2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_LUA_ENGINE_H__
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#define __CC_LUA_ENGINE_H__
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extern "C" {
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#include "lua.h"
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}
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#include "base/CCScriptSupport.h"
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#include "scripting/lua-bindings/manual/CCLuaStack.h"
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#include "scripting/lua-bindings/manual/CCLuaValue.h"
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#include "scripting/lua-bindings/manual/cocos2d/LuaScriptHandlerMgr.h"
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#include "scripting/lua-bindings/manual/Lua-BindingsExport.h"
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/**
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* @addtogroup lua
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* @{
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*/
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NS_CC_BEGIN
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/**
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* The Lua engine integrated into the cocos2d-x to process the interactive operation between lua and c++.
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*
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* @lua NA
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* @js NA
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*/
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class CC_LUA_DLL LuaEngine : public ScriptEngineProtocol
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{
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public:
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/**
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* Get instance of LuaEngine.
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*
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* @return the instance of LuaEngine.
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*/
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static LuaEngine* getInstance(void);
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/**
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* Get defaultEngine of LuaEngine, it was deprecated.
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*
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* @return the instance of LuaEngine.
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*/
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CC_DEPRECATED_ATTRIBUTE static LuaEngine* defaultEngine(void) { return LuaEngine::getInstance(); }
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/**
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* Destructor of LuaEngine.
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*/
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virtual ~LuaEngine(void);
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/**
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* Get ccScriptType of LuaEngine used, it is always kScriptTypeLua.
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*
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* @return kScriptTypeLua.
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*/
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virtual ccScriptType getScriptType() override { return kScriptTypeLua; };
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/**
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* Get LuaStack of the LuaEngine.
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* All the interactive operation are all base on the LuaStack.
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*
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* @return LuaStack object.
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*/
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LuaStack* getLuaStack(void) { return _stack; }
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/**
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* Add a path to find lua files in.
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*
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* @param path to be added to the Lua path.
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*/
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virtual void addSearchPath(const char* path);
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/**
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* Add lua loader.
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*
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* @param func a function pointer point to the loader function.
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*/
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virtual void addLuaLoader(lua_CFunction func);
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/**
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* Reload script code corresponding to moduleFileName.
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* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString
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* function.
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*
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* @param moduleFileName String object holding the filename of the script file that is to be executed.
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* @return 0 if the string is executed correctly or other if the string is executed wrongly.
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*/
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virtual int reload(const char* moduleFileName);
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/**
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* Remove the related reference about the Ref object stored in the Lua table by set the value of corresponding key
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* nil: The related Lua tables are toluafix_refid_ptr_mapping,toluafix_refid_type_mapping,tolua_value_root and
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* object_Metatable["tolua_ubox"] or tolua_ubox. Meanwhile set the corresponding userdata nullptr and remove the all
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* the lua function reference corresponding to this object.
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*
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* In current mechanism, this function is called in the destructor of Ref object, developer don't call this
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* functions.
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*
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* @param object the key object to remove script object.
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*/
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virtual void removeScriptObjectByObject(Ref* object) override;
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/**
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* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
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*
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual void removeScriptHandler(int nHandler) override;
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/**
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* Reallocate Lua function reference index to the Lua function pointer to add reference.
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*
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual int reallocateScriptHandler(int nHandler) override;
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/**
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* Execute script code contained in the given string.
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*
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* @param codes holding the valid script code that should be executed.
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* @return 0 if the string is executed correctly, other if the string is executed wrongly.
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*/
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virtual int executeString(const char* codes) override;
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/**
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* Execute a script file.
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*
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* @param filename String object holding the filename of the script file that is to be executed.
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* @return the return values by calling executeFunction.
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*/
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virtual int executeScriptFile(const char* filename) override;
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/**
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* Execute a scripted global function.
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* The function should not take any parameters and should return an integer.
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*
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* @param functionName String object holding the name of the function, in the global script environment, that is to
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* be executed.
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* @return The integer value returned from the script function.
