mirror of https://github.com/axmolengine/axmol.git
193 lines
13 KiB
INI
193 lines
13 KiB
INI
[cocos2d-x]
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# the prefix to be added to the generated functions. You might or might not use this in your own
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# templates
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prefix = cocos2dx
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# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
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# all classes will be embedded in that namespace
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target_namespace = cc
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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
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/%(clang_version)s/include
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clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external
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cocos_flags = -DANDROID
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cxxgenerator_headers =
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# extra arguments for clang
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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
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# what headers to parse
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headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/audio/include/SimpleAudioEngine.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %(cocosdir)s/cocos/base/CCAsyncTaskPool.h %(cocosdir)s/cocos/scripting/js-bindings/manual/component/CCComponentJS.h
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replace_headers = CCComponentJS.h::scripting/js-bindings/manual/component/CCComponentJS.h
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# what classes to produce code for. You can use regular expressions here. When testing the regular
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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = New.* Sprite SpriteBatchNode SpriteFrame SpriteFrameCache Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn ReverseTime Animate AnimationFrame Animation AnimationCache Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* TMX.* CallFunc CallFuncN RenderTexture GridAction Grid3DAction Grid3D TiledGrid3D GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Lens3D Ripple3D PageTurn3D ShakyTiles3D ShatteredTiles3D WavesTiles3D JumpTiles3D Speed ActionManager Set SimpleAudioEngine Scheduler Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram GLProgramCache Application ClippingNode MotionStreak TextFieldTTF GLViewProtocol GLView Component ComponentContainer __NodeRGBA __LayerRGBA SAXParser Event(?!.*(Physics).*).* Device Configuration ProtectedNode GLProgramState Image .*Light$ AsyncTaskPool Properties Material Technique RenderState Pass ComponentJS
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classes_need_extend = Node __NodeRGBA Layer.* Sprite SpriteBatchNode SpriteFrame Menu MenuItem.* Scene DrawNode Component .*Action.* GridBase Grid3D TiledGrid3D MotionStreak ParticleBatchNode ParticleSystem TextFieldTTF RenderTexture TileMapAtlas TMXLayer TMXTiledMap TMXMapInfo TransitionScene ProgressTimer ParallaxNode Label.* GLProgram Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn ReverseTime Animate AnimationFrame Animation AnimationCache Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* Orbit.* Follow.* Bezier.* Hide CallFunc CallFuncN
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# what should we skip? in the format ClassName::[function function]
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# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
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# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
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# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
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# will apply to all class names. This is a convenience wildcard to be able to skip similar named
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# functions from all classes.
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skip = Node::[^setPosition$ setGLServerState description getUserObject .*UserData getGLServerState .*schedule setContentSize setAnchorPoint setColor pause resume setAdditionalTransform convertToWorldSpace],
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Sprite::[getQuad ^setPosition$ create setPolygonInfo initWithPolygon getPolygonInfo],
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SpriteFrame::[setPolygonInfo getPolygonInfo hasPolygonInfo],
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NodeGrid::[setGrid],
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SpriteBatchNode::[getDescendants],
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MotionStreak::[draw update],
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DrawNode::[drawPoly$ listenBackToForeground],
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Director::[getAccelerometer getProjection getFrustum getRenderer getConsole getCocos2dThreadId],
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Layer.*::[didAccelerate keyPressed keyReleased],
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Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
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MenuItemToggle::[initWithCallback],
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Copying::[*],
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LabelProtocol::[*],
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LabelTextFormatProtocol::[*],
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Label::[getLettersInfo createWithTTF setTTFConfig getFontAtlas listenToBackground listenToFontAtlasPurge],
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.*Delegate::[*],
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PoolManager::[*],
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Texture2D::[initWithPVRTCData addPVRTCImage releaseData setTexParameters initWithData keepData getPixelFormatInfoMap updateWithData],
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Set::[begin end acceptVisitor],
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IMEDispatcher::[*],
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Thread::[*],
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Profiler::[*],
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ProfilingTimer::[*],
