mirror of https://github.com/axmolengine/axmol.git
78 lines
4.3 KiB
INI
78 lines
4.3 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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# the native namespace in which this module locates, this parameter is used for avoid conflict of the same class name in different modules, as "cocos2d::Label" <-> "cocos2d::ui::Label".
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cpp_namespace = cocostudio
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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/3.3/include
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clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__
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cocos_headers = -I%(cocosdir)s/external -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android
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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/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 ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode
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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.* (s|g)etUserObject add\w*EventListener],
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ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager],
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Armature::[createBone updateBlendType setBody getShapeList ^getBody$],
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Skin::[(s|g)etSkinData],
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ArmatureAnimation::[updateHandler updateFrameData frameEvent setMovementEventCallFunc setFrameEventCallFunc],
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Bone::[(s|g)etIgnoreMovementBoneData],
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ActionManagerEx::[initWithDictionary initWithBinary],
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DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex],
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Tween::[(s|g)etMovementBoneData],
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GUIReader::[registerTypeAndCallBack storeFileDesignSize getFileDesignSize getParseCallBackMap getParseObjectMap],
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ActionNode::[initWithDictionary],
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ActionObject::[initWithDictionary initWithBinary],
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BaseData::[copy subtract],
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ActionTimelineCache::[getInstance loadActionTimelineFromXML]
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rename_functions = ActionManagerEx::[shareManager=getInstance purgeActionManager=destroyInstance],
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SceneReader::[purgeSceneReader=destroyInstance]
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rename_classes =
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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 =
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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 ComAttribute ComRender ComAudio ActionManagerEx SceneReader GUIReader BatchNode ProcessBase
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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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