cocos2dx.ini 10 KB

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  1. [cocos2d-x]
  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
  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 = cc
  8. android_headers =
  9. 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
  10. clang_headers =
  11. clang_flags = -nostdinc -x c++ -std=c++11 -fsigned-char -U__SSE__
  12. cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/external
  13. cocos_flags = -DANDROID
  14. cxxgenerator_headers =
  15. # extra arguments for clang
  16. 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
  17. # what headers to parse
  18. headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %(cocosdir)s/cocos/base/CCAsyncTaskPool.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/CCComponentLua.h
  19. # what classes to produce code for. You can use regular expressions here. When testing the regular
  20. # expression, it will be enclosed in "^$", like this: "^Menu*$".
  21. classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console GLProgramCache GLProgramState Device ClippingRectangleNode .*Light$ AsyncTaskPool RenderState Material Properties Technique Pass PolygonInfo AutoPolygon BoneNode SkeletonNode ComponentLua
  22. # what should we skip? in the format ClassName::[function function]
  23. # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
  24. # regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
  25. # add a single "*" as functions. See bellow for several examples. A special class name is "*", which
  26. # will apply to all class names. This is a convenience wildcard to be able to skip similar named
  27. # functions from all classes.
  28. skip = Node::[setGLServerState description getUserObject .*UserData getGLServerState .*schedule getPosition$ setContentSize setAnchorPoint enumerateChildren getonEnterTransitionDidFinishCallback getOnEnterCallback getOnExitCallback getonExitTransitionDidStartCallback setAdditionalTransform setRotationQuat getRotationQuat sortNodes],
  29. Sprite::[getQuad ^setPosition$ ^create$ setPolygonInfo initWithPolygon getPolygonInfo],
  30. SpriteFrame::[setPolygonInfo getPolygonInfo hasPolygonInfo],
  31. SpriteBatchNode::[getDescendants],
  32. MotionStreak::[draw update],
  33. ParticleSystem::[updateQuadWithParticle initParticle],
  34. DrawNode::[drawPolygon drawSolidPoly drawPoly drawCardinalSpline drawCatmullRom drawPoints listenBackToForeground],
  35. Director::[getAccelerometer getProjection getFrustum getRenderer getCocos2dThreadId],
  36. Layer.*::[didAccelerate keyPressed keyReleased],
  37. Menu.*::[.*Target getSubItems create initWithItems alignItemsInRows alignItemsInColumns],
  38. MenuItem.*::[create setCallback initWithCallback],
  39. Label::[createWithTTF],
  40. Copying::[*],
  41. LabelProtocol::[*],
  42. LabelTextFormatProtocol::[*],
  43. .*Delegate::[*],
  44. PoolManager::[*],
  45. Texture2D::[setTexParameters initWithData getPixelFormatInfoMap updateWithData initWithMipmaps],
  46. Set::[begin end acceptVisitor],
  47. IMEDispatcher::[*],
  48. SAXParser::[*],
  49. Thread::[*],
  50. Profiler::[*],
  51. ProfilingTimer::[*],
  52. CallFunc::[create initWithFunction],
  53. SAXDelegator::[*],
  54. Color3bObject::[*],
  55. TouchDispatcher::[*],
  56. EGLTouchDelegate::[*],
  57. ScriptEngineManager::[*],
  58. KeypadHandler::[*],
  59. Invocation::[*],
  60. SchedulerScriptHandlerEntry::[*],
  61. Size::[*],
  62. Point::[*],
  63. PointArray::[*],
  64. Rect::[*],
  65. String::[*],
  66. Data::[*],
  67. Dictionary::[*],
  68. Array::[*],
  69. Range::[*],
  70. EventListenerVector::[*],
  71. EventListener.*::[create],
  72. EventTouch::[(s|g)etTouches],
  73. NotificationObserver::[*],
  74. Image::[initWithString initWithImageData initWithRawData getData getMipmaps],
  75. Sequence::[create],
  76. Spawn::[create],
  77. GLProgram::[getProgram setUniformLocationWith2f.* setUniformLocationWith1f.* setUniformLocationWith3f.* setUniformLocationWith4f.* setUniformLocationWithMatrix4f.* getUniform setUniformLocationWith3i.* setUniformLocationWith4i.* setUniformLocationWith2i.* setUniformLocationWithMatrix3f.* setUniformLocationWithMatrix2f.* getVertexAttrib],
  78. Grid3DAction::[create actionWith.* vertex originalVertex (g|s)etVertex getOriginalVertex],
  79. Grid3D::[vertex originalVertex (g|s)etVertex getOriginalVertex],
  80. TiledGrid3DAction::[create actionWith.* tile originalTile getOriginalTile (g|s)etTile],