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*/
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virtual int executeGlobalFunction(const char* functionName) override;
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virtual int executeNodeEvent(Node* pNode, int nAction);
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virtual int executeMenuItemEvent(MenuItem* pMenuItem);
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virtual int executeCallFuncActionEvent(CallFunc* pAction, Ref* pTarget = NULL);
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virtual int executeSchedule(int nHandler, float dt, Node* pNode = NULL);
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virtual int executeLayerTouchEvent(Layer* pLayer, int eventType, Touch* pTouch);
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virtual int executeLayerKeypadEvent(Layer* pLayer, int eventType);
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virtual int executeAccelerometerEvent(Layer* pLayer, Acceleration* pAccelerationValue);
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virtual int executeEvent(int nHandler,
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const char* pEventName,
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Ref* pEventSource = NULL,
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const char* pEventSourceClassName = NULL);
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/**
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* Handle the assert message.
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*
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* @return return true if current _callFromLua of LuaStack is not equal to 0 otherwise return false.
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*/
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virtual bool handleAssert(const char* msg) override;
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/**
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* Parse the config information data.
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*
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* @param type in current mechanism,it always ConfigType::COCOSTUDIO.
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* @param str the information data.
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* @return if __onParseConfig function exist in the Lua, it return the value that _stack->executeFunction returns
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* otherwise return false.
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*/
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virtual bool parseConfig(ConfigType type, std::string_view str) override;
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/**
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* When some events triggered in the c++ also needs to pass on to lua to handle, we could call this function to send
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* events.
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*
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* @param message the ScriptEvent object that has ScriptEventType and the pointer to information data.
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* @return default return 0 otherwise return values the same as handleNodeEvent, handleMenuClickedEvent or
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* handleCallFuncActionEvent,etc.
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*/
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virtual int sendEvent(const ScriptEvent& message) override;
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/**
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* Pass on the events related with ScrollView,TableCell,AssertManager, Armature, Accelerometer, Keyboard, Touch,
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* Touches ,Mouse and Custom event to lua to handle.
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*
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* @param type Different ScriptHandlerMgr::HandlerType means different processing for the data.
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* @param data The pointer point to the information which should be pass on to lua, it would be parsed in the
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* function to convert to the specific data according to the ScriptHandlerMgr::HandlerType,then pass to lua as
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* function parameters.
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* @return default return 0 otherwise return values according different ScriptHandlerMgr::HandlerType.
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*/
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virtual int handleEvent(ScriptHandlerMgr::HandlerType type, void* data);
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/**
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* Pass on the events related with TableCell and TableView to lua to handle.
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*
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* @param type Different ScriptHandlerMgr::HandlerType means different processing for the data.
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* @param data The pointer point to the information which should be pass on to lua, it would be parsed in the
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* function to convert to the specific data according to the ScriptHandlerMgr::HandlerType,then pass to lua as
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* function parameters.
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* @param numResults The number of the return values.
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* @param func The callback would be called when numResults is > 0.
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* @return default return 0 otherwise return values according different ScriptHandlerMgr::HandlerType.
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*/
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virtual int handleEvent(ScriptHandlerMgr::HandlerType type,
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void* data,
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int numResults,
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const std::function<void(lua_State*, int)>& func);
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private:
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LuaEngine(void) : _stack(nullptr) {}
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bool init(void);
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int handleNodeEvent(void* data);
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int handleMenuClickedEvent(void* data);
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int handleCallFuncActionEvent(void* data);
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int handleScheduler(void* data);
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int handleKeypadEvent(void* data);
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int handleAccelerometerEvent(void* data);
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int handleCommonEvent(void* data);
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int handleTouchEvent(void* data);
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int handleTouchesEvent(void* data);
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int handlerControlEvent(void* data);
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int handleEvenCustom(void* data);
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int handleAssetsManagerEvent(ScriptHandlerMgr::HandlerType type, void* data);
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int handleTableViewEvent(ScriptHandlerMgr::HandlerType type, void* data);
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int handleTableViewEvent(ScriptHandlerMgr::HandlerType type,
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void* data,
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int numResults,
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const std::function<void(lua_State*, int)>& func);
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int handleArmatureWrapper(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventAcc(void* data);
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int handleEventKeyboard(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventTouch(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventTouches(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventMouse(ScriptHandlerMgr::HandlerType type, void* data);
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private:
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static LuaEngine* _defaultEngine;
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LuaStack* _stack;
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};
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NS_CC_END
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// end group
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/// @}
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#endif // __CC_LUA_ENGINE_H__
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