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CallFunc::[create initWithFunction (g|s)etTargetCallback],
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CallFuncN::[create initWithFunction],
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SAXParser::[(?!(init))],
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SAXDelegator::[*],
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Color3bObject::[*],
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TouchDispatcher::[*],
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EGLTouchDelegate::[*],
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ScriptEngineManager::[*],
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KeypadHandler::[*],
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Invocation::[*],
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GLView::[end swapBuffers getAllTouches],
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GLViewProtocol::[pollInputEvents handleTouches.* setScissorInPoints getScissorRect isScissorEnabled swapBuffers],
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SchedulerScriptHandlerEntry::[*],
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Size::[*],
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Point::[*],
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PointArray::[*],
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Rect::[*],
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String::[*],
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Data::[*],
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Dictionary::[*],
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Array::[*],
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Range::[*],
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NotificationObserver::[*],
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Image::[initWithString initWithImageData],
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Sequence::[create],
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Spawn::[create],
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RotateTo::[calculateAngles],
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GLProgram::[getProgram setUniformLocationWith(1|2|3|4)fv setUniformLocationWith(2|3|4)iv setUniformLocationWithMatrix(2|3|4)fv],
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GLProgramState::[setUniformVec4 setVertexAttribPointer],
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Grid3DAction::[create actionWith.* vertex originalVertex (g|s)etVertex getOriginalVertex],
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Grid3D::[vertex originalVertex (g|s)etVertex getOriginalVertex],
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TiledGrid3DAction::[create actionWith.* tile originalTile getOriginalTile (g|s)etTile],
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TiledGrid3D::[tile originalTile getOriginalTile (g|s)etTile],
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TMXLayer::[getTiles],
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TMXMapInfo::[startElement endElement textHandler],
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ParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
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LayerMultiplex::[create layerWith.* initWithLayers],
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CatmullRom.*::[create actionWithDuration initWithDuration],
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Bezier.*::[create actionWithDuration initWithDuration],
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CardinalSpline.*::[create actionWithDuration setPoints initWithDuration],
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Scheduler::[pause resume ^unschedule$ unscheduleUpdate unscheduleAllForTarget schedule isTargetPaused isScheduled],
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TextureCache::[addPVRTCImage],
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*::[copyWith.* ^cleanup$ onEnter.* onExit.* ^description$ getObjectType onTouch.* onAcc.* onKey.* onRegisterTouchListener operator.+],
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FileUtils::[getFileData getDataFromFile writeDataToFile setFilenameLookupDictionary destroyInstance getFullPathCache],
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Application::[^application.* ^run$ getCurrentLanguageCode setAnimationInterval],
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Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
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ccFontDefinition::[*],
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NewTextureAtlas::[*],
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RenderTexture::[listenToBackground listenToForeground saveToFile],
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TextFieldTTF::[(g|s)etDelegate],
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EventListenerVector::[*],
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EventListener(Touch|Keyboard|Mouse|Focus).*::[create],
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EventTouch::[(s|g)etTouches],
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EventKeyboard::[*],
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Device::[getTextureDataForText],
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EventDispatcher::[dispatchCustomEvent],
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EventCustom::[getUserData setUserData],
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Component::[serialize onAdd onRemove update],
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EventListenerCustom::[init],
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EventListener::[init],
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Scene::[getCameras getLights initWithPhysics createWithPhysics getPhysicsWorld getPhysics3DWorld setPhysics3DDebugCamera setNavMesh getNavMesh setNavMeshDebugCamera],
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Animate3D::[*],
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Sprite3D::[*],
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AttachNode::[*],
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Animation3D::[*],
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Skeleton3D::[*],
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Mesh::[*],
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Animation3DCache::[*],
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Sprite3DMaterialCache::[*],
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Sprite3DMaterial::[*],
