[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::gui::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
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 -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/gui -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 -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s

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/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

# 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],
        ActionNode::[initWithDictionary],
        ActionObject::[initWithDictionary],
        BaseData::[copy subtract]

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 = Object ProcessBase

# 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

# 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