This repository has been archived by the owner on Jan 3, 2019. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 103
/
chipmunk_jsb.ini
130 lines (112 loc) · 6.62 KB
/
chipmunk_jsb.ini
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
[chipmunk]
# You can extend the functionality by using plugins
# Basically you can override the functionality of the converters
plugin = constant_class = plugin_jsb_chipmunk.JSBGenerateConstants_CP,
# 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
js_namespace = cp
# 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
## None, since chipmunk has no Objective-C classes
obj_class_prefix_to_remove =
# 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
## None, since chipmunk has no Objective-C classes
classes_to_parse =
# 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(.*)
## None, since chipmunk has no Objective-C classes
classes_to_ignore =
# Class properties
# Options
# manual Means that the class is manually bound. No binding info will generated, but it can be used.
class_properties =
# 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.
## Ignored, since chipmunk has no classes
inherit_class_methods = Auto
# Method properties
# 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
# optional_args_since:2 It means that all arguments starting from the 2nd argument are optionals
# variadic_2_array It means that all arguments are variadic, and an Array will be created with them
## None, since chipmunk has not methods
method_properties =
# Files that are going to be imported by the auto-generated files.
# Useful to declare subclasses of an already bound project
# eg: manual bindings for NSObject
import_files = jsb_chipmunk_manual.h
compatible_with_cpp = True
# The prefix will be removed from function name.
# eg: if the C function is "cpBodyAddShape", then the JS name will be "bodyWithAddShape"
## For chipmunk add "cp"
function_prefix_to_remove = cp
# Free functions to be parsed
functions_to_parse = cp(.*)
# Free functions not to parse
## Add here all chipmunk "private" and "unsafe" functions
## cpv is not wrapped because it uses a function in JS, which is faster
functions_to_ignore = cpClosetPointOnSegment, cpSpaceActivateBody, cpSpaceLock, cpSpaceUnlock, cpSpaceFilterArbiters, cpSpaceArbiterSetFilter, cpSpaceGetPostStepData,
cpSpacePushContacts, cpContactBufferGetArray, cpSpacePushFreshContactBuffer, cpSpaceProcessComponents, cpSpatialIndexInit,
cpSpaceLookupHandler, cpSpaceUncacheArbiter, cpShapeActive, cpShapeUpdateFunc, cpSpaceCollideShapes,cpContactInit, cpArbiterInit,
cpArbiterUnthread, cpArbiterUpdate, cpArbiterPreStep, cpArbiterApplyCachedImpulse, cpArbiterApplyImpulse, cpArbiterCallSeparate,
cpArrayNew, cpArrayFree, cpArrayPush, cpArrayPop, cpArrayDeleteObj, cpArrayContains, cpArrayFreeEach, cpConstraintNext,
cpArbiterNext, cpHashSetNew, cpHashSetSetDefaultValue, cpHashSetFree, cpHashSetCount, cpHashSetInsert,
cpHashSetRemove, cpHashSetFind, cpHashSetEach, cpHashSetFilter,
cpBodyAddShape, cpBodyRemoveShape, cpBodyRemoveConstraint,
cpCircleShapeSetRadius, cpCircleShapeSetOffset, cpSegmentShapeSetEndpoints, cpSegmentShapeSetRadius, cpPolyShapeSetVerts,
cpSpaceRemoveCollisionHandler, cpSpaceAddCollisionHandler,
cpBody(.*)UserData,
cp(.*)Alloc(.*),
cpv,
#
# 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:[func] Manual conversion is provided for this structures. jsval_to_structname() and structname_to_jsval shall exists in your project
# If "func" is passed, it will call that conversion function
struct_properties = cpSpace = opaque,
cpBody = opaque,
cpShape = opaque,
cpConstraint = opaque,
cpArbiter = opaque,
cpVect = manual,
CGPoint = manual,
CGSize = manual,
CGRect = manual,
cpCollisionType = manual:long,
cpGroup = manual:long,
cpBB = manual,
#
# Object oriented C library ?
# If so, convert C-like API to object oriented API
# This will generate JavaScript code that will call the C API in a Object Oriented manner.
# The generated code might need to be manually modified
#
## Chipmunk has an OO API.
objects_from_c_functions = constructor_suffix = New,
destructor_suffix = Free,
classes = cpSpace; cpBody;
cpShape; cpPolyShape:cpShape; cpSegmentShape:cpShape; cpCircleShape:cpShape;
cpConstraint; cpDampedSpring:cpConstraint; cpDampedRotarySpring:cpConstraint; cpGearJoint:cpConstraint; cpGrooveJoint:cpConstraint; cpPinJoint:cpConstraint; cpPivotJoint:cpConstraint; cpRatchetJoint:cpConstraint; cpRotaryLimitJoint:cpConstraint; cpSimpleMotor:cpConstraint; cpSlideJoint:cpConstraint; cpArbiter,
base_class = cpBase,
manual_bound_methods = cpArbiterGetBodies; cpArbiterGetShapes; cpSpaceAddCollisionHandler; cpSpaceRemoveCollisionHandler; cpPolyShapeNew; cpBodyNew; cpSpaceFree; cpSpaceRemoveShape; cpSpaceRemoveConstraint; cpSpaceRemoveBody; cpSpaceRemoveStaticShape; cpSpaceAddShape; cpSpaceAddStaticShape; cpSpaceAddBody; cpSpaceAddConstraint,
# BridgeSupport file
bridge_support_file = ./chipmunk.bridgesupport
# File that contains information that complements BridgeSupport (not present on BridgeSupport file)
## None, since chipmunk has no classes
complement_file =