mirror of https://github.com/axmolengine/axmol.git
78 lines
4.4 KiB
INI
78 lines
4.4 KiB
INI
[cocos2dx_extension]
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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_extension
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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
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android_flags = -D_SIZE_T_DEFINED_
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clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
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clang_flags = -nostdinc -x c++ -std=c++11
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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 -I%(cocosdir)s/extensions
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cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
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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/extensions/cocos-ext.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 = CCBReader.* CCBAnimationManager.* Scale9Sprite Control.* ControlButton.* ScrollView$ TableView$ TableViewCell$ EditBox$ Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$
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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 = CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers],
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CCBAnimationManager::[setAnimationCompletedCallback setCallFunc],
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ScrollView::[(g|s)etDelegate$],
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.*Delegate::[*],
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.*Loader.*::[*],
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*::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate .*HSV],
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EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler],
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TableView::[create (g|s)etDataSource$ (g|s)etDelegate],
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Control::[removeHandleOfControlEvent addHandleOfControlEvent],
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ControlUtils::[*],
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ControlSwitchSprite::[*],
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ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager],
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Armature::[createBone updateBlendType getCPBody setCPBody (s|g)etBlendFunc getShapeList ^getBody$],
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Skin::[getSkinData setSkinData],
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ArmatureAnimation::[updateHandler updateFrameData frameEvent],
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Bone::[(s|g)etIgnoreMovementBoneData]
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rename_functions = CCBReader::[getAnimationManager=getActionManager setAnimationManager=setActionManager],
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ArmatureDataManager::[sharedArmatureDataManager=getInstance]
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rename_classes = CCBReader::_Reader,
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CCBAnimationManager::AnimationManager
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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 =
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# base classes which will be skipped when their sub-classes found them.
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base_classes_to_skip = Object ProcessBase
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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 = ArmatureDataManager
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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 = no
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