s)etDelegate$],
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TableView::[create (g|s)etDataSource$ (g|s)etDelegate],
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Manifest::[getAssets],
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EventListenerAssetsManagerEx::[create],
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PUParticleSystem3D::[getDerivedOrientation getEmittedEmitterParticlePool getEmittedSystemParticlePool getAffector getEmitter getObserver],
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ParticlePool::[getActiveParticleList createParticle getNext getFirst],
ParticleSystem3D::[getParticlePool getAffector]
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rename_functions =
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rename_classes =
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# 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 Manifest
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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