mirror of https://github.com/axmolengine/axmol.git
336 lines
9.9 KiB
C++
336 lines
9.9 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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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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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 __LUA_SCRIPT_HANDLER_MGR_H__
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#define __LUA_SCRIPT_HANDLER_MGR_H__
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extern "C" {
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#include "tolua++.h"
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}
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#include "base/CCRef.h"
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#include "base/ccMacros.h"
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#include "2d/CCActionInstant.h"
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#include <vector>
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#include <map>
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/**
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* @addtogroup lua
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* @{
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*/
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NS_CC_BEGIN
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class ScheduleHandlerDelegate;
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/// @cond
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typedef std::vector<ScheduleHandlerDelegate*> VecShedule;
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typedef std::map<cocos2d::Node*,VecShedule> MapNodeSchedules;
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class ScheduleHandlerDelegate:public cocos2d::Ref
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{
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public:
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ScheduleHandlerDelegate():_isUpdateSchedule(false)
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{}
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virtual ~ScheduleHandlerDelegate()
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{}
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static ScheduleHandlerDelegate* create();
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void scheduleFunc(float elapse);
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virtual void update(float elapse);
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void setUpdateSchedule(bool isUpdateSchedule){ _isUpdateSchedule = isUpdateSchedule; }
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bool isUpdateSchedule(){ return _isUpdateSchedule; }
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private:
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bool _isUpdateSchedule;
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};
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/// @endcond
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/**
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* The LuaCallFunc is wrapped to call the callback function in the Lua Conveniently and don't insert useless code to processing the lua in the CallFuncN.
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*
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* @lua NA
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* @js NA
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*/
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class LuaCallFunc:public cocos2d::CallFuncN
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{
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public:
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/**
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* Default constructor.
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*/
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LuaCallFunc():_functionLua(nullptr)
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{}
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/**
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* Destructor.
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*/
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virtual ~LuaCallFunc()
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{}
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/**
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* Create a LuaCallFunc object by a function pointer for callback.
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*
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* @param func a function pointer for callback.
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*/
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static LuaCallFunc* create(const std::function<void(void* self,Node*)>& func);
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/**
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* Init a LuaCallFunc object by a function pointer for callback.
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*
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* @param func a function pointer for callback.
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*/
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bool initWithFunction(const std::function<void(void* self,Node*)>& func);
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virtual LuaCallFunc* clone() const override;
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virtual void execute() override;
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protected:
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std::function<void(void* self,Node*)> _functionLua;
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};
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/**
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* In order to reduce the coupling of lua script engine and native c++ engine.
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* In the current mechanism, for the class derived from the Ref, we construct a mapping relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function. Then, using the ScriptHandlerMgr to manager uniformly.
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* By this mechanism, when native c++ Ref object wants to call the Lua function, we didn't insert the processing code in the native c++ class.
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*/
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class ScriptHandlerMgr
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{
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public:
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/**
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* HandlerType enum.
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* This enum class represent the processing type for c++ call the Lua function.
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*
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* @js NA
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*/
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enum class HandlerType: int
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{
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NODE = 0,
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MENU_CLICKED,
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CALLFUNC,
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SCHEDULE,
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TOUCHES,
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KEYPAD,
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ACCELEROMETER,
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CONTROL_TOUCH_DOWN,
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CONTROL_TOUCH_DRAG_INSIDE,
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CONTROL_TOUCH_DRAG_OUTSIDE,
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CONTROL_TOUCH_DRAG_ENTER,
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CONTROL_TOUCH_DRAG_EXIT,
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CONTROL_TOUCH_UP_INSIDE,
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CONTROL_TOUCH_UP_OUTSIDE,
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CONTROL_TOUCH_UP_CANCEL,
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CONTROL_VALUE_CHANGED,
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WEBSOCKET_OPEN,
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WEBSOCKET_MESSAGE,
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WEBSOCKET_CLOSE,
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WEBSOCKET_ERROR,
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LUANODE_DRAW,
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SCROLLVIEW_SCROLL,
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SCROLLVIEW_ZOOM,
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TABLECELL_TOUCHED,
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TABLECELL_HIGHLIGHT,
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TABLECELL_UNHIGHLIGHT,
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TABLECELL_WILL_RECYCLE,
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TABLECELL_SIZE_FOR_INDEX,
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TABLECELL_AT_INDEX,
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TABLEVIEW_NUMS_OF_CELLS,
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XMLHTTPREQUEST_READY_STATE_CHANGE,
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ASSETSMANAGER_PROGRESS,
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ASSETSMANAGER_SUCCESS,
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ASSETSMANAGER_ERROR,
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STUDIO_EVENT_LISTENER,
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ARMATURE_EVENT,
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EVENT_ACC,
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EVENT_CUSTIOM,
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EVENT_KEYBOARD_PRESSED,
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EVENT_KEYBOARD_RELEASED,
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EVENT_TOUCH_BEGAN,
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EVENT_TOUCH_MOVED,
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EVENT_TOUCH_ENDED,
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EVENT_TOUCH_CANCELLED,
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EVENT_TOUCHES_BEGAN,
