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