mirror of https://github.com/axmolengine/axmol.git
63 lines
3.5 KiB
INI
63 lines
3.5 KiB
INI
[cocos2d-backend]
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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_backend
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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 = ccb
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android_headers =
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android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=14 -gcc-toolchain %(gcc_toolchain_dir)s --sysroot=%(androidndkdir)s/platforms/android-14/arch-arm -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(androidndkdir)s/sysroot/usr/include -idirafter %(androidndkdir)s/sysroot/usr/include/arm-linux-androideabi -idirafter %(clangllvmdir)s/lib64/clang/5.0/include -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include
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clang_headers =
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clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/external
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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/renderer/backend/Types.h %(cocosdir)s/cocos/renderer/backend/ProgramState.h %(cocosdir)s/cocos/renderer/backend/Texture.h %(cocosdir)s/cocos/renderer/backend/VertexLayout.h
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#headers = %(cocosdir)s/cocos/renderer/backend/ProgramState.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 = VertexLayout BufferUsage BufferType ShaderStage VertexFormat PixelFormat TextureUsage IndexFormat VertexStepMode PrimitiveType TextureType SamplerAddressMode SamplerFilter StencilOperation CompareFunction BlendOperation BlendFactor ColorWriteMask SamplerDescriptor CullMode Winding UniformInfo UniformLocation AttributeBindInfo TextureCubeFace ProgramState TextureBackend Program Texture2DBackend TextureCubemapBackend
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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 = VertexLayout::[getAttributes],
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ProgramState::[getCallbackUniforms getVertexTextureInfos getVertexUniformInfos getFragmentTextureInfos getFragmentUniformInfos setTextureArray setCallbackUniform setUniform],
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Program::[getFragmentUniformInfos getVertexUniformInfos]
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rename_functions =
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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 =
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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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