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Sprite3DCache::[*],
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Bone3D::[*],
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Device::[getTextureDataForText],
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BillBoard::[*],
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Camera::[unproject isVisibleInFrustum],
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ClippingNode::[init],
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RenderState::[setStateBlock],
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ComponentJS::[create getScriptObject update]
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rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
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MenuItemFont::[setFontNameObj=setFontName setFontSizeObj=setFontSize getFontSizeObj=getFontSize getFontNameObj=getFontName],
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ProgressTimer::[setReverseProgress=setReverseDirection],
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Animation::[create=createWithAnimationFrames],
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AnimationCache::[addAnimationsWithFile=addAnimations],
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GLProgram::[initWithByteArrays=initWithString initWithFilenames=init setUniformLocationWith1i=setUniformLocationI32 bindAttribLocation=addAttribute],
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Node::[getGLProgram=getShaderProgram setGLProgram=setShaderProgram getPositionZ=getVertexZ setPositionZ=setVertexZ removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren setRotationSkewX=setRotationX setRotationSkewY=setRotationY getRotationSkewX=getRotationX getRotationSkewY=getRotationY getNodeToParentTransform=getNodeToParentTransform3D getParentToNodeTransform=getParentToNodeTransform3D getNodeToWorldTransform=getNodeToWorldTransform3D getWorldToNodeTransform=getWorldToNodeTransform3D getNodeToWorldAffineTransform=getNodeToWorldTransform getNodeToParentAffineTransform=getNodeToParentTransform getParentToNodeAffineTransform=getParentToNodeTransform getWorldToNodeAffineTransform=getWorldToNodeTransform],
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LabelAtlas::[create=_create],
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Sprite::[getPositionZ=getVertexZ setPositionZ=setVertexZ],
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SpriteBatchNode::[removeAllChildrenWithCleanup=removeAllChildren],
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DrawNode::[drawQuadraticBezier=drawQuadBezier],
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FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup],
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SimpleAudioEngine::[preloadBackgroundMusic=preloadMusic setBackgroundMusicVolume=setMusicVolume getBackgroundMusicVolume=getMusicVolume playBackgroundMusic=playMusic stopBackgroundMusic=stopMusic pauseBackgroundMusic=pauseMusic resumeBackgroundMusic=resumeMusic rewindBackgroundMusic=rewindMusic isBackgroundMusicPlaying=isMusicPlaying willPlayBackgroundMusic=willPlayMusic],
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EventDispatcher::[addCustomEventListener=addCustomListener removeEventListener=removeListener removeEventListenersForType=removeListeners removeEventListenersForTarget=removeListeners removeCustomEventListeners=removeCustomListeners removeAllEventListeners=removeAllListeners pauseEventListenersForTarget=pauseTarget resumeEventListenersForTarget=resumeTarget],
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EventMouse::[getMouseButton=getButton setMouseButton=setButton setCursorPosition=setLocation getCursorX=getLocationX getCursorY=getLocationY],
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Configuration::[getInfo=dumpInfo],
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ComponentContainer::[get=getComponent],
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LayerColor::[initWithColor=init],
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GLProgramCache::[getGLProgram=getProgram addGLProgram=addProgram reloadDefaultGLPrograms=reloadDefaultShaders loadDefaultGLPrograms=loadDefaultShaders],
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TextFieldTTF::[textFieldWithPlaceHolder=create],
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Texture2D::[getGLProgram=getShaderProgram setGLProgram=setShaderProgram],
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Speed::[setSpeed=_setSpeed getSpeed=_getSpeed]
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rename_classes = ParticleSystemQuad::ParticleSystem,
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SimpleAudioEngine::AudioEngine,
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__NodeRGBA::NodeRGBA,
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__LayerRGBA::LayerRGBA,
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SAXParser::PlistParser,
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GLProgramCache::ShaderCache,
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CallFunc::_CallFunc,
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CallFuncN::CallFunc
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# for all class names, should we remove something when registering in the target VM?
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remove_prefix =
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# classes for which there will be no "parent" lookup
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classes_have_no_parents = Node Director SimpleAudioEngine FileUtils TMXMapInfo Application GLViewProtocol SAXParser Configuration
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# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = Ref Clonable
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# classes that create no constructor
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# Set is special and we will use a hand-written constructor
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abstract_classes = FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set SimpleAudioEngine FileUtils Application GLViewProtocol GLView ComponentContainer SAXParser Configuration EventListener BaseLight AsyncTaskPool ComponentJS
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# 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'.
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script_control_cpp = yes
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