[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++/4.6/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.6/include android_flags = -D_SIZE_T_DEFINED_ clang_headers = -I%(clangllvmdir)s/lib/clang/3.1/include clang_flags = -nostdinc -x c++ -std=c++11 cocos_headers = -I%(cocosdir)s/cocos2dx/include -I%(cocosdir)s/cocos2dx/platform -I%(cocosdir)s/cocos2dx/platform/android -I%(cocosdir)s/cocos2dx -I%(cocosdir)s/cocos2dx/kazmath/include cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common # 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/cocos2dx/include/cocos2d.h %(cocosdir)s/CocosDenshion/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 "^$", like this: "^CCMenu*$". classes = CCSprite.* CCScene CCNode.* CCDirector CCLayer.* CCMenu.* CCTouch CC.*Action.* CCMove.* CCRotate.* CCBlink.* CCTint.* CCSequence CCRepeat.* CCFade.* CCEase.* CCScale.* CCTransition.* CCSpawn CCAnimat.* CCFlip.* CCDelay.* CCSkew.* CCJump.* CCPlace.* CCShow.* CCProgress.* CCPointArray CCToggleVisibility.* CCHide CCParticle.* CCLabel.* CCAtlas.* CCTextureCache.* CCTexture2D CCCardinal.* CCCatmullRom.* CCParallaxNode CCTileMap.* CCTMX.* CCCallFunc CCRenderTexture CCGridAction CCGrid3DAction CCGridBase$ CC.+Grid CCShaky3D CCWaves3D CCFlipX3D CCFlipY3D CCSpeed CCActionManager CCSet CCData SimpleAudioEngine CCScheduler CCTimer CCOrbit.* CCFollow.* CCBezier.* CCCardinalSpline.* CCCamera.* CCDrawNode CC.*3D$ CCLiquid$ CCWaves$ CCShuffleTiles$ CCTurnOffTiles$ CCSplit.* CCTwirl$ CCFileUtils$ CCGLProgram CCShaderCache CCApplication # 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 = CCNode::[convertToWindowSpace ^setPosition$ getGrid setGLServerState description getUserObject .*UserData getGLServerState .*schedule], CCSprite::[getQuad displayFrame getBlendFunc ^setPosition$ setBlendFunc setSpriteBatchNode getSpriteBatchNode], CCSpriteBatchNode::[getBlendFunc setBlendFunc], CCMotionStreak::[getBlendFunc setBlendFunc], CCAtlasNode::[getBlendFunc setBlendFunc], CCParticleBatchNode::[getBlendFunc setBlendFunc], CCLayerColor::[getBlendFunc setBlendFunc], CCParticleSystem::[getBlendFunc setBlendFunc], CCDrawNode::[getBlendFunc setBlendFunc drawPolygon], CCDirector::[getAccelerometer getKeypadDispatcher getTouchDispatcher setWatcherCallbackFun getOpenGLView getProjection getClassTypeInfo], CCLayer.*::[didAccelerate (g|s)etBlendFunc], CCMenu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns], CCMenuItem.*::[create setCallback initWithCallback], CCCopying::[*], CC.*Protocol::[*], CC.*Delegate::[*], CCPoolManager::[*], CCTexture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData], CCSet::[begin end acceptVisitor], CCIMEDispatcher::[*], CCSAXParser::[*], CCThread::[*], CCProfiler::[*], CCProfilingTimer::[*], CCCallFunc::[create initWithFunction], CCSAXDelegator::[*], CCColor3bObject::[*], CCTouchDispatcher::[*], EGLTouchDelegate::[*], CCScriptEngineManager::[*], CCKeypadHandler::[*], CCInvocation::[*], CCEGLView::[*], CCSchedulerScriptHandlerEntry::[*], CCSize::[*], CCPoint::[*], CCPointArray::[*], CCRect::[*], CCString::[*], CCData::[*], CCDictionary::[*], CCArray::[*], CCRange::[*], CCNotificationObserver::[*], CCImage::[initWithString initWithImageData], CCSequence::[create], CCSpawn::[create], CCAnimation::[create], CCGLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.*], CCGrid3DAction::[create actionWith.*], CCTiledGrid3DAction::[create actionWith.