[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 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++ -std=c++11 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 -I%(cocosdir)s/extensions cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common # 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/extensions/cocos-ext.h # what classes to produce code for. You can use regular expressions here. When testing the regular # expression, it will be enclosed in "^$", like this: "^CCMenu*$". classes = CCBReader.* CCBAnimationManager.* CCScale9Sprite CCControl$ CCControlButton.* CCScrollView$ CCTableView$ CCTableViewCell$ CCEditBox$ # 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 = CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers], CCBAnimationManager::[setAnimationCompletedCallback], CCScrollView::[(g|s)etDelegate$], CC.*Delegate::[*], CC.*Loader.*::[*], *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType], CCEditBox::[setDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler], CCTableView::[create (g|s)etDataSource$ (g|s)etDelegate], CCControl::[removeHandleOfControlEvent addHandleOfControlEvent] rename_functions = CCBReader::[getAnimationManager=getActionManager setAnimationManager=setActionManager], CCBAnimationManager::[setCallFunc=setCallFuncForJSCallbackNamed] rename_classes = CCBReader::CC_Reader, CCBAnimationManager::CCAnimationManager # for all class names, should we remove something when registering in the target VM? remove_prefix = CC # 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. base_classes_to_skip = CCObject # classes that create no constructor # CCSet is special and we will use a hand-written constructor abstract_classes = # 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