/* * Created by Rolando Abarca on 3/14/12. * Copyright (c) 2012 Zynga Inc. All rights reserved. * Copyright (c) 2013-2016 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 __SCRIPTING_CORE_H__ #define __SCRIPTING_CORE_H__ #include "jsapi.h" #include "jsfriendapi.h" #include "ui/CocosGUI.h" #include "scripting/js-bindings/manual/js_bindings_config.h" #include "scripting/js-bindings/manual/js_bindings_core.h" #include "scripting/js-bindings/manual/spidermonkey_specifics.h" #include "scripting/js-bindings/manual/js_manual_conversions.h" #include "mozilla/Maybe.h" #include "scripting/js-bindings/manual/js-BindingsExport.h" #include #include #include #define ENGINE_VERSION "Cocos2d-JS v3.13" void js_log(const char *format, ...); typedef void (*sc_register_sth)(JSContext* cx, JS::HandleObject global); void registerDefaultClasses(JSContext* cx, JS::HandleObject global); class SimpleRunLoop : public cocos2d::Ref { public: void update(float d); }; /** * @addtogroup jsb * @{ */ /** * @brief @~english ScriptingCore is the main class which manages interaction with JavaScript environment * @details @~english It creates the JavaScript context and its global object. * It also manages object bindings between C++ scope and JavaScript scope, * for most cocos2d classes, if you create an object in JavaScript scope, it will also create a C++ object, * ScriptingCore will manage a proxy between them and synchronize the life cycle. * It can: * - Execute JavaScript functions in different ways with different parameters * - Evaluate JavaScript commands or string * - Execute a JavaScript file * - Clean a JavaScript file cache * - Clean all JavaScript files * - Cleanup or reset the JavaScript context * - Invoke garbage collection of JavaScript context * - etc... */ class CC_JS_DLL ScriptingCore : public cocos2d::ScriptEngineProtocol { private: JSRuntime *_rt; JSContext *_cx; JS::PersistentRootedObject *_global; JS::PersistentRootedObject *_debugGlobal; SimpleRunLoop* _runLoop; bool _jsInited; bool _needCleanup; bool _callFromScript; JSObject *_finalizing; ScriptingCore(); std::chrono::steady_clock::time_point _engineStartTime; public: ~ScriptingCore(); /**@~english * ScriptingCore is a singleton class, you can retrieve its instance with this function. * @return @~english The ScriptingCore instance. */ static ScriptingCore *getInstance(); /**@~english * Gets the script type, for ScriptingCore, it will return `cocos2d::kScriptTypeJavascript` * @return `cocos2d::kScriptTypeJavascript` */ virtual cocos2d::ccScriptType getScriptType() override { return cocos2d::kScriptTypeJavascript; }; /** * Reflect the retain relationship to script scope */ virtual void retainScriptObject(cocos2d::Ref* owner, cocos2d::Ref* target) override; /** * Add the script object to root object */ virtual void rootScriptObject(cocos2d::Ref* target) override; /** * Reflect the release relationship to script scope */ virtual void releaseScriptObject(cocos2d::Ref* owner, cocos2d::Ref* target) override; /** * Remove the script object from root object */ virtual void unrootScriptObject(cocos2d::Ref* target) override; /** * Release all children in script scope */ virtual void releaseAllChildrenRecursive(cocos2d::Node *node) override; /** * Release all native refs for the given owner in script scope */ virtual void releaseAllNativeRefs(cocos2d::Ref* owner) override; /** * @brief @~english Removes the C++ object's linked JavaScript proxy object from JavaScript context * @param obj @~english Object to be removed */ virtual void removeScriptObjectByObject(cocos2d::Ref* obj) override; /** * @brief @~english Useless in ScriptingCore, please use evalString * @see evalString */ virtual int executeString(const char* codes) override { return 0; } /** * @brief @~english Pause scheduled tasks and actions for an object proxy. * @param p @~english The object proxy */ void pauseSchedulesAndActions(js_proxy_t* p); /** * @brief @~english Resume scheduled tasks and actions for an object proxy. * @param p @~english The object proxy */ void resumeSchedulesAndActions(js_proxy_t* p); /** * @brief @~english Cleanup scheduled tasks and actions for an object proxy. * @param p @~english The object proxy */ void cleanupSchedulesAndActions(js_proxy_t* p); /** @brief Useless in ScriptingCore, please use runScript @param filename String object holding