axmol/tools/tolua/ax_base.ini

187 lines
11 KiB
INI

[ax_base]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = ax_base
# 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 = ax
android_headers =
android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=16 -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(clangllvmdir)s/sysroot/usr/include -idirafter %(clangllvmdir)s/sysroot/usr/include/arm-linux-androideabi -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include
clang_headers =
clang_flags = -nostdinc -x c++ -std=%(cxx_std)s -fsigned-char -U__SSE__
ax_headers = -I%(axdir)s/core -I%(axdir)s/core/platform/android -I%(axdir)s/extensions -I%(axdir)s/thirdparty -I%(axdir)s/thirdparty/robin-map/include -I%(axdir)s/thirdparty/jni.hpp/include -I%(axdir)s/thirdparty/glad/include
ax_flags = -DANDROID
cxxgenerator_headers =
# extra arguments for clang
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(ax_headers)s %(android_flags)s %(clang_flags)s %(ax_flags)s %(extra_flags)s
# what headers to parse
headers = %(axdir)s/core/cocos2d.h %(axdir)s/core/2d/ProtectedNode.h %(axdir)s/core/base/AsyncTaskPool.h %(axdir)s/extensions/scripting/lua-bindings/manual/ComponentLua.h %(axdir)s/core/renderer/Renderer.h %(axdir)s/core/renderer/PipelineDescriptor.h %(axdir)s/core/renderer/backend/RenderTarget.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 = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console Device ClippingRectangleNode .*Light$ AsyncTaskPool RenderState Material Properties Technique Pass PolygonInfo AutoPolygon BoneNode SkeletonNode ComponentLua PipelineDescriptor Renderer FastTMXLayer FastTMXTiledMap
# 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 = Node::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$ setContentSize setAnchorPoint enumerateChildren getonEnterTransitionDidFinishCallback getOnEnterCallback getOnExitCallback getonExitTransitionDidStartCallback setAdditionalTransform setRotationQuat getRotationQuat sortNodes],
Sprite::[getQuad ^setPosition$ ^create$ setPolygonInfo initWithPolygon getPolygonInfo],
SpriteFrame::[setPolygonInfo getPolygonInfo hasPolygonInfo],
SpriteBatchNode::[getDescendants],
MotionStreak::[draw update],
ParticleSystem::[updateQuadWithParticle initParticle],
DrawNode::[drawPolygon drawSolidPoly drawPoly drawCardinalSpline drawCatmullRom drawPoints listenBackToForeground],
Director::[getAccelerometer getProjection getFrustum getCocos2dThreadId],
Layer.*::[didAccelerate keyPressed keyReleased],
Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
MenuItem.*::[create setCallback initWithCallback],
Label::[createWithTTF],
Copying::[*],
LabelProtocol::[*],
LabelTextFormatProtocol::[*],
.*Delegate::[*],
PoolManager::[*],
Texture2D::[setTexParameters initWithData getPixelFormatInfoMap updateWithData initWithMipmaps],
Set::[begin end acceptVisitor],
IMEDispatcher::[*],
SAXParser::[*],
Thread::[*],
Profiler::[*],
ProfilingTimer::[*],
CallFunc::[create initWithFunction],
SAXDelegator::[*],
ZipUtils::[compressGZ decomporessGZ],
Color3bObject::[*],
TouchDispatcher::[*],
EGLTouchDelegate::[*],
ScriptEngineManager::[*],
KeypadHandler::[*],
Invocation::[*],
SchedulerScriptHandlerEntry::[*],
Size::[*],
Point::[*],
PointArray::[*],
Rect::[*],
String::[*],
Data::[*],
Dictionary::[*],
Array::[*],
Range::[*],
EventListenerVector::[*],
EventListener.*::[create],
EventTouch::[(s|g)etTouches],
NotificationObserver::[*],
Image::[initWithString initWithImageData initWithRawData getData getMipmaps],
Sequence::[create],
Spawn::[create],
GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.* setUniformLocationWithMatrix4f.* getUniform setUniformLocationWith3i.* setUniformLocationWith4i.* setUniformLocationWith2i.* setUniformLocationWithMatrix3f.* setUniformLocationWithMatrix2f.* getVertexAttrib],
Grid3DAction::[create actionWith.* vertex originalVertex (g|s)etVertex getOriginalVertex],
