/* * Copyright (c) 2012 Zynga Inc. * Copyright (c) 2013-2014 Chukong Technologies Inc. * * 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. */ #ifndef __JS_COCOS2D_X_SPECIFICS_H__ #define __JS_COCOS2D_X_SPECIFICS_H__ #include "scripting/js-bindings/manual/ScriptingCore.h" #include "2d/CCScene.h" #include "2d/CCSprite.h" #include "base/CCEventListenerTouch.h" #include "base/CCRef.h" #include "base/uthash.h" #include "platform/CCSAXParser.h" class JSScheduleWrapper; // JSScheduleWrapper* --> Array* since one js function may correspond to many targets. // To debug this, you could refer to JSScheduleWrapper::dump function. // It will prove that i'm right. :) typedef struct jsScheduleFunc_proxy { JSObject* jsfuncObj; cocos2d::__Array* targets; UT_hash_handle hh; } schedFunc_proxy_t; typedef struct jsScheduleTarget_proxy { JSObject* jsTargetObj; cocos2d::__Array* targets; UT_hash_handle hh; } schedTarget_proxy_t; typedef struct jsCallFuncTarget_proxy { void * ptr; cocos2d::__Array *obj; UT_hash_handle hh; } callfuncTarget_proxy_t; extern schedFunc_proxy_t *_schedFunc_target_ht; extern schedTarget_proxy_t *_schedObj_target_ht; extern callfuncTarget_proxy_t *_callfuncTarget_native_ht; extern JSClass *jsb_FinalizeHook_class; extern JSObject *jsb_FinalizeHook_prototype; /** * You don't need to manage the returned pointer. They live for the whole life of * the app. */ template inline js_type_class_t *js_get_type_from_native(T* native_obj) { bool found = false; std::string typeName = typeid(*native_obj).name(); auto typeProxyIter = _js_global_type_map.find(typeName); if (typeProxyIter == _js_global_type_map.end()) { typeName = typeid(T).name(); typeProxyIter = _js_global_type_map.find(typeName); if (typeProxyIter != _js_global_type_map.end()) { found = true; } } else { found = true; } return found ? typeProxyIter->second : nullptr; } /** * get type from a cocos2d::Node, call function(js_get_type_from_native) above. */ CC_JS_DLL js_type_class_t *js_get_type_from_node(cocos2d::Node* native_obj); /** * Gets or creates a JSObject based on native_obj. * If native_obj is subclass of Ref, it will use the jsb_ref functions. * Otherwise it will Root the newly created JSObject */ template JSObject* js_get_or_create_jsobject(JSContext *cx, typename std::enable_if::value,T>::type *native_obj) { js_type_class_t* typeClass = js_get_type_from_native(native_obj); return jsb_get_or_create_weak_jsobject(cx, native_obj, typeClass, typeid(*native_obj).name()); } /** * Gets or creates a JSObject based on native_obj. * If native_obj is subclass of Ref, it will use the jsb_ref functions. * Otherwise it will Root the newly created JSObject */ template JSObject* js_get_or_create_jsobject(JSContext *cx, typename std::enable_if::value,T>::type *native_obj) { js_type_class_t* typeClass = js_get_type_from_native(native_obj); return jsb_ref_get_or_create_jsobject(cx, native_obj, typeClass, typeid(*native_obj).name()); } /** * Add a FinalizeHook object to the target object. * When the target object get garbage collected, its FinalizeHook's finalize function will be invoked. * In the finalize function, it mainly remove native/js proxys, release/delete the native object. * IMPORTANT: For Ref objects, please remember to retain the native object to correctly manage its reference count. */ void js_add_FinalizeHook(JSContext *cx, JS::HandleObject target); void js_add_object_reference(JS::HandleValue owner, JS::HandleValue target); void js_remove_object_reference(JS::HandleValue owner, JS::HandleValue target); void js_add_object_root(JS::HandleValue target); void js_remove_object_root(JS::HandleValue target); JS::Value anonEvaluate(JSContext *cx, JS::HandleObject thisObj, const char* string); void register_cocos2dx_js_core(JSContext* cx, JS::HandleObject obj); class JSCallbackWrapper: public cocos2d::Ref { public: JSCallbackWrapper(); JSCallbackWrapper(JS::HandleValue owner); virtual ~JSCallbackWrapper(); void setJSCallbackFunc(JS::HandleValue callback); void setJSCallbackThis(JS::HandleValue thisObj); void setJSExtraData(JS::HandleValue data); const jsval getJSCallbackFunc() const; const jsval getJSCallbackThis() const; const jsval getJSExtraData() const; void reset(); protected: JS::Heap _owner; JS::Heap _jsCallback; JS::Heap _jsThisObj; JS::Heap _extraData; }; class JSScheduleWrapper: public JSCallbackWrapper { public: JSScheduleWrapper(); JSScheduleWrapper(JS::HandleValue owner); static void