[cocos2dx_studio] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = cocos2dx_studio # 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 = ccs # 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 = cocostudio 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 cocos_headers = -I%(cocosdir)s/external -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android 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/editor-support/cocostudio/CocoStudio.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 = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline # 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.* (s|g)etBlendFunc (s|g)etUserObject add\w*EventListener], ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager], Armature::[createBone updateBlendType setBody getShapeList ^getBody$], Skin::[(s|g)etSkinData], ArmatureAnimation::[updateHandler updateFrameData frameEvent setMovementEventCallFunc setFrameEventCallFunc], Bone::[(s|g)etIgnoreMovementBoneData], ActionManagerEx::[initWithDictionary], ActionObject::[initWithDictionary], DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex], Tween::[(s|g)etMovementBoneData], GUIReader::[storeFileDesignSize getFileDesignSize getParseCallBackMap getParseObjectMap], ActionNode::[initWithDictionary], ActionObject::[initWithDictionary], BaseData::[copy subtract], NodeReader::[getInstance], ActionTimelineCache::[getInstance] rename_functions = GUIReader::[shareReader=getInstance purgeGUIReader=destroyInstance], ActionManagerEx::[shareManager=getInstance purgeActionManager=destroyInstance], SceneReader::[purgeSceneReader=destroyInstance] 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 = ArmatureDataManager ComAttribute ComRender ComAudio ActionManagerEx SceneReader GUIReader BatchNode ProcessBase # 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