[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++/4.7/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/3.3/include clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__ cocos_headers = -I%(cocosdir)s/cocos -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/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAudioEngine.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %(cocosdir)s/cocos/base/CCAsyncTaskPool.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 = New.* Sprite SpriteBatchNode SpriteFrame SpriteFrameCache Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn ReverseTime Animate AnimationFrame Animation AnimationCache Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* TMX.* CallFunc CallFuncN RenderTexture GridAction Grid3DAction Grid3D TiledGrid3D GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Lens3D Ripple3D PageTurn3D ShakyTiles3D ShatteredTiles3D WavesTiles3D JumpTiles3D Speed ActionManager Set SimpleAudioEngine Scheduler Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram GLProgramCache Application ClippingNode MotionStreak TextFieldTTF GLViewProtocol GLView Component ComponentContainer __NodeRGBA __LayerRGBA SAXParser Event(?!.*(Physics).*).* Device Configuration ProtectedNode GLProgramState Image .*Light$ AsyncTaskPool Properties Material Technique RenderState Pass classes_need_extend = Node __NodeRGBA Layer.* Sprite SpriteBatchNode SpriteFrame Menu MenuItem.* Scene DrawNode Component .*Action.* GridBase Grid3D TiledGrid3D MotionStreak ParticleBatchNode ParticleSystem TextFieldTTF RenderTexture TileMapAtlas TMXLayer TMXTiledMap TMXMapInfo TransitionScene ProgressTimer ParallaxNode Label.* GLProgram # 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 = Node::[^setPosition$ setGLServerState description getUserObject .*UserData getGLServerState .*schedule setContentSize setAnchorPoint setColor pause resume setAdditionalTransform convertToWorldSpace], Sprite::[getQuad ^setPosition$ create setPolygonInfo initWithPolygon getPolygonInfo], NodeGrid::[setGrid], SpriteBatchNode::[getDescendants], MotionStreak::[draw update], DrawNode::[drawPolygon listenBackToForeground], Director::[getAccelerometer getProjection getFrustum getRenderer getConsole], Layer.*::[didAccelerate keyPressed keyReleased], Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns], MenuItem.*::[create setCallback], MenuItemToggle::[initWithCallback], Copying::[*], LabelProtocol::[*], LabelTextFormatProtocol::[*], Label::[getLettersInfo createWithTTF setTTFConfig getFontAtlas listenToBackground listenToFontAtlasPurge], .*Delegate::[*], PoolManager::[*], Texture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData getPixelFormatInfoMap updateWithData], Set::[begin end acceptVisitor], IMEDispatcher::[*], Thread::[*], Profiler::[*], ProfilingTimer::[*], CallFunc::[create initWithFunction (g|s)etTargetCallback], CallFuncN::[create initWithFunction], SAXParser::[(?!(init))], SAXDelegator::[*], Color3bObject::[*], TouchDispatcher::[*], EGLTouchDelegate::[*], ScriptEngineManager::[*], KeypadHandler::[*], Invocation::[*], GLView::[end swapBuffers getAllTouches], GLViewProtocol::[pollInputEvents handleTouches.* setScissorInPoints getScissorRect isScissorEnabled swapBuffers], SchedulerScriptHandlerEntry::[*], Size::[*], Point::[*], PointArray::[*], Rect::[*], String::[*], Data::[*], Dictionary::[*], Array::[*], Range::[*], NotificationObserver::[*], Image::[initWithString initWithImageData], Sequence::[create], Spawn::[create], RotateTo::[calculateAngles], GLProgram::[getProgram setUniformLocationWith(1|2|3|4)fv setUniformLocationWith(2|3|4)iv setUniformLocationWithMatrix(2|3|4)fv], GLProgramState::[setUniformVec4 setVertexAttribPointer], Grid3DAction::[create actionWith.* vertex originalVertex (g|s)etVertex getOriginalVertex], Grid3D::[vertex originalVertex (g|s)etVertex getOriginalVertex], TiledGrid3DAction::[create actionWith.* tile originalTile getOriginalTile (g|s)etTile], TiledGrid3D::[tile originalTile getOriginalTile (g|s)etTile], TMXLayer::[getTiles], TMXMapInfo::[startElement endElement textHandler], ParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node], LayerMultiplex::[create layerWith.* initWithLayers], CatmullRom.*::[create actionWithDuration initWithDuration], Bezier.*::[create actionWithDuration initWithDuration], CardinalSpline.*::[create actionWithDuration setPoints initWithDuration], Scheduler::[pause resume ^unschedule$ unscheduleUpdate unscheduleAllForTarget schedule isTargetPaused isScheduled], TextureCache::[addPVRTCImage], *::[copyWith.* ^cleanup$ onEnter.* onExit.* ^description$ getObjectType onTouch.