the filename of the script file that is to be executed */ virtual int executeScriptFile(const char* filename) override { return 0; } /** @brief @~english Useless in ScriptingCore, please use executeFunctionWithOwner @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) override { return 0; } virtual int sendEvent(cocos2d::ScriptEvent* message) override; virtual bool parseConfig(ConfigType type, const std::string& str) override; /** * @brief @~english Useless in ScriptingCore * @return @~english false */ virtual bool handleAssert(const char *msg) override { return false; } virtual void setCalledFromScript(bool callFromScript) override { _callFromScript = callFromScript; }; virtual bool isCalledFromScript() override { return _callFromScript; }; /** * @brief @~english Execute a js function with a JavaScript object as parameter. * By passing a native object, ScriptingCore will found its JavaScript object with the proxy. * Then the function will be invoked with the native object's js proxy as caller. * @param nativeObj @~english The caller object's C++ proxy. * @param name @~english The function name. * @param obj @~english The JavaScript object as parameter. * @return @~english Return the js function's boolean result if successfully invoked, otherwise return false. */ bool executeFunctionWithObjectData(void* nativeObj, const char *name, JSObject *obj); /** * @brief @~english Execute a js function with a JavaScript caller, function name, arguments count and arguments. * @param owner @~english The caller object. * @param name @~english The function name. * @param argc @~english The arguments count. * @param vp @~english The arguments. * @return @~english Return true if successfully invoked, otherwise return false. */ bool executeFunctionWithOwner(jsval owner, const char *name, uint32_t argc, jsval *vp); /** * @brief @~english Execute a js function with a JavaScript caller, function name, arguments count, arguments and a return value. * @param owner @~english The caller object. * @param name @~english The function name. * @param argc @~english The arguments count. * @param vp @~english The arguments. * @param retVal @~english The js object to save the return value. * @return @~english Return true if successfully invoked, otherwise return false. */ bool executeFunctionWithOwner(jsval owner, const char *name, uint32_t argc, jsval *vp, JS::MutableHandleValue retVal); /** * @brief @~english Execute a js function with a JavaScript caller, function name, arguments array. * This is more reliable in js memory management * @param owner @~english The caller object. * @param name @~english The function name. * @param args @~english The arguments array. * @return @~english Return true if successfully invoked, otherwise return false. */ bool executeFunctionWithOwner(jsval owner, const char *name, const JS::HandleValueArray& args); /** * @brief @~english Execute a js function with a JavaScript caller, function name, arguments array and a return value. * This is more reliable in js memory management * @param owner @~english The caller object. * @param name @~english The function name. * @param args @~english The arguments array. * @param retVal @~english The js object to save the return value. * @return @~english Return true if successfully invoked, otherwise return false. */ bool executeFunctionWithOwner(jsval owner, const char *name, const JS::HandleValueArray& args, JS::MutableHandleValue retVal); /** * @brief @~english Execute a js function with a js this object and the js function object. * @param thisObj @~english The js this object. * @param callback @~english The js function object. * @return @~english Return true if successfully invoked, otherwise return false. */ void executeJSFunctionWithThisObj(JS::HandleValue thisObj, JS::HandleValue callback); /** * @brief @~english Execute a js function with a js this object, the js function object, arguments and a return value. * @param thisObj @~english The js this object. * @param callback @~english The js function object. * @param vp @~english The arguments array. * @param retVal @~english The js object to save the return value. * @return @~english Return true if successfully invoked, otherwise return false. */ void executeJSFunctionWithThisObj(JS::HandleValue thisObj, JS::HandleValue callback, const JS::HandleValueArray& vp, JS::MutableHandleValue