Grid3D::[vertex originalVertex (g|s)etVertex getOriginalVertex],
TiledGrid3DAction::[create actionWith.* tile originalTile getOriginalTile (g|s)etTile],
TiledGrid3D::[tile originalTile getOriginalTile (g|s)etTile],
TMXLayer::[getTiles getTileGIDAt setTiles],
FastTMXLayer::[(g|s)etTiles getTileGIDAt],
TMXMapInfo::[startElement endElement textHandler],
ParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
LayerMultiplex::[create layerWith.* initWithLayers],
CatmullRom.*::[create actionWithDuration],
Bezier.*::[create actionWithDuration],
CardinalSpline.*::[create actionWithDuration setPoints],
Scheduler::[pause resume unschedule schedule update isTargetPaused isScheduled performFunctionInCocosThread],
TextureCache::[addPVRTCImage addImageAsync],
Timer::[getSelector createWithScriptHandler],
*::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate onTouch.* onAcc.* onKey.* onRegisterTouchListener],
FileUtils::[getFileData getDataFromFile writeDataToFile getFullPathCache getContents openFileStream],
Application::[^application.* ^run$],
Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
ccFontDefinition::[*],
Ref::[autorelease isEqual acceptVisitor update],
UserDefault::[getInstance (s|g)etDataForKey encrypt],
GLView::[setTouchDelegate getAllTouches],
GLViewImpl::[end swapBuffers loadGLES2],
NewTextureAtlas::[*],
DisplayLinkDirector::[mainLoop setAnimationInterval startAnimation stopAnimation],
RenderTexture::[listenToBackground listenToForeground newImage],
TMXTiledMap::[getPropertiesForGID],
EventCustom::[getUserData setUserData],
Component::[serialize],
Console::[addCommand addSubCommand getSubCommand delSubCommand getCommand],
ParallaxNode::[(s|g)etParallaxArray],
TileMapAtlas::[(s|g)etTGAInfo],
GLProgramState::[setVertexAttribCallback setUniformCallback setVertexAttribPointer],
OrbitCamera::[sphericalRadius],
ShuffleTiles::[placeTile shuffle],
TurnOffTiles::[shuffle],
LabelTTF::[*],
LabelBMFont::[*],
Scene::[getCameras getLights .*(Physics3D).* .*(NavMesh).*],
Animate3D::[*],
MeshRenderer::[*],
AttachNode::[*],
Animation3D::[*],
Skeleton3D::[*],
Mesh::[*],
Animation3DCache::[*],
MeshMaterialCache::[*],
MeshMaterial::[*],
MeshRendererCache::[*],
Renderer::[getCommandBuffer],
Bone3D::[*],
Device::[getTextureDataForText],
BillBoard::[*],
Camera::[unproject],
EventListenerCustom::[init],
EventListener::[init],
RotateTo::[calculateAngles],
RenderState::[finalize setStateBlock getStateBlock],
Properties::[createNonRefCounted],
AutoPolygon::[trace reduce expand triangulate calculateUV generateTriangles generatePolygon],
PolygonInfo::[operator=],
Technique::[getStateBlock],
Material::[getStateBlock setStateBlock],
Pass::[getStateBlock],
SpriteSheetLoader::[*],
SpriteFrameCache::[registerSpriteSheetLoader insertFrame addSpriteFramesWithFileContent]
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
ProgressTimer::[setReverseProgress=setReverseDirection],
AnimationCache::[addAnimationsWithFile=addAnimations],
GLProgram::[setUniformLocationWith1i=setUniformLocationI32],
Node::[removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
LabelAtlas::[create=_create],
Touch::[getID=getId],
FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup],
Director::[end=endToLua],
GLView::[end=endToLua],
RenderTexture::[end=endToLua]
rename_classes = ParticleSystemQuad::ParticleSystem
# 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 = Director FileUtils TMXMapInfo Application Downloader
# base classes which will be skipped when their sub-classes found them.
base_classes_to_skip = Clonable
# classes that create no constructor
# Set is special and we will use a hand-written constructor
abstract_classes = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set FileUtils Application ClippingNode Label GLViewImpl GLView EventAcceleration DisplayLinkDirector Component Console EventListener BaseLight
# 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