[cocos2d-backend] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = cocos2dx_backend # 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 = ccb android_headers = android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=14 -gcc-toolchain %(gcc_toolchain_dir)s --sysroot=%(androidndkdir)s/platforms/android-14/arch-arm -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(androidndkdir)s/sysroot/usr/include -idirafter %(androidndkdir)s/sysroot/usr/include/arm-linux-androideabi -idirafter %(clangllvmdir)s/lib64/clang/5.0/include -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include clang_headers = clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__ cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/cocos/editor-support -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/renderer/backend/Types.h %(cocosdir)s/cocos/renderer/backend/ProgramState.h %(cocosdir)s/cocos/renderer/backend/Texture.h %(cocosdir)s/cocos/renderer/backend/VertexLayout.h #headers = %(cocosdir)s/cocos/renderer/backend/ProgramState.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 = VertexLayout BufferUsage BufferType ShaderStage VertexFormat PixelFormat TextureUsage IndexFormat VertexStepMode PrimitiveType TextureType SamplerAddressMode SamplerFilter StencilOperation CompareFunction BlendOperation BlendFactor ColorWriteMask SamplerDescriptor CullMode Winding UniformInfo UniformLocation AttributeBindInfo TextureCubeFace ProgramState TextureBackend Program Texture2DBackend TextureCubemapBackend # 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 = VertexLayout::[getAttributes], ProgramState::[getCallbackUniforms getVertexTextureInfos getVertexUniformInfos getFragmentTextureInfos getFragmentUniformInfos setTextureArray setCallbackUniform setUniform getVertexUniformBuffer getFragmentUniformBuffer getVertexLayout getUniformLocation], Program::[getFragmentUniformInfos getVertexUniformInfos cloneUniformBuffer getActiveUniformInfo getAllActiveUniformInfo] rename_functions = 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 = # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = # classes that create no constructor # Set 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