retVal); /**@~english * Evaluate the specified js code string * @param string @~english The string with the javascript code to be evaluated * @param outVal @~english The jsval that will hold the return value of the evaluation. * @param filename @~english The filename * @param cx @~english The js context * @param global @~english The js global object * @return @~english Return true if successfully invoked, otherwise return false. */ bool evalString(const char *string, JS::MutableHandleValue outVal, const char *filename, JSContext* cx, JS::HandleObject global); /**@~english * Evaluate the specified js code string * @param string @~english The string with the javascript code to be evaluated * @param outVal @~english The jsval that will hold the return value of the evaluation. * @return @~english Return true if successfully invoked, otherwise return false. */ bool evalString(const char *string, JS::MutableHandleValue outVal); /**@~english * Evaluate the specified js code string * @param string @~english The string with the javascript code to be evaluated * @return @~english Return true if successfully invoked, otherwise return false. */ bool evalString(const char *string); /** @brief @~english Get script object for the given path @param path @~english The script file path @return @~english Script object */ JS::PersistentRootedScript* getScript(const std::string& path); /**@~english * Compile the specified js file * @param path @~english The path of the script to be compiled * @param global @~english The js global object * @param cx @~english The js context */ JS::PersistentRootedScript* compileScript(const std::string& path, JS::HandleObject global, JSContext* cx = nullptr); /**@~english * Run the specified js file * @param path @~english The path of the script to be executed * @return @~english Return true if succeed, otherwise return false. */ bool runScript(const std::string& path); /**@~english * Run the specified js file * @param path @~english The path of the script to be executed * @param global @~english The global object to execute the script * @param global @~english The context to execute the script * @return @~english Return true if succeed, otherwise return false. */ bool runScript(const std::string& path, JS::HandleObject global, JSContext* cx = NULL); /**@~english * Require the specified js file * The difference between run and require is that require returns the export object of the script * @param path @~english The path of the script to be executed * @param jsvalRet @~english On success, return the value from the last executed expression statement processed in the script * @return @~english Return true if succeed, otherwise return false. * @see https://developer.mozilla.org/en-US/docs/Mozilla/Projects/SpiderMonkey/JSAPI_reference/JS_ExecuteScript */ bool requireScript(const char *path, JS::MutableHandleValue jsvalRet); /**@~english * Require the specified js file * The difference between run and require is that require returns the export object of the script * @param path @~english The path of the script to be executed * @param global @~english The global object to execute the script * @param global @~english The context to execute the script * @param jsvalRet @~english On success, return the value from the last executed expression statement processed in the script * @return @~english Return true if succeed, otherwise return false. * @see https://developer.mozilla.org/en-US/docs/Mozilla/Projects/SpiderMonkey/JSAPI_reference/JS_ExecuteScript */ bool requireScript(const char *path, JS::HandleObject global, JSContext* cx, JS::MutableHandleValue jsvalRet); /**@~english * Clean script object for the specified js file * @param path @~english The path of the js file to be cleaned */ void cleanScript(const char *path); /**@~english * Gets the cached script objects for all executed js file * @return @~english The cached script object map */ std::unordered_map& getFileScript(); /**@~english * Clean all script objects */ void cleanAllScript(); /**@~english * Gets the time that the ScriptingCore was initalized */ std::chrono::steady_clock::time_point getEngineStartTime() const; /**@~english * Initialize everything, including the js context, js global object etc. */ void start(); /**@~english * Cleanup everything, including script cache, js