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/****************************************************************************
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Copyright ( c ) 2010 - 2012 cocos2d - x . org
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http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the " Software " ) , to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is
furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef __SCRIPT_SUPPORT_H__
# define __SCRIPT_SUPPORT_H__
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# include "platform/CCCommon.h"
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# include "event_dispatcher/CCTouch.h"
# include "event_dispatcher/CCTouchEvent.h"
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# include "cocoa/CCSet.h"
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# include <map>
# include <string>
# include <list>
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typedef struct lua_State lua_State ;
NS_CC_BEGIN
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class Timer ;
class Layer ;
class MenuItem ;
class NotificationCenter ;
class CallFunc ;
class Acceleration ;
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enum ccScriptType {
kScriptTypeNone = 0 ,
kScriptTypeLua ,
kScriptTypeJavascript
} ;
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class ScriptHandlerEntry : public Object
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{
public :
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static ScriptHandlerEntry * create ( int nHandler ) ;
~ ScriptHandlerEntry ( void ) ;
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int getHandler ( void ) {
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return _handler ;
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}
int getEntryId ( void ) {
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return _entryId ;
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}
protected :
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ScriptHandlerEntry ( int nHandler )
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: _handler ( nHandler )
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{
static int newEntryId = 0 ;
newEntryId + + ;
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_entryId = newEntryId ;
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}
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int _handler ;
int _entryId ;
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} ;
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/**
* @ addtogroup script_support
* @ {
*/
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class SchedulerScriptHandlerEntry : public ScriptHandlerEntry
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{
public :
// nHandler return by tolua_ref_function(), called from LuaCocos2d.cpp
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static SchedulerScriptHandlerEntry * create ( int nHandler , float fInterval , bool bPaused ) ;
~ SchedulerScriptHandlerEntry ( void ) ;
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cocos2d : : Timer * getTimer ( void ) {
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return _timer ;
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}
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bool isPaused ( void ) {
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return _paused ;
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}
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void markedForDeletion ( void ) {
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_markedForDeletion = true ;
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}
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bool isMarkedForDeletion ( void ) {
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return _markedForDeletion ;
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}
private :
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SchedulerScriptHandlerEntry ( int nHandler )
: ScriptHandlerEntry ( nHandler )
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, _timer ( NULL )
, _paused ( false )
, _markedForDeletion ( false )
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{
}
bool init ( float fInterval , bool bPaused ) ;
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cocos2d : : Timer * _timer ;
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bool _paused ;
bool _markedForDeletion ;
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} ;
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class TouchScriptHandlerEntry : public ScriptHandlerEntry
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{
public :
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static TouchScriptHandlerEntry * create ( int nHandler , bool bIsMultiTouches , int nPriority , bool bSwallowsTouches ) ;
~ TouchScriptHandlerEntry ( void ) ;
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bool isMultiTouches ( void ) {
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return _isMultiTouches ;
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}
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int getPriority ( void ) {
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return _priority ;
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}
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bool getSwallowsTouches ( void ) {
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return _swallowsTouches ;
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}
private :
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TouchScriptHandlerEntry ( int nHandler )
: ScriptHandlerEntry ( nHandler )
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, _isMultiTouches ( false )
, _priority ( 0 )
, _swallowsTouches ( false )
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{
}
bool init ( bool bIsMultiTouches , int nPriority , bool bSwallowsTouches ) ;
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bool _isMultiTouches ;
int _priority ;
bool _swallowsTouches ;
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} ;
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enum ScriptEventType
{
kNodeEvent = 0 ,
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kMenuClickedEvent ,
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kNotificationEvent ,
kCallFuncEvent ,
kScheduleEvent ,
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kTouchEvent ,
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kTouchesEvent ,
kKeypadEvent ,
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kAccelerometerEvent ,
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kControlEvent ,
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kCommonEvent ,
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kTableViewEvent , //Now it's only used in LuaBinding
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} ;
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struct BasicScriptData
{
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// nativeobject:to get handler for lua or to get jsobject for js
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void * nativeObject ;
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// value: a pointer to a object that already defined
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void * value ;
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// Constructor
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BasicScriptData ( void * inObject , void * inValue = NULL )
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: nativeObject ( inObject ) , value ( inValue )
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{
}
} ;
struct SchedulerScriptData
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{
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// lua use
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int handler ;
float elapse ;
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// js use
void * node ;
// Constructor
SchedulerScriptData ( int inHandler , float inElapse , void * inNode = NULL )
: handler ( inHandler ) ,
elapse ( inElapse ) ,
node ( inNode )
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{
}
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} ;
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struct TouchesScriptData
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{
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TouchEvent : : EventCode actionType ;
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void * nativeObject ;
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const std : : vector < Touch * > & touches ;
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// Constructor
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TouchesScriptData ( TouchEvent : : EventCode inActionType , void * inNativeObject , const std : : vector < Touch * > & inTouches )
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: actionType ( inActionType ) ,
nativeObject ( inNativeObject ) ,
touches ( inTouches )
{
}
} ;
struct TouchScriptData
{
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TouchEvent : : EventCode actionType ;
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void * nativeObject ;
Touch * touch ;
// Constructor
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TouchScriptData ( TouchEvent : : EventCode inActionType , void * inNativeObject , Touch * inTouch )
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: actionType ( inActionType ) ,
nativeObject ( inNativeObject ) ,
touch ( inTouch )
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{
}
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} ;
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struct KeypadScriptData
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{
int actionType ;
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void * nativeObject ;
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// Constructor
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KeypadScriptData ( int inActionType , void * inNativeObject )
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: actionType ( inActionType ) , nativeObject ( inNativeObject )
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{
}
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} ;
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struct CommonScriptData
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{
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// Now this struct is only used in LuaBinding.
