[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 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 ColliderDetector ColliderBody ArmatureDataManager InputDelegate ComController ComAudio ComAttribute ComRender ActionManagerEx SceneReader GUIReader BatchNode ActionObject BaseData Tween ColliderFilter 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.* onAcc.* onKey.* onRegisterTouchListener (s|g)etBlendFunc (s|g)etUserObject ccTouch.*], InputDelegate::[didAccelerate on.*], GUIReader::[storeFileDesignSize getFileDesignSize], ComAttribute::[getDict], BatchNode::[init draw], Armature::[createBone updateBlendType getBody setBody getShapeList .*BlendFunc], Skin::[getSkinData setSkinData], ArmatureAnimation::[updateHandler updateFrameData frameEvent (s|g)etAnimationData setMovementEventCallFunc setFrameEventCallFunc], ArmatureDataManager::[getTextureDatas], ActionManagerEx::[initWithDictionary], Bone::[getTweenData getBoneData], BaseData::[copy subtract], ColliderFilter::[updateShape], Tween::[(s|g)etMovementBoneData], DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex], ActionNode::[initWithDictionary], ActionObject::[initWithDictionary], ColliderDetector::[addContourData.* removeContourData], ColliderBody::[getContourData getCalculatedVertexList], SceneReader::[setTarget] rename_functions = ActionManagerEx::[shareManager=getInstance purgeActionManager=purge], SceneReader::[purgeSceneReader=purge], GUIReader::[shareReader=getInstance purgeGUIReader=purge] rename_classes = ActionManagerEx::ActionManager # 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 = InputDelegate SceneReader # 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 = ColliderDetector ColliderBody ArmatureDataManager ComAttribute InputDelegate ComRender ComAudio InputDelegate ActionManagerEx SceneReader GUIReader BatchNode ColliderFilter # 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 classes_need_extend = Armature ComController