setTargetForSchedule(JS::HandleValue sched, JSScheduleWrapper *target); static cocos2d::__Array * getTargetForSchedule(JS::HandleValue sched); static void setTargetForJSObject(JS::HandleObject jsTargetObj, JSScheduleWrapper *target); static cocos2d::__Array * getTargetForJSObject(JS::HandleObject jsTargetObj); // Remove all targets. static void removeAllTargets(); // Remove all targets for priority. static void removeAllTargetsForMinPriority(int minPriority); // Remove all targets by js object from hash table(_schedFunc_target_ht and _schedObj_target_ht). static void removeAllTargetsForJSObject(JS::HandleObject jsTargetObj); // Remove the target by js object and the wrapper for native schedule. static void removeTargetForJSObject(JS::HandleObject jsTargetObj, JSScheduleWrapper* target); static void dump(); void pause(); void scheduleFunc(float dt); void update(float dt); Ref* getTarget(); void setTarget(Ref* pTarget); void setPureJSTarget(JS::HandleObject jstarget); JSObject* getPureJSTarget(); void setPriority(int priority); int getPriority(); void setUpdateSchedule(bool isUpdateSchedule); bool isUpdateSchedule(); protected: Ref* _pTarget; JS::Heap _pPureJSTarget; int _priority; bool _isUpdateSchedule; }; class JSTouchDelegate: public cocos2d::Ref { public: JSTouchDelegate(); ~JSTouchDelegate(); // Set the touch delegate to map by using the key (pJSObj). static void setDelegateForJSObject(JSObject* pJSObj, JSTouchDelegate* pDelegate); // Get the touch delegate by the key (pJSObj). static JSTouchDelegate* getDelegateForJSObject(JSObject* pJSObj); // Remove the delegate by the key (pJSObj). static void removeDelegateForJSObject(JSObject* pJSObj); void setJSObject(JS::HandleObject obj); void registerStandardDelegate(int priority); void registerTargetedDelegate(int priority, bool swallowsTouches); // unregister touch delegate. // Normally, developer should invoke cc.unregisterTouchDelegate() in when the scene exits. // So this function need to be binded. void unregisterTouchDelegate(); bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event); void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *event); void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *event); void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *event); // optional void onTouchesBegan(const std::vector& touches, cocos2d::Event *event); void onTouchesMoved(const std::vector& touches, cocos2d::Event *event); void onTouchesEnded(const std::vector& touches, cocos2d::Event *event); void onTouchesCancelled(const std::vector& touches, cocos2d::Event *event); private: JS::Heap _obj; typedef std::unordered_map TouchDelegateMap; typedef std::pair TouchDelegatePair; static TouchDelegateMap sTouchDelegateMap; cocos2d::EventListenerTouchOneByOne* _touchListenerOneByOne; cocos2d::EventListenerTouchAllAtOnce* _touchListenerAllAtOnce; }; class __JSPlistDelegator: public cocos2d::SAXDelegator { public: static __JSPlistDelegator* getInstance() { static __JSPlistDelegator* pInstance = NULL; if (pInstance == NULL) { pInstance = new (std::nothrow) __JSPlistDelegator(); } return pInstance; }; ~__JSPlistDelegator(); cocos2d::SAXParser* getParser(); std::string parse(const std::string& path); std::string parseText(const std::string& text); // implement pure virtual methods of SAXDelegator void startElement(void *ctx, const char *name, const char **atts); void endElement(void *ctx, const char *name); void textHandler(void *ctx, const char *ch, int len); private: cocos2d::SAXParser _parser; std::string _result; bool _isStoringCharacters; std::string _currentValue; }; bool js_cocos2dx_Node_onEnter(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Node_onExit(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Node_onEnterTransitionDidFinish(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Node_onExitTransitionDidStart(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Node_cleanup(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Component_onEnter(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_Component_onExit(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_retain(JSContext *cx, uint32_t argc, jsval *vp); bool js_cocos2dx_release(JSContext *cx, uint32_t argc, jsval *vp); void get_or_create_js_obj(JSContext* cx, JS::HandleObject obj, const std::string &name, JS::MutableHandleObject jsObj); void get_or_create_js_obj(const std::string &name, JS::MutableHandleObject jsObj); #endif