axmol/cocos/scripting/js-bindings/manual/cocos2d_specifics.hpp

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C++

/*
* 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 <class T>
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<class T>
JSObject* js_get_or_create_jsobject(JSContext *cx, typename std::enable_if<!std::is_base_of<cocos2d::Ref,T>::value,T>::type *native_obj)
{
js_type_class_t* typeClass = js_get_type_from_native<T>(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<class T>
JSObject* js_get_or_create_jsobject(JSContext *cx, typename std::enable_if<std::is_base_of<cocos2d::Ref,T>::value,T>::type *native_obj)
{
js_type_class_t* typeClass = js_get_type_from_native<T>(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;
protected:
JS::Heap<JS::Value> _owner;
JS::Heap<JS::Value> _jsCallback;
JS::Heap<JS::Value> _jsThisObj;
JS::Heap<JS::Value> _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<JSObject*> _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<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesCancelled(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
private:
JS::Heap<JSObject*> _obj;
typedef std::unordered_map<JSObject*, JSTouchDelegate*> TouchDelegateMap;
typedef std::pair<JSObject*, JSTouchDelegate*> 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