[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 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/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath/include cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT 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/2d/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAudioEngine.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.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set SimpleAudioEngine Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Object$ UserDefault EGLViewProtocol EGLView Image Event.* # 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::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$ setContentSize setAnchorPoint], Sprite::[getQuad getBlendFunc ^setPosition$ setBlendFunc], SpriteBatchNode::[getBlendFunc setBlendFunc getDescendants], MotionStreak::[getBlendFunc setBlendFunc draw update], AtlasNode::[getBlendFunc setBlendFunc], ParticleBatchNode::[getBlendFunc setBlendFunc], LayerColor::[getBlendFunc setBlendFunc], ParticleSystem::[getBlendFunc setBlendFunc], DrawNode::[getBlendFunc setBlendFunc drawPolygon listenBackToForeground], Director::[getAccelerometer (g|s)et.*Dispatcher getOpenGLView getProjection getFrustum getRenderer], Layer.*::[didAccelerate (g|s)etBlendFunc keyPressed keyReleased], Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns], MenuItem.*::[create setCallback initWithCallback], Label::[getLettersInfo], Copying::[*], LabelProtocol::[*], LabelTextFormatProtocol::[*], .*Delegate::[*], PoolManager::[*], Texture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData getPixelFormatInfoMap], Set::[begin end acceptVisitor], IMEDispatcher::[*], SAXParser::[*], Thread::[*], Profiler::[*], ProfilingTimer::[*], CallFunc::[create initWithFunction], SAXDelegator::[*], Color3bObject::[*], TouchDispatcher::[*], EGLTouchDelegate::[*], ScriptEngineManager::[*], KeypadHandler::[*], Invocation::[*], SchedulerScriptHandlerEntry::[*], Size::[*], Point::[*], PointArray::[*], Rect::[*], String::[*], Data::[*], Dictionary::[*], Array::[*], Range::[*], EventListenerVector::[*], EventListener.*::[create], EventTouch::[(s|g)etTouches], NotificationObserver::[*], Image::[initWithString initWithImageData initWithRawData], Sequence::[create], Spawn::[create], GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.*], 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], Bezier.*::[create actionWithDuration], CardinalSpline.*::[create actionWithDuration setPoints], Scheduler::[pause resume unschedule schedule update isTargetPaused], TextureCache::[addPVRTCImage addImageAsync], Timer::[getSelector createWithScriptHandler], *::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate onTouch.* onAcc.* onKey.* onRegisterTouchListener], FileUtils::[(g|s)etSearchResolutionsOrder$ (g|s)etSearchPaths$ getFileData getDataFromFile], Application::[^application.* ^run$], Camera::[getEyeXYZ getCenterXYZ getUpXYZ], ccFontDefinition::[*], Object::[autorelease isEqual acceptVisitor update], UserDefault::[getInstance (s|g)etDataForKey], Label::[getLettersInfo], EGLViewProtocol::[setTouchDelegate], EGLView::[end swapBuffers], NewTextureAtlas::[*], DisplayLinkDirector::[mainLoop setAnimationInterval startAnimation stopAnimation], RenderTexture::[listenToBackground listenToForeground] rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame], ProgressTimer::[setReverseProgress=setReverseDirection], AnimationCache::[addAnimationsWithFile=addAnimations], LayerGradient::[initWithColor=init], LayerColor::[initWithColor=init], GLProgram::[initWithVertexShaderByteArray=initWithString initWithVertexShaderFilename=init setUniformLocationWith1i=setUniformLocationI32], Node::[removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren], LabelAtlas::[create=_create], Sprite::[initWithFile=init], SpriteBatchNode::[initWithFile=init], Touch::[getID=getId], SimpleAudioEngine::[preloadBackgroundMusic=preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic], FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup], Director::[end=endToLua] rename_classes = ParticleSystemQuad::ParticleSystem, SimpleAudioEngine::AudioEngine # 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 = Director SimpleAudioEngine FileUtils TMXMapInfo Application # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = 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 ClippingNode Label EGLViewProtocol EGLView EventAcceleration DisplayLinkDirector # 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