context, global object etc. */ void cleanup(); /**@~english * Cleanup everything then initialize everything */ void reset(); /**@~english * Add the register_sth callback to the list of functions that need to be called after the creation of the context. * It's normally used to register script bindings in the js context for bound classes * @param callback @~english The callback to register something to the js context */ void addRegisterCallback(sc_register_sth callback); /**@~english * Create a new context. If one is already there, it will destroy the old context and create a new one. */ void createGlobalContext(); /**@~english * Removes all rooted object in the given js context, rooted object won't be garbage collected. * @param cx @~english The js context */ static void removeAllRoots(JSContext *cx); /**@~english * Simulate a touch event and dispatch it to a js object. * @param eventType @~english The touch event type * @param pTouch @~english The touch object * @param obj @~english The js object * @param retval @~english The return value of the touch event callback * @return @~english Return 1 if succeed, otherwise return 0. */ int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType, cocos2d::Touch *pTouch, JSObject *obj, JS::MutableHandleValue retval); /**@~english * Simulate a touch event and dispatch it to a js object. * @param eventType @~english The touch event type * @param pTouch @~english The touch object * @param obj @~english The js object * @return @~english Return 1 if succeed, otherwise return 0. */ int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType, cocos2d::Touch *pTouch, JSObject *obj); /**@~english * Simulate a multi touch event and dispatch it to a js object. * @param eventType @~english The touch event type * @param touches @~english Touches list for multitouch * @param obj @~english The js object * @return @~english Return 1 if succeed, otherwise return 0. */ int executeCustomTouchesEvent(cocos2d::EventTouch::EventCode eventType, const std::vector& touches, JSObject *obj); /**@~english * Gets the current global context. * @return @~english the global context */ JSContext* getGlobalContext() { return _cx; }; /**@~english * Report an error in the js context * @param cx @~english The js context * @param message @~english The error message * @param report @~english The js error report object */ static void reportError(JSContext *cx, const char *message, JSErrorReport *report); /**@~english * Log something to the js context using CCLog. * @param cx @~english The js context * @param argc @~english The arguments count * @param vp @~english The arguments * @return @~english Return true if succeed, otherwise return false. */ static bool log(JSContext *cx, uint32_t argc, jsval *vp); /**@~english * Sets a js value to the targeted js object's reserved slot, which is not exposed to script environment. * @param i @~english The slot index * @param obj @~english The targeted object * @param value @~english The js value to set to the slot * @return @~english Return true if succeed, otherwise return false. */ bool setReservedSpot(uint32_t i, JSObject *obj, jsval value); /**@~english * Runs a script from script environment, it should be invoked from script environment * Bound to `__jsc__.executeScript` and `window.executeScript` * @param cx @~english The js context * @param argc @~english The arguments count * @param vp @~english The arguments * @return @~english Return true if succeed, otherwise return false. */ static bool executeScript(JSContext *cx, uint32_t argc, jsval *vp); /**@~english * Forces a cycle of garbage collection, it should be invoked from script environment * Bound to `__jsc__.garbageCollect` and `window.garbageCollect` * @param cx @~english The js context * @param argc @~english The arguments count * @param vp @~english The arguments */ static bool forceGC(JSContext *cx, uint32_t argc, jsval *vp); /**@~english * Dump all named rooted objects, it should be invoked from script environment * Bound to `__jsc__.dumpRoot` * @param cx @~english The js context * @param argc @~english The arguments count * @param vp @~english The arguments */ static bool dumpRoot(JSContext *cx, uint32_t argc, jsval *vp); /**@~english * Check whether a js object's C++ proxy is still valid, it should be invoked from script environment * Bound to `window.