cocos2dx_extension.ini 3.7 KB

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  1. [cocos2dx_extension]
  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_extension
  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 -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external -I%(cocosdir)s/external/json
  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/extensions/cocos-ext.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 = Control.* ControlButton.* ScrollView$ TableView$ TableViewCell$ AssetsManager AssetsManagerEx Manifest EventAssetsManagerEx EventListenerAssetsManagerEx PUParticleSystem3D ParticleSystem3D ParticlePool
  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 = .*Delegate::[*],
  29. .*Loader.*::[*],
  30. *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate .*HSV],
  31. EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler],
  32. ControlUtils::[*],
  33. ControlSwitchSprite::[*],
  34. ScrollView::[(g|s)etDelegate$],
  35. TableView::[create (g|s)etDataSource$ (g|s)etDelegate],
  36. Manifest::[getAssets],
  37. EventListenerAssetsManagerEx::[create],
  38. PUParticleSystem3D::[getDerivedOrientation getEmittedEmitterParticlePool getEmittedSystemParticlePool getAffector getEmitter getObserver],
  39. ParticlePool::[getActiveParticleList createParticle getNext getFirst],
  40. ParticleSystem3D::[getParticlePool getAffector]
  41. rename_functions =
  42. rename_classes =
  43. # for all class names, should we remove something when registering in the target VM?
  44. remove_prefix =
  45. # classes for which there will be no "parent" lookup
  46. classes_have_no_parents =
  47. # base classes which will be skipped when their sub-classes found them.
  48. base_classes_to_skip =
  49. # classes that create no constructor
  50. # Set is special and we will use a hand-written constructor
  51. abstract_classes = ArmatureDataManager Manifest
  52. # 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'.
  53. script_control_cpp = no