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int handler ;
char eventName [ 64 ] ;
Object * eventSource ;
char eventSourceClassName [ 64 ] ;
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// Constructor
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CommonScriptData ( int inHandler , const char * inName , Object * inSource = NULL , const char * inClassName = NULL )
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: handler ( inHandler ) ,
eventSource ( inSource )
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{
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strncpy ( eventName , inName , 64 ) ;
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if ( NULL = = inClassName )
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{
memset ( eventSourceClassName , 0 , 64 * sizeof ( char ) ) ;
}
else
{
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strncpy ( eventSourceClassName , inClassName , 64 ) ;
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}
}
} ;
struct ScriptEvent
{
ScriptEventType type ;
void * data ;
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// Constructor
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ScriptEvent ( ScriptEventType inType , void * inData )
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: type ( inType ) ,
data ( inData )
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{
}
} ;
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// Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp,
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// It will affect the lifecycle of ScriptCore instance, the autorelease pool will be destroyed before destructing ScriptCore.
// So a crash will appear on Win32 if you click the close button.
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class CC_DLL ScriptEngineProtocol
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{
public :
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virtual ~ ScriptEngineProtocol ( ) { } ;
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/** Get script type */
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virtual ccScriptType getScriptType ( ) { return kScriptTypeNone ; } ;
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/** Remove script object. */
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virtual void removeScriptObjectByObject ( Object * pObj ) = 0 ;
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/** Remove script function handler, only LuaEngine class need to implement this function. */
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virtual void removeScriptHandler ( int nHandler ) { } ;
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/** Reallocate script function handler, only LuaEngine class need to implement this function. */
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virtual int reallocateScriptHandler ( int nHandler ) { return 0 ; }
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/**
@ brief Execute script code contained in the given string .
@ param codes holding the valid script code that should be executed .
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@ return 0 if the string is executed correctly .
@ return other if the string is executed wrongly .
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*/
virtual int executeString ( const char * codes ) = 0 ;
/**
@ brief Execute a script file .
@ param filename String object holding the filename of the script file that is to be executed
*/
virtual int executeScriptFile ( const char * filename ) = 0 ;
/**
@ brief Execute a scripted global function .
@ brief The function should not take any parameters and should return an integer .
@ param functionName String object holding the name of the function , in the global script environment , that is to be executed .
@ return The integer value returned from the script function .
*/
virtual int executeGlobalFunction ( const char * functionName ) = 0 ;
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//when trigger a script event ,call this func,add params needed into ScriptEvent object.nativeObject is object triggering the event, can be NULL in lua
virtual int sendEvent ( ScriptEvent * evt ) = 0 ;
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/** called by CCAssert to allow scripting engine to handle failed assertions
* @ return true if the assert was handled by the script engine , false otherwise .
*/
virtual bool handleAssert ( const char * msg ) = 0 ;
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} ;
/**
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ScriptEngineManager is a singleton which holds an object instance of ScriptEngineProtocl
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It helps cocos2d - x and the user code to find back LuaEngine object
@ since v0 .99 .5 - x - 0.8 .5
*/
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class CC_DLL ScriptEngineManager
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{
public :
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~ ScriptEngineManager ( void ) ;
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ScriptEngineProtocol * getScriptEngine ( void ) {
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return _scriptEngine ;
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}
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void setScriptEngine ( ScriptEngineProtocol * pScriptEngine ) ;
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void removeScriptEngine ( void ) ;
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static ScriptEngineManager * getInstance ( ) ;
static void destroyInstance ( ) ;
CC_DEPRECATED_ATTRIBUTE static ScriptEngineManager * sharedManager ( ) { return ScriptEngineManager : : getInstance ( ) ; } ;
CC_DEPRECATED_ATTRIBUTE static void purgeSharedManager ( ) { ScriptEngineManager : : destroyInstance ( ) ; } ;
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private :
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ScriptEngineManager ( void )
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: _scriptEngine ( NULL )
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{
}
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ScriptEngineProtocol * _scriptEngine ;
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} ;
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// end of script_support group
/// @}
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NS_CC_END
# endif // __SCRIPT_SUPPORT_H__