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- [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
- # 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".
- cpp_namespace = cocostudio
- android_headers =
- 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
- clang_headers =
- clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__
- 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
- cocos_flags = -DANDROID
- 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 %(cocosdir)s/cocos/editor-support/cocostudio/CCComExtensionData.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/cocostudio/lua-cocos-studio-conversions.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 ArmatureDataManager \w+Data$ ActionManagerEx ComAudio ComController ComAttribute ComRender BatchNode SceneReader GUIReader ActionObject Tween DisplayManager NodeReader ActionTimeline.* .*Frame$ Timeline ActionTimelineNode ComExtensionData BoneNode SkeletonNode
- # 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.* (s|g)etUserObject add\w*EventListener],
- ArmatureDataManager::[CCArmatureDataManager ~CCArmatureDataManager],
- Armature::[createBone updateBlendType setBody getShapeList ^getBody$],
- Skin::[(s|g)etSkinData],
- ArmatureAnimation::[updateHandler updateFrameData frameEvent setMovementEventCallFunc setFrameEventCallFunc],
- Bone::[(s|g)etIgnoreMovementBoneData],
- ActionManagerEx::[initWithDictionary initWithBinary],
- DisplayManager::[initDisplayList (s|g)etCurrentDecorativeDisplay getDecorativeDisplayByIndex],
- Tween::[(s|g)etMovementBoneData],
- GUIReader::[registerTypeAndCallBack storeFileDesignSize getFileDesignSize getParseCallBackMap getParseObjectMap],
- ActionNode::[initWithDictionary],
- ActionObject::[initWithDictionary initWithBinary],
- BaseData::[copy subtract],
- ActionTimelineCache::[getInstance loadActionTimelineFromXML loadAnimationWithDataBuffer createActionWithDataBuffer],
- ActionTimeline::[setFrameEventCallFunc]
- rename_functions = ActionManagerEx::[shareManager=getInstance purgeActionManager=destroyInstance],
- SceneReader::[purgeSceneReader=destroyInstance],
- ComAudio::[end=endToLua]
- rename_classes =
- # 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 =
- # base classes which will be skipped when their sub-classes found them.
- base_classes_to_skip =
- # classes that create no constructor
- # Set is special and we will use a hand-written constructor
- abstract_classes = ArmatureDataManager ComAttribute ComRender ComAudio ActionManagerEx SceneReader GUIReader BatchNode ProcessBase
- # 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
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