  81. TiledGrid3D::[tile originalTile getOriginalTile (g|s)etTile],
  82. TMXLayer::[getTiles getTileGIDAt setTiles],
  83. TMXMapInfo::[startElement endElement textHandler],
  84. ParticleSystemQuad::[postStep setBatchNode draw setTexture$ setTotalParticles updateQuadWithParticle setupIndices listenBackToForeground initWithTotalParticles particleWithFile node],
  85. LayerMultiplex::[create layerWith.* initWithLayers],
  86. CatmullRom.*::[create actionWithDuration],
  87. Bezier.*::[create actionWithDuration],
  88. CardinalSpline.*::[create actionWithDuration setPoints],
  89. Scheduler::[pause resume unschedule schedule update isTargetPaused isScheduled performFunctionInCocosThread],
  90. TextureCache::[addPVRTCImage addImageAsync],
  91. Timer::[getSelector createWithScriptHandler],
  92. *::[copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate onTouch.* onAcc.* onKey.* onRegisterTouchListener],
  93. FileUtils::[getFileData getDataFromFile writeDataToFile getFullPathCache getContents],
  94. Application::[^application.* ^run$],
  95. Camera::[getEyeXYZ getCenterXYZ getUpXYZ],
  96. ccFontDefinition::[*],
  97. Ref::[autorelease isEqual acceptVisitor update],
  98. UserDefault::[getInstance (s|g)etDataForKey],
  99. GLView::[setTouchDelegate getAllTouches],
  100. GLViewImpl::[end swapBuffers],
  101. NewTextureAtlas::[*],
  102. DisplayLinkDirector::[mainLoop setAnimationInterval startAnimation stopAnimation],
  103. RenderTexture::[listenToBackground listenToForeground],
  104. TMXTiledMap::[getPropertiesForGID],
  105. EventCustom::[getUserData setUserData],
  106. Component::[serialize],
  107. Console::[addCommand addSubCommand getSubCommand delSubCommand getCommand],
  108. ParallaxNode::[(s|g)etParallaxArray],
  109. TileMapAtlas::[(s|g)etTGAInfo],
  110. GLProgramState::[setVertexAttribCallback setUniformCallback setVertexAttribPointer],
  111. OrbitCamera::[sphericalRadius],
  112. ShuffleTiles::[placeTile shuffle],
  113. TurnOffTiles::[shuffle],
  114. LabelTTF::[*],
  115. LabelBMFont::[*],
  116. Scene::[getCameras getLights .*(Physics3D).* .*(NavMesh).*],
  117. Animate3D::[*],
  118. Sprite3D::[*],
  119. AttachNode::[*],
  120. Animation3D::[*],
  121. Skeleton3D::[*],
  122. Mesh::[*],
  123. Animation3DCache::[*],
  124. Sprite3DMaterialCache::[*],
  125. Sprite3DMaterial::[*],
  126. Sprite3DCache::[*],
  127. Bone3D::[*],
  128. Device::[getTextureDataForText],
  129. BillBoard::[*],
  130. Camera::[unproject],
  131. EventListenerCustom::[init],
  132. EventListener::[init],
  133. RotateTo::[calculateAngles],
  134. RenderState::[finalize setStateBlock],
  135. Properties::[createNonRefCounted],
  136. AutoPolygon::[trace reduce expand triangulate calculateUV generateTriangles generatePolygon],
  137. PolygonInfo::[operator=]
  138. rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
  139. ProgressTimer::[setReverseProgress=setReverseDirection],
  140. AnimationCache::[addAnimationsWithFile=addAnimations],
  141. GLProgram::[setUniformLocationWith1i=setUniformLocationI32],
  142. Node::[removeFromParentAndCleanup=removeFromParent removeAllChildrenWithCleanup=removeAllChildren],
  143. LabelAtlas::[create=_create],
  144. Touch::[getID=getId],
  145. FileUtils::[loadFilenameLookupDictionaryFromFile=loadFilenameLookup],
  146. Director::[end=endToLua],
  147. GLView::[end=endToLua],
  148. RenderTexture::[end=endToLua]
  149. rename_classes = ParticleSystemQuad::ParticleSystem
  150. # for all class names, should we remove something when registering in the target VM?
  151. remove_prefix =
  152. # classes for which there will be no "parent" lookup
  153. classes_have_no_parents = Director FileUtils TMXMapInfo Application
  154. # base classes which will be skipped when their sub-classes found them.
  155. base_classes_to_skip = Clonable
  156. # classes that create no constructor
  157. # Set is special and we will use a hand-written constructor
  158. abstract_classes = Action FiniteTimeAction ActionInterval ActionEase EaseRateAction EaseElastic EaseBounce ActionInstant GridAction Grid3DAction TiledGrid3DAction Director SpriteFrameCache TransitionEaseScene Set FileUtils Application ClippingNode Label GLViewImpl GLView EventAcceleration DisplayLinkDirector Component Console EventListener BaseLight
  159. # 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'.
  160. script_control_cpp = no