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EVENT_TOUCHES_MOVED,
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EVENT_TOUCHES_ENDED,
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EVENT_TOUCHES_CANCELLED,
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EVENT_MOUSE_DOWN,
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EVENT_MOUSE_UP,
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EVENT_MOUSE_MOVE,
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EVENT_MOUSE_SCROLL,
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EVENT_SPINE,
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EVENT_PHYSICS_CONTACT_BEGIN,
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EVENT_PHYSICS_CONTACT_PRESOLVE,
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EVENT_PHYSICS_CONTACT_POSTSOLVE,
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EVENT_PHYSICS_CONTACT_SEPARATE,
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EVENT_FOCUS,
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EVENT_CONTROLLER_CONNECTED,
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EVENT_CONTROLLER_DISCONNECTED,
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EVENT_CONTROLLER_KEYDOWN,
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EVENT_CONTROLLER_KEYUP,
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EVENT_CONTROLLER_KEYREPEAT,
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EVENT_CONTROLLER_AXIS,
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EVENT_SPINE_ANIMATION_START,
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EVENT_SPINE_ANIMATION_INTERRUPT,
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EVENT_SPINE_ANIMATION_END,
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EVENT_SPINE_ANIMATION_DISPOSE,
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EVENT_SPINE_ANIMATION_COMPLETE,
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EVENT_SPINE_ANIMATION_EVENT,
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EVENT_CUSTOM_BEGAN = 10000,
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EVENT_CUSTOM_ENDED = 11000,
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};
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///! @cond
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typedef int Handler;
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typedef std::pair<HandlerType, Handler> HandlerPair;
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typedef std::vector<HandlerPair> VecHandlerPairs;
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typedef std::map<void*,VecHandlerPairs> MapObjectHandlers;
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/// @endcond
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/**
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* Default constructor.
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*
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* @lua NA
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* @js NA
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*/
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ScriptHandlerMgr(void);
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/**
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* Destructor.
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*
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* @lua NA
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* @js NA
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*/
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virtual ~ScriptHandlerMgr(void);
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/**
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* Get the instance of the ScriptHandlerMgr.
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*
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* @return the instance of the ScriptHandlerMgr.
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* @js NA
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*/
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static ScriptHandlerMgr* getInstance(void);
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/**
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* Destroy the instance of the ScriptHandlerMgr.
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*
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* @lua NA
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* @js NA
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*/
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static void destroyInstance(void);
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/**
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* Construct or update the mapping relationship among c++ Ref object ,HandlerType and the reference index corresponding to the pointer of Lua function.
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*
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* @param object a Ref object.
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* @param handler a reference index corresponding to the pointer of Lua function.
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* @param handlerType ScriptHandlerMgr::HandlerType.
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* @lua registerScriptHandler
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* @js NA
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*/
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void addObjectHandler(void* object,int handler,ScriptHandlerMgr::HandlerType handlerType);
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/**
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* By the handlerType and object, find the correct reference index corresponding to the pointer of Lua function.
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* If found, remove the reference of Lua function corresponding to this index in the 'toluafix_refid_function_mapping' table.
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*
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* @param object a Ref object.
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* @param handlerType ScriptHandlerMgr::HandlerType.
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* @lua unregisterScriptHandler
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* @js NA
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*/
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void removeObjectHandler(void* object,ScriptHandlerMgr::HandlerType handlerType);
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/**
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* By the handlerType and object, find the correct reference index corresponding to the pointer of Lua function.
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*
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* @param object a Ref object.
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* @param handlerType ScriptHandlerMgr::HandlerType.
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* @return index corresponding to the pointer of Lua function,otherwise 0.
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* @lua NA
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* @js NA
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*/
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int getObjectHandler(void* object,ScriptHandlerMgr::HandlerType handlerType);
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/**
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* Remove the all relationship among the object, HandlerType and the reference index corresponding to the pointer of Lua function.
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* Meanwhile, remove the reference of Lua function corresponding to the indexs the object has in the 'toluafix_refid_function_mapping' table.
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*
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* @param object the Ref object.
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* @js NA
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*/
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void removeObjectAllHandlers(void* object);
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/**
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* Add customizable relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function.
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* In the customizable relationship, we don't pass the HandlerType, it will obtain the HandlerType by auto-increasing.
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* The HandlerTypes used to customizable relationship are between EVENT_CUSTOM_BEGAN(10000) and EVENT_CUSTOM_ENDED(11000).
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* If the HandlerType increased more than 12,it would trigger assert.
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*
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* @param object the Ref object.
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* @param handler a reference index corresponding to the pointer of Lua function.
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* @return ScriptHandlerMgr::HandlerType the value of current ScriptHandlerMgr::HandlerType after adding.
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* @lua NA
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* @js NA
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*/
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ScriptHandlerMgr::HandlerType addCustomHandler(void* object, int handler);
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private:
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void init(void);
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static ScriptHandlerMgr* _scriptHandlerMgr;
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MapObjectHandlers _mapObjectHandlers;
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};
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NS_CC_END
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// end group
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/// @}
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/// @cond
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TOLUA_API int tolua_script_handler_mgr_open(lua_State* tolua_S);
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/// @endcond
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#endif //__LUA_SCRIPT_HANDLER_MGR_H__
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