mirror of https://github.com/axmolengine/axmol.git
179 lines
6.1 KiB
C
179 lines
6.1 KiB
C
/*
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* JS Bindings: https://github.com/zynga/jsbindings
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*
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* Copyright (c) 2012 Zynga 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_BINDINGS_CONFIG_H
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#define __JS_BINDINGS_CONFIG_H
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/** @def JSB_ASSERT_ON_FAIL
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Whether or not to assert when the arguments or conversions are incorrect.
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It is recommened to turn it off in Release mode.
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*/
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#ifndef JSB_ASSERT_ON_FAIL
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#define JSB_ASSERT_ON_FAIL 0
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#endif
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#if JSB_ASSERT_ON_FAIL
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#define JSB_PRECONDITION( condition, error_msg) do { NSCAssert( condition, [NSString stringWithUTF8String:error_msg] ); } while(0)
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#define JSB_PRECONDITION2( condition, context, ret_value, error_msg) do { NSCAssert( condition, [NSString stringWithUTF8String:error_msg] ); } while(0)
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#define ASSERT( condition, error_msg) do { NSCAssert( condition, [NSString stringWithUTF8String:error_msg] ); } while(0)
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#else
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#define JSB_PRECONDITION( condition, ...) do { \
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if( ! (condition) ) { \
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cocos2d::log("jsb: ERROR: File %s: Line: %d, Function: %s", __FILE__, __LINE__, __FUNCTION__ ); \
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cocos2d::log(__VA_ARGS__); \
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JSContext* globalContext = ScriptingCore::getInstance()->getGlobalContext(); \
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if( ! JS_IsExceptionPending( globalContext ) ) { \
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JS_ReportError( globalContext, __VA_ARGS__ ); \
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} \
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return JS_FALSE; \
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} \
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} while(0)
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#define JSB_PRECONDITION2( condition, context, ret_value, ...) do { \
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if( ! (condition) ) { \
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cocos2d::log("jsb: ERROR: File %s: Line: %d, Function: %s", __FILE__, __LINE__, __FUNCTION__ ); \
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cocos2d::log(__VA_ARGS__); \
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if( ! JS_IsExceptionPending( context ) ) { \
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JS_ReportError( context, __VA_ARGS__ ); \
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} \
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return ret_value; \
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} \
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} while(0)
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#define ASSERT( condition, error_msg) do { \
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if( ! (condition) ) { \
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CCLOG("jsb: ERROR in %s: %s\n", __FUNCTION__, error_msg); \
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return false; \
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} \
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} while(0)
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#endif
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#define JSB_PRECONDITION3( condition, context, ret_value, ...) do { \
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if( ! (condition) ) return (ret_value); \
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} while(0)
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/** @def JSB_REPRESENT_LONGLONG_AS_STR
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When JSB_REPRESENT_LONGLONG_AS_STR is defined, the long long will be represented as JS strings.
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Otherwise they will be represented as an array of two intengers.
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It is needed to to use an special representation since there are no 64-bit integers in JS.
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Representing the long long as string could be a bit slower, but it is easier to debug from JS.
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Enabled by default.
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*/
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#ifndef JSB_REPRESENT_LONGLONG_AS_STR
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#define JSB_REPRESENT_LONGLONG_AS_STR 1
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#endif // JSB_REPRESENT_LONGLONG_AS_STR
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/** @def JSB_INCLUDE_NS
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Whether or not it should include JS bindings for basic NS* / Cocoa / CocoaTouch objects.
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It should be enabled in order to support bindings for any objective-c projects.
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Not needed for pure C projects.
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Enabled by default.
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*/
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#ifndef JSB_INCLUDE_NS
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#define JSB_INCLUDE_NS 1
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#endif // JSB_INCLUDE_NS
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/** @def JSB_INCLUDE_COCOS2D
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Whether or not it should include JS bindings for cocos2d.
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*/
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#ifndef JSB_INCLUDE_COCOS2D
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#define JSB_INCLUDE_COCOS2D 1
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#include "cocos2d.h"
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#if defined(__CC_PLATFORM_IOS)
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#define JSB_INCLUDE_COCOS2D_IOS 1
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#elif defined(__CC_PLATFORM_MAC)
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#define JSB_INCLUDE_COCOS2D_MAC 1
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#endif
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#endif // JSB_INCLUDE_COCOS2D
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/** @def JSB_INCLUDE_CHIPMUNK
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Whether or not it should include JS bindings for Chipmunk
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*/
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#ifndef JSB_INCLUDE_CHIPMUNK
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#define JSB_INCLUDE_CHIPMUNK 1
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#endif // JSB_INCLUDE_CHIPMUNK
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/** @def JSB_INCLUDE_COCOSBUILDERREADER
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Whether or not it should include JS bindings for CocosBuilder Reader
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*/
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#ifndef JSB_INCLUDE_COCOSBUILDERREADER
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#define JSB_INCLUDE_COCOSBUILDERREADER 1
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#endif // JSB_INCLUDE_COCOSBUILDERREADER
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/** @def JSB_INCLUDE_COCOSDENSHION
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Whether or not it should include bindings for CocosDenshion (sound engine)
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*/
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#ifndef JSB_INCLUDE_COCOSDENSHION
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#define JSB_INCLUDE_COCOSDENSHION 1
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#endif // JSB_INCLUDE_COCOSDENSHION
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#if JSB_ENABLE_DEBUGGER
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#define JSB_ENSURE_AUTOCOMPARTMENT(cx, obj) \
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JSAutoCompartment ac(cx, obj)
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#else
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#define JSB_ENSURE_AUTOCOMPARTMENT(cx, obj)
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#endif
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/**
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* @def JSB_DEBUGGER_PORT
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* The port number, where the client will be listening on
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*/
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#define JSB_DEBUGGER_PORT 5086
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/** @def JSB_INCLUDE_SYSTEM
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Whether or not it should include bindings for system components like LocalStorage
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*/
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#ifndef JSB_INCLUDE_SYSTEM
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#define JSB_INCLUDE_SYSTEM 1
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#endif // JSB_INCLUDE_SYSTEM
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/** @def JSB_INCLUDE_OPENGL
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Whether or not it should include bindings for WebGL / OpenGL ES 2.0
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*/
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#ifndef JSB_INCLUDE_OPENGL
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#define JSB_INCLUDE_OPENGL 1
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#endif // JSB_INCLUDE_OPENGL
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/** @def JSB_INCLUDE_XMLHTTP
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Whether or not it should include bindings for XmlHttpRequest
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*/
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#ifndef JSB_INCLUDE_XMLHTTP
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#define JSB_INCLUDE_XMLHTTP 1
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#endif // JSB_INCLUDE_XMLHTTP
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#ifndef JSB_MAX_STACK_QUOTA
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#define JSB_MAX_STACK_QUOTA 500000
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#endif // JSB_MAX_STACK_QUOTA
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#endif // __JS_BINDINGS_CONFIG_H
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