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- [cocos2dx_extension]
- # the prefix to be added to the generated functions. You might or might not use this in your own
- # templates
- prefix = cocos2dx_extension
- # 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 = cc
- 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 -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
- 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/extensions/cocos-ext.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 = Control.* ControlButton.* ScrollView$ TableView$ TableViewCell$ AssetsManager AssetsManagerEx Manifest EventAssetsManagerEx EventListenerAssetsManagerEx PUParticleSystem3D ParticleSystem3D ParticlePool
- # 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 = .*Delegate::[*],
- .*Loader.*::[*],
- *::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType (g|s)etDelegate .*HSV],
- EditBox::[(g|s)etDelegate ^keyboard.* touchDownAction getScriptEditBoxHandler registerScriptEditBoxHandler unregisterScriptEditBoxHandler],
- ControlUtils::[*],
- ControlSwitchSprite::[*],
- ScrollView::[(g|s)etDelegate$],
- TableView::[create (g|s)etDataSource$ (g|s)etDelegate],
- Manifest::[getAssets],
- EventListenerAssetsManagerEx::[create],
- PUParticleSystem3D::[getDerivedOrientation getEmittedEmitterParticlePool getEmittedSystemParticlePool getAffector getEmitter getObserver],
- ParticlePool::[getActiveParticleList createParticle getNext getFirst],
- ParticleSystem3D::[getParticlePool getAffector]
- rename_functions =
- 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 Manifest
- # 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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