*], CCTMXLayer::[getTiles], CCTMXMapInfo::[startElement endElement textHandler], CCParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node], CCLayerMultiplex::[create layerWith.* initWithLayers], CCCatmullRom.*::[create actionWithDuration], CCBezier.*::[create actionWithDuration], CCCardinalSpline.*::[create actionWithDuration setPoints], CCScheduler::[pause resume unschedule schedule update isTargetPaused], CCTextureCache::[addPVRTCImage], CCTimer::[getSelector], *::[copyWith.* onEnter.* onExit.* ^description$ getObjectType], CCFileUtils::[(g|s)etSearchResolutionsOrder$ (g|s)etSearchPaths$ getClassTypeInfo], SimpleAudioEngine::[getClassTypeInfo], CCApplication::[^application.* ^run$], CCCamera::[getEyeXYZ getCenterXYZ getUpXYZ], ccFontDefinition::[*] rename_functions = CCDirector::[sharedDirector=getInstance], CCSpriteFrameCache::[sharedSpriteFrameCache=getInstance addSpriteFramesWithFile=addSpriteFrames spriteFrameByName=getSpriteFrame isFlipX=isFlippedX isFlipY=isFlippedY], CCMenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize fontSizeObj=fontSize fontNameObj=fontName], CCProgressTimer::[setReverseProgress=setReverseDirection], CCTextureCache::[sharedTextureCache=getInstance], CCAnimation::[addSpriteFrameWithFileName=addSpriteFrameWithFile], CCAnimationCache::[sharedAnimationCache=getInstance addAnimationsWithFile=addAnimations animationByName=getAnimation removeAnimationByName=removeAnimation], CCLayerGradient::[initWithColor=init], CCLayerColor::[initWithColor=init], CCGLProgram::[fragmentShaderLog=getFragmentShaderLog initWithVertexShaderByteArray=initWithString initWithVertexShaderFilename=init programLog=getProgramLog setUniformLocationWith1i=setUniformLocationI32 vertexShaderLog=getVertexShaderLog], CCNode::[boundingBox=getBoundingBox removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren], CCLabelAtlas::[create=_create], CCTMXLayer::[tileAt=getTileAt tileGIDAt=getTileGIDAt propertyNamed=getProperty positionAt=getPositionAt], CCTileMapAtlas::[tileAt=getTileAt], CCSprite::[isFlipX=isFlippedX isFlipY=isFlippedY initWithFile=init], CCSpriteBatchNode::[initWithFile=init], CCTouch::[getID=getId], SimpleAudioEngine::[sharedEngine=getInstance preloadBackgroundMusic=preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic], CCCamera::[setUpXYZ=setUp setEyeXYZ=setEye setCenterXYZ=setCenter], CCTMXTiledMap::[layerNamed=getLayer objectGroupNamed=getObjectGroup propertyNamed=getProperty], CCTexture2D::[defaultAlphaPixelFormat=getDefaultAlphaPixelFormat], CCShaderCache::[programForKey=getProgram sharedShaderCache=getInstance], CCFileUtils::[sharedFileUtils=getInstance loadFilenameLookupDictionaryFromFile=loadFilenameLookup], CCApplication::[sharedApplication=getInstance] rename_classes = CCParticleSystemQuad::CCParticleSystem, SimpleAudioEngine::AudioEngine # for all class names, should we remove something when registering in the target VM? remove_prefix = CC # classes for which there will be no "parent" lookup classes_have_no_parents = CCNode CCDirector SimpleAudioEngine CCFileUtils CCTMXMapInfo CCApplication # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = CCObject # classes that create no constructor # CCSet is special and we will use a hand-written constructor abstract_classes = CCDirector CCSpriteFrameCache CCTransitionEaseScene CCSet SimpleAudioEngine CCFileUtils CCApplication # 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