cocos2dx_studio.ini 4.8 KB

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  1. [cocos2dx_studio]
  2. # the prefix to be added to the generated functions. You might or might not use this in your own
  3. # templates
  4. prefix = cocos2dx_studio
  5. # create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
  6. # all classes will be embedded in that namespace
  7. target_namespace = ccs
  8. # 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".
  9. cpp_namespace = cocostudio
  10. android_headers =
  11. 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
  12. clang_headers =
  13. clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__
  14. cocos_headers = -I%(cocosdir)s/external -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external/lua/luajit/include -I%(cocosdir)s/external/lua/tolua -I%(cocosdir)s/cocos/scripting/lua-bindings/manual
  15. cocos_flags = -DANDROID
  16. cxxgenerator_headers =
  17. # extra arguments for clang
  18. 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
  19. # what headers to parse
  20. headers = %(cocosdir)s/cocos/editor-support/cocostudio/CocoStudio.h %(cocosdir)s/cocos/editor-support/cocostudio/CCComExtensionData.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/cocostudio/lua-cocos-studio-conversions.h
  21. # what classes to produce code for. You can use regular expressions here. When testing the regular
  22. # expression, it will be enclosed in "^$", like this: "^Menu*$".
  23. classes = Armature ArmatureAnimation Skin Bone ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode ComExtensionData BoneNode SkeletonNode
  24. # what should we skip? in the format ClassName::[function function]
  25. # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
  26. # regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
  27. # add a single "*" as functions. See bellow for several examples. A special class name is "*", which
  28. # will apply to all class names. This is a convenience wildcard to be able to skip similar named
  29. # functions from all classes.
  30. skip = *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* (s|g)etUserObject add\w*EventListener],
  31. ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager],
  32. Armature::[createBone updateBlendType setBody getShapeList ^getBody$],
  33. Skin::[(s|g)etSkinData],
  34. ArmatureAnimation::[updateHandler updateFrameData frameEvent setMovementEventCallFunc setFrameEventCallFunc],
  35. Bone::[(s|g)etIgnoreMovementBoneData],
  36. ActionManagerEx::[initWithDictionary initWithBinary],
  37. DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex],
  38. Tween::[(s|g)etMovementBoneData],
  39. GUIReader::[registerTypeAndCallBack storeFileDesignSize getFileDesignSize getParseCallBackMap getParseObjectMap],
  40. ActionNode::[initWithDictionary],
  41. ActionObject::[initWithDictionary initWithBinary],
  42. BaseData::[copy subtract],
  43. ActionTimelineCache::[getInstance loadActionTimelineFromXML loadAnimationWithDataBuffer createActionWithDataBuffer],
  44. ActionTimeline::[setFrameEventCallFunc]
  45. rename_functions = ActionManagerEx::[shareManager=getInstance purgeActionManager=destroyInstance],
  46. SceneReader::[purgeSceneReader=destroyInstance],
  47. ComAudio::[end=endToLua]
  48. rename_classes =
  49. # for all class names, should we remove something when registering in the target VM?
  50. remove_prefix =
  51. # classes for which there will be no "parent" lookup
  52. classes_have_no_parents =
  53. # base classes which will be skipped when their sub-classes found them.
  54. base_classes_to_skip =
  55. # classes that create no constructor
  56. # Set is special and we will use a hand-written constructor
  57. abstract_classes = ArmatureDataManager ComAttribute ComRender ComAudio ActionManagerEx SceneReader GUIReader BatchNode ProcessBase
  58. # 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'.
  59. script_control_cpp = no