* onAcc.* onKey.* onRegisterTouchListener operator.+], FileUtils::[getFileData getDataFromFile writeDataToFile setFilenameLookupDictionary destroyInstance getFullPathCache], Application::[^application.* ^run$ getCurrentLanguageCode setAnimationInterval], Camera::[getEyeXYZ getCenterXYZ getUpXYZ], ccFontDefinition::[*], NewTextureAtlas::[*], RenderTexture::[listenToBackground listenToForeground saveToFile], TextFieldTTF::[(g|s)etDelegate], EventListenerVector::[*], EventListener(Touch|Keyboard|Mouse|Focus).*::[create], EventTouch::[(s|g)etTouches], EventKeyboard::[*], Device::[getTextureDataForText], EventDispatcher::[dispatchCustomEvent], EventCustom::[getUserData setUserData], Component::[serialize onAdd onRemove update], EventListenerCustom::[init], EventListener::[init], Scene::[getCameras getLights initWithPhysics createWithPhysics getPhysicsWorld getPhysics3DWorld setPhysics3DDebugCamera setNavMesh getNavMesh setNavMeshDebugCamera], Animate3D::[*], Sprite3D::[*], AttachNode::[*], Animation3D::[*], Skeleton3D::[*], Mesh::[*], Animation3DCache::[*], Sprite3DMaterialCache::[*], Sprite3DCache::[*], Bone3D::[*], Device::[getTextureDataForText], BillBoard::[*], Camera::[unproject isVisibleInFrustum], ClippingNode::[init], RenderState::[setStateBlock] rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame], MenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize getFontSizeObj=getFontSize getFontNameObj=getFontName], ProgressTimer::[setReverseProgress=setReverseDirection], Animation::[create=createWithAnimationFrames], AnimationCache::[addAnimationsWithFile=addAnimations], GLProgram::[initWithByteArrays=initWithString initWithFilenames=init setUniformLocationWith1i=setUniformLocationI32 bindAttribLocation=addAttribute], Node::[getGLProgram=getShaderProgram setGLProgram=setShaderProgram getPositionZ=getVertexZ setPositionZ=setVertexZ removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren setRotationSkewX=setRotationX setRotationSkewY=setRotationY getRotationSkewX=getRotationX getRotationSkewY=getRotationY getNodeToParentTransform=getNodeToParentTransform3D getParentToNodeTransform=getParentToNodeTransform3D getNodeToWorldTransform=getNodeToWorldTransform3D getWorldToNodeTransform=getWorldToNodeTransform3D getNodeToWorldAffineTransform=getNodeToWorldTransform getNodeToParentAffineTransform=getNodeToParentTransform getParentToNodeAffineTransform=getParentToNodeTransform getWorldToNodeAffineTransform=getWorldToNodeTransform], LabelAtlas::[create=_create], Sprite::[getPositionZ=getVertexZ setPositionZ=setVertexZ], SpriteBatchNode::[removeAllChildrenWithCleanup=removeAllChildren], DrawNode::[drawQuadraticBezier=drawQuadBezier], FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup], SimpleAudioEngine::[preloadBackgroundMusic=preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic], EventDispatcher::[addCustomEventListener=addCustomListener removeEventListener=removeListener removeEventListenersForType=removeListeners removeEventListenersForTarget=removeListeners removeCustomEventListeners=removeCustomListeners removeAllEventListeners=removeAllListeners pauseEventListenersForTarget=pauseTarget resumeEventListenersForTarget=resumeTarget], EventMouse::[getMouseButton=getButton setMouseButton=setButton setCursorPosition=setLocation getCursorX=getLocationX getCursorY=getLocationY], Configuration::[getInfo=dumpInfo], ComponentContainer::[get=getComponent], LayerColor::[initWithColor=init], GLProgramCache::[getGLProgram=getProgram addGLProgram=addProgram reloadDefaultGLPrograms=reloadDefaultShaders loadDefaultGLPrograms=loadDefaultShaders], TextFieldTTF::[textFieldWithPlaceHolder=create], Texture2D::[getGLProgram=getShaderProgram setGLProgram=setShaderProgram], Speed::[setSpeed=_setSpeed getSpeed=_getSpeed] rename_classes = ParticleSystemQuad::ParticleSystem, SimpleAudioEngine::AudioEngine, __NodeRGBA::NodeRGBA, __LayerRGBA::LayerRGBA, SAXParser::PlistParser, GLProgramCache::ShaderCache, CallFunc::_CallFunc, CallFuncN::CallFunc # 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 = Node Director SimpleAudioEngine FileUtils TMXMapInfo Application GLViewProtocol SAXParser Configuration # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = Ref Clonable # classes that create no constructor # Set is special and we will use a hand-written constructor abstract_classes = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set SimpleAudioEngine FileUtils Application GLViewProtocol GLView ComponentContainer SAXParser Configuration EventListener BaseLight AsyncTaskPool # 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