axmol/tools/tojs/cocos2dx_studio.ini

83 lines
4.5 KiB
INI

[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