cocos2dx_spine.ini 3.0 KB

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  1. [cocos2dx_spine]
  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_spine
  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 = sp
  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/editor-support -I%(cocosdir)s/cocos/platform/android -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/editor-support/spine/spine-cocos2dx.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 = SkeletonRenderer SkeletonAnimation
  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 = SkeletonRenderer::[findBone findSlot getAttachment setAttachment update draw createWithData],
  29. *::[update draw drawSkeleton],
  30. SkeletonAnimation::[setAnimationStateData createWithData addAnimation getCurrent setAnimation onAnimationStateEvent onTrackEntryEvent getState createWithFile]
  31. rename_functions =
  32. rename_classes =
  33. # for all class names, should we remove something when registering in the target VM?
  34. remove_prefix =
  35. # classes for which there will be no "parent" lookup
  36. classes_have_no_parents =
  37. # base classes which will be skipped when their sub-classes found them.
  38. base_classes_to_skip =
  39. # classes that create no constructor
  40. # Set is special and we will use a hand-written constructor
  41. abstract_classes = Skeleton SkeletonAnimation
  42. # 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'.
  43. script_control_cpp = no