[cocos2dx_ui] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = cocos2dx_ui # 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 = ccui # 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". cpp_namespace = cocos2d::ui 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 android_flags = -D_SIZE_T_DEFINED_ clang_headers = -I%(clangllvmdir)s/lib/clang/%(clang_version)s/include clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__ cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external cocos_flags = -DANDROID 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/ui/CocosGUI.h %(cocosdir)s/cocos/ui/UIScrollViewBar.h # what classes to produce code for. You can use regular expressions here. When testing the regular # expression, it will be enclosed in "^$", like this: "^Menu*$". classes = Helper Layout Widget Button CheckBox ImageView Text TextAtlas TextBMFont RichText RichElement RichElementText RichElementImage RichElementCustomNode LoadingBar Slider TextField UICCTextField ScrollView ScrollViewBar PageView ListView LayoutParameter LinearLayoutParameter RelativeLayoutParameter VideoPlayer HBox VBox RelativeBox Scale9Sprite EditBox$ LayoutComponent RadioButtonGroup RadioButton AbstractCheckButton classes_need_extend = Layout Widget Button CheckBox ImageView Text TextAtlas TextBMFont RichText RichElement RichElementText RichElementImage RichElementCustomNode LoadingBar Slider TextField ScrollView ScrollViewBar PageView ListView VideoPlayer HBox VBox RelativeBox Scale9Sprite EditBox$ LayoutComponent RadioButtonGroup RadioButton AbstractCheckButton # 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.* onAcc.* onKey.* onRegisterTouchListener ccTouch.* createInstance], Widget::[(s|g)etUserObject], Layer::[getInputManager], LayoutParameter::[(s|g)etMargin], ImageView::[doubleClickEvent checkDoubleClick], RichText::[getVirtualRendererSize], EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler] rename_functions = Widget::[init=_init], ImageView::[init=_init], EditBox::[getText=getString setText=setString] 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 = Helper # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = Ref # classes that create no constructor # Set is special and we will use a hand-written constructor abstract_classes = Helper LayoutManager AbstractCheckButton # 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 = yes