__isObjectValid` * @param cx @~english The js context * @param argc @~english The arguments count * @param vp @~english The arguments */ static bool isObjectValid(JSContext *cx, uint32_t argc, jsval *vp); /**@~english * Log a string to the debug environment. * Enable the debug environment so that it can be invoked. * @param str @~english The message to log */ void debugProcessInput(const std::string& str); /**@~english * Enable the debug environment, mozilla Firefox's remote debugger or Code IDE can connect to it. * @param port @~english The port to connect with the debug environment, default value is 5086 */ void enableDebugger(unsigned int port = 5086); /**@~english * Gets the debug environment's global object * @return @~english The debug environment's global object */ JSObject* getDebugGlobal() { return _debugGlobal->get(); } /**@~english * Gets the global object * @return @~english The global object */ JSObject* getGlobalObject() { return _global->get(); } /**@~english * Checks whether a C++ function is overrided in js prototype chain * @param obj @~english The js object * @param name @~english The function name * @param native @~english The native function * @return @~english The global object */ bool isFunctionOverridedInJS(JS::HandleObject obj, const std::string& name, JSNative native); /** * Roots the associated JSObj. * The GC won't collected rooted objects. This function is only called * when compiled with CC_ENABLE_GC_FOR_NATIVE_OBJECTS=1 */ virtual void rootObject(cocos2d::Ref* ref) override; /** * Unroots the associated JSObj. * The GC will collect this object the next time the GC * is called. * This function is only called when compiled with CC_ENABLE_GC_FOR_NATIVE_OBJECTS=1 */ virtual void unrootObject(cocos2d::Ref* ref) override; /** * Calls the Garbage Collector */ virtual void garbageCollect() override; /** * Sets the js object that is being finalizing in the script engine, internal use only, please do not call this function */ void setFinalizing (JSObject *finalizing) {_finalizing = finalizing;}; /** * Gets the js object that is being finalizing in the script engine */ JSObject *getFinalizing () {return _finalizing;}; private: void string_report(JS::HandleValue val); void initRegister(); public: int handleNodeEvent(void* data); int handleActionEvent(void* data); int handleComponentEvent(void* data); bool handleTouchesEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, const std::vector& touches, cocos2d::Event* event); bool handleTouchesEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, const std::vector& touches, cocos2d::Event* event, JS::MutableHandleValue jsvalRet); bool handleTouchEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, cocos2d::Touch* touch, cocos2d::Event* event); bool handleTouchEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, cocos2d::Touch* touch, cocos2d::Event* event, JS::MutableHandleValue jsvalRet); bool handleMouseEvent(void* nativeObj, cocos2d::EventMouse::MouseEventType eventType, cocos2d::Event* event); bool handleMouseEvent(void* nativeObj, cocos2d::EventMouse::MouseEventType eventType, cocos2d::Event* event, JS::MutableHandleValue jsvalRet); bool handleKeyboardEvent(void* nativeObj, cocos2d::EventKeyboard::KeyCode keyCode, bool isPressed, cocos2d::Event* event); bool handleFocusEvent(void* nativeObj, cocos2d::ui::Widget* widgetLoseFocus, cocos2d::ui::Widget* widgetGetFocus); void restartVM(); }; JSObject* NewGlobalObject(JSContext* cx, bool debug = false); bool jsb_set_reserved_slot(JSObject *obj, uint32_t idx, jsval value); bool jsb_get_reserved_slot(JSObject *obj, uint32_t idx, jsval& ret); template js_type_class_t *jsb_register_class(JSContext *cx, JSClass *jsClass, JS::HandleObject proto, JS::HandleObject parentProto) { js_type_class_t *p = nullptr; std::string typeName = TypeTest::s_name(); if (_js_global_type_map.find(typeName) == _js_global_type_map.end()) { JS::RootedObject protoRoot(cx, proto); JS::RootedObject protoParentRoot(cx, parentProto); p = (js_type_class_t *)malloc(sizeof(js_type_class_t)); memset(p, 0, sizeof(js_type_class_t)); p->jsclass = jsClass; auto persistentProtoRoot = new (std::nothrow) JS::PersistentRootedObject(cx, protoRoot); p->proto.set(persistentProtoRoot); auto persistentProtoParentRoot = new (std::nothrow) JS::PersistentRootedObject(cx, protoParentRoot); p->parentProto.set(persistentProtoParentRoot); _js_global_type_map.insert(std::make_pair(typeName, p)); } return p; } /** creates two new proxies: one associated with the nativeObj, and another one associated with the JsObj */ js_proxy_t* jsb_new_proxy(void* nativeObj, JS::HandleObject jsObj); /** returns the proxy associated with the Native* */ js_proxy_t* jsb_get_native_proxy(void* nativeObj); /** returns the proxy associated with the JSObject* */ js_proxy_t* jsb_get_js_proxy(JS::HandleObject jsObj); /** deprecated: use jsb_remove_proxy(js_proxy_t* proxy) instead */ void jsb_remove_proxy(js_proxy_t* nativeProxy, js_proxy_t* jsProxy); /** removes both the native and js proxies */ void jsb_remove_proxy(js_proxy_t* proxy); /** removes the native js object proxy and unroot the js object (if necessary), it's often used when JS object is created by native object */ void removeJSObject(JSContext* cx, cocos2d::Ref* nativeObj); /** * Generic initialization function for subclasses of Ref */ void jsb_ref_init(JSContext* cx, JS::Heap *obj, cocos2d::Ref* ref, const char* debug); /** * Generic initialization function for subclasses of Ref. * Similar to jsb_ref_init(), but call it if you know that Ref has been autoreleased * This function should never be called. It is only added as way to fix * an issue with the static auto-bindings with the "create" function */ void jsb_ref_autoreleased_init(JSContext* cx, JS::Heap *obj, cocos2d::Ref* ref, const char* debug); /** * Disassociates oldRef from jsobj, and associates a new Ref. * Useful for the EaseActions and others */ void jsb_ref_rebind(JSContext* cx, JS::HandleObject jsobj, js_proxy_t *js2native_proxy, cocos2d::Ref* oldRef, cocos2d::Ref* newRef, const char* debug); /** * Creates a new JSObject of a certain type (typeClass) and creates a proxy associated with and the Ref */ JSObject* jsb_ref_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug); /** * Creates a new JSObject of a certain type (typeClass) and creates a proxy associated with and the Ref * Similar to jsb_ref_create_jsobject(), but call it if you know that Ref has been autoreleased * This function should never be called. It is only added as way to fix * an issue with the static auto-bindings with the "create" function */ JSObject* jsb_ref_autoreleased_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug); /** * It will try to get the associated JSObjct for the native object. * The reference created from JSObject to native object is weak because it won't retain it. * The behavior is exactly the same with 'jsb_ref_create_jsobject' when CC_ENABLE_GC_FOR_NATIVE_OBJECTS deactivated. */ JSObject* jsb_create_weak_jsobject(JSContext *cx, void *native, js_type_class_t *typeClass, const char* debug); /** * It will try to get the associated JSObjct for ref. * If it can't find it, it will create a new one associating it to Ref. * Call this function for objects that were already created and initialized, when returning `getChild()` */ JSObject* jsb_ref_get_or_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug); /** * It will try to get the associated JSObjct for ref. * If it can't find it, it will create a new one associating it to Ref * Call this function for objects that might return an already existing copy when you create them. For example, `Animation3D::create()`; */ JSObject* jsb_ref_autoreleased_get_or_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug=nullptr); /** * It will try to get the associated JSObjct for the native object. * If it can't find it, it will create a new one associating it to the native object. * The reference created from JSObject to native object is weak because it won't retain it. * The behavior is exactly the same with 'jsb_ref_get_or_create_jsobject' when CC_ENABLE_GC_FOR_NATIVE_OBJECTS deactivated. */ CC_JS_DLL JSObject* jsb_get_or_create_weak_jsobject(JSContext *cx, void *native, js_type_class_t *typeClass, const char* debug=nullptr); /** * Register finalize hook and its owner as an entry in _js_hook_owner_map, * so that we can find the owner of a FinalizeHook in its finalize function */ void jsb_register_finalize_hook(JSObject *hook, JSObject *owner); /** * Remove the entry of finalize hook and its owner in _js_hook_owner_map */ JSObject *jsb_get_and_remove_hook_owner(JSObject *hook); #endif /* __SCRIPTING_CORE_H__ */