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CocosDenshion_jsb.ini
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CocosDenshion_jsb.ini
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[CocosDenshion]
# You can extend the functionality by using plugins
# Basically you can override the functionality of the converters
## Ignore constants for CocosDenshion
plugin = constant_class = JSBGenerateConstants_Ignore,
# JS namespace. By default it is the same as config file namespace.
# This namespace is used then the script autogenerates JS code. eg: with the constants
## Not used in CocosDenshion
js_namespace = cc
# prefix that will be removed from the ObjC classes in order to generate the JS classes
# ex: If the class name is CCNode, then on JavaScript it will be Node
## CocosDenshion classes start with 'CD'
obj_class_prefix_to_remove = CD
# Classes to generate. Use '*' to generate all the parsed classes.
# Subclasses will be parsed as well.
# ex: If CCSprite is parsed, then CCNode and NSObject will be parsed as well
# It supports regular expressions to match class names.
# eg: all cocos2d actions ending in 'By': CC(.*)By
## Only parse 'SimpleAudioEngine'
classes_to_parse = SimpleAudioEngine
# Classes to ignore.
# It is a good idea to add classes that you don't want to have a proxy object. Usually internal classes,
# or classes that are already native on JavaScript should be added here.
# It supports regular expressions to match class names.
# eg: all NS classes: NS(.*)
## Ignore the rest of the classes
classes_to_ignore = NS(.*), CDAsynchBufferLoader
# Class properties
# Options
# manual Means that the class is manually bound. No binding info will generated, but it can be used.
class_properties = NSObject = manual,
NSEvent = manual,
SimpleAudioEngine = name:"AudioEngine",
# Whether or not to generate constructors from base classes for the current class.
# In JavaScript, the "constructors" or "static methods" are not "inherited".
# It is recommended to set it to "auto".
# Options:
# False: Don't inherited
# True: Inherit all class methods from all ancestors
# Auto: Inherit only if it has no class constructors. Stop when the fist class constructor is added.
inherit_class_methods = Auto
# Files that are going to be imported by the autogenerated files.
# Useful to declare subclasses of an already bound project
# eg: manual bindigns for NSObject
import_files = jsb_NS_manual.h
# The prefix will be removed from function name.
# eg: if the C function is "cpBodyAddShape", then the JS name will be "bodyWithAddShape"
## For cocos2d add "cc"
function_prefix_to_remove = cd
# Free functions to be parsed
functions_to_parse = cd(.*)
# Free functions not to parse
functions_to_ignore = ccArray*, ccCArray*
# Rules used for methods:
# options:
# name:"js_name" Rename methods.
# ignore This method will be ignored.
# callback This method is a callback. It will be invoked from Objective-C
# no_swizzle It means that the callback function is an optional protocol and should not be "swizzled" because there is no implementation for it.
# variadic_2_array It means that all arguments are variadic, and an Array will be created with them
# merge:name | name... List of methods names that should be merged with this method as well.
# manual It means that its implementation won't be autogenerated. It is implemented manually
#
# Regular expressions are supported in the Class names, but not in the Method names
#
method_properties = SimpleAudioEngine # sharedEngine = name:"getInstance",
SimpleAudioEngine # playEffect:pitch:pan:gain: = name:"playEffect"; merge:"playEffect:",
SimpleAudioEngine # preloadBackgroundMusic: = name:"preloadMusic",
SimpleAudioEngine # playBackgroundMusic:loop: = name:"playMusic"; merge:"playBackgroundMusic:",
SimpleAudioEngine # stopBackgroundMusic = name:"stopMusic",
SimpleAudioEngine # pauseBackgroundMusic = name:"pauseMusic",
SimpleAudioEngine # resumeBackgroundMusic = name:"resumeMusic",
SimpleAudioEngine # rewindBackgroundMusic = name:"rewindMusic",
SimpleAudioEngine # isBackgroundMusicPlaying = name:"isMusicPlaying",
SimpleAudioEngine # setBackgroundMusicVolume: = name:"setMusicVolume",
SimpleAudioEngine # backgroundMusicVolume = name:"getMusicVolume",
#
# Struct properties
# options:
# opaque The structure will be treated as 'opaque' and can't not be inspected from JS.
# Opaque structures are much faster to generate than 'manual' or 'automatic' structures
# manual Manual conversion is provided for this structures. jsval_to_structname() and structname_to_jsval shall exists in your project
struct_properties =
# BridgeSupport files
# add as many as you need. Usually you will only one.
bridge_support_file = CocosDenshion.bridgesupport
# File that contains information that complements BridgeSupport (not present on BridgeSupport file)
complement_file = CocosDenshion-complement.txt