mirror of https://github.com/axmolengine/axmol.git
83 lines
4.5 KiB
INI
83 lines
4.5 KiB
INI
[cocos2dx_studio]
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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_studio
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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 = ccs
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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/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
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cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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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/editor-support/cocostudio/CocoStudio.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 = Armature ArmatureAnimation Skin Bone ColliderDetector ColliderBody ArmatureDataManager InputDelegate ComController ComAudio ComAttribute ComRender ActionManagerEx SceneReader GUIReader BatchNode ActionObject BaseData Tween ColliderFilter DisplayManager
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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 = *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* onAcc.* onKey.* onRegisterTouchListener (s|g)etBlendFunc (s|g)etUserObject ccTouch.*],
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InputDelegate::[didAccelerate on.*],
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GUIReader::[storeFileDesignSize getFileDesignSize],
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ComAttribute::[getDict],
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BatchNode::[init draw],
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Armature::[createBone updateBlendType getBody setBody getShapeList .*BlendFunc],
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Skin::[getSkinData setSkinData],
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ArmatureAnimation::[updateHandler updateFrameData frameEvent (s|g)etAnimationData setMovementEventCallFunc setFrameEventCallFunc],
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ArmatureDataManager::[getTextureDatas],
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ActionManagerEx::[initWithDictionary],
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Bone::[getTweenData getBoneData],
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BaseData::[copy subtract],
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ColliderFilter::[updateShape],
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Tween::[(s|g)etMovementBoneData],
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DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex],
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ActionNode::[initWithDictionary],
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ActionObject::[initWithDictionary],
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ColliderDetector::[addContourData.* removeContourData],
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ColliderBody::[getContourData getCalculatedVertexList],
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SceneReader::[setTarget]
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rename_functions = ActionManagerEx::[shareManager=getInstance purgeActionManager=purge],
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SceneReader::[purgeSceneReader=purge],
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GUIReader::[shareReader=getInstance purgeGUIReader=purge]
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rename_classes = ActionManagerEx::ActionManager
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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 = InputDelegate SceneReader
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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 = ColliderDetector ColliderBody ArmatureDataManager ComAttribute InputDelegate ComRender ComAudio InputDelegate ActionManagerEx SceneReader GUIReader BatchNode ColliderFilter
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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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classes_need_extend = Armature
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