cocos2dx_pluginx.ini 4.0 KB

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  1. [cocos2dx_pluginx]
  2. # the prefix to be added to the generated functions. You might or might not use this in your own
  3. # templates
  4. prefix = pluginx_protocols
  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 = plugin
  8. android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/include
  9. android_flags = -D_SIZE_T_DEFINED_
  10. clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
  11. clang_flags = -nostdinc -x c++ -std=c++11
  12. cocos_headers = -I%(pluginxdir)s/protocols/include
  13. cocos_flags = -DANDROID
  14. cxxgenerator_headers = -I%(cxxgeneratordir)s/targets/spidermonkey/common
  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
  17. # what headers to parse
  18. headers = %(pluginxdir)s/protocols/include/PluginManager.h %(pluginxdir)s/protocols/include/ProtocolAnalytics.h %(pluginxdir)s/protocols/include/ProtocolIAP.h %(pluginxdir)s/protocols/include/ProtocolAds.h %(pluginxdir)s/protocols/include/ProtocolShare.h %(pluginxdir)s/protocols/include/ProtocolSocial.h %(pluginxdir)s/protocols/include/ProtocolUser.h %(pluginxdir)s/protocols/include/AgentManager.h %(pluginxdir)s/protocols/include/FacebookAgent.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 "^$", like this: "^CCMenu*$".
  21. classes = PluginProtocol PluginManager ProtocolIAP ProtocolAnalytics ProtocolAds ProtocolShare ProtocolSocial ProtocolUser AgentManager FacebookAgent
  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 = *::[setCallback],
  29. ProtocolIAP::[setResultListener getResultListener payForProduct],
  30. ProtocolAds::[setAdsListener getAdsListener],
  31. ProtocolShare::[setResultListener getResultListener share],
  32. ProtocolSocial::[setListener getListener submitScore unlockAchievement],
  33. ProtocolUser::[setListener getListener setActionListener getActionListener login logout],
  34. PluginProtocol::[callFuncWithParam callStringFuncWithParam callIntFuncWithParam callBoolFuncWithParam callFloatFuncWithParam],
  35. AgentManager::[init share configDeveloperInfo login getPluginVersion setDebugMode],
  36. FacebookAgent::[login share dialog webDialog api appRequest getPermissionList getRequestCallback getInstance(?!(Js)) setSDKVersion]
  37. rename_functions = FacebookAgent::[logout=_logout canPresentDialogWithParams=canPresentDialog]
  38. rename_classes =
  39. # for all class names, should we remove something when registering in the target VM?
  40. remove_prefix =
  41. # classes for which there will be no "parent" lookup
  42. classes_have_no_parents =
  43. # base classes which will be skipped when their sub-classes found them.
  44. base_classes_to_skip =
  45. # classes that create no constructor
  46. # CCSet is special and we will use a hand-written constructor
  47. abstract_classes = PluginProtocol ProtocolIAP ProtocolAnalytics PluginManager ProtocolAds ProtocolShare ProtocolUser ProtocolSocial AgentManager FacebookAgent
  48. # 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'.
  49. script_control_cpp = yes