mirror of https://github.com/axmolengine/axmol.git
96 lines
3.3 KiB
C++
Executable File
96 lines
3.3 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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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 __SCRIPT_SUPPORT_H__
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#define __SCRIPT_SUPPORT_H__
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#include <string>
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#include <vector>
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#include <map>
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#include "CCCommon.h"
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#include "CCTouch.h"
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#include "CCSet.h"
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#include "CCNode.h"
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/*
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* Only one script is support at a time.
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* Should we use more than one script at a time?
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*/
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NS_CC_BEGIN;
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class CC_DLL CCScriptEngineProtocol
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{
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public:
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CCScriptEngineProtocol();
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// functions for excute touch event
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virtual bool executeTouchEvent(const char *pszFuncName, CCTouch *pTouch) = 0;
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virtual bool executeTouchesEvent(const char *pszFuncName, CCSet *pTouches) = 0;
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// functions for CCCallFuncX
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virtual bool executeCallFunc(const char *pszFuncName) = 0;
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virtual bool executeCallFuncN(const char *pszFuncName, CCNode *pNode) = 0;
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virtual bool executeCallFuncND(const char *pszFuncName, CCNode *pNode, void *pData) = 0;
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virtual bool executeCallFunc0(const char *pszFuncName, CCObject *pObject) = 0;
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// excute a script function without params
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virtual int executeFuction(const char *pszFuncName) = 0;
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// excute a script file
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virtual bool executeScriptFile(const char* pszFileName) = 0;
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// excute script from string
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virtual bool executeString(const char* pszCodes) = 0;
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// execute a schedule function
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virtual bool executeSchedule(const char* pszFuncName, ccTime t) = 0;
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// add a search path
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virtual bool addSearchPath(const char* pszPath) = 0;
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};
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/**
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CCScriptEngineManager is a singleton which holds an object instance of CCScriptEngineProtocl
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It helps cocos2d-x and the user code to find back LuaEngine object
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@since v0.99.5-x-0.8.5
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*/
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class CC_DLL CCScriptEngineManager
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{
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public:
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static CCScriptEngineManager* sharedScriptEngineManager();
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void setScriptEngine(CCScriptEngineProtocol *pScriptEngine);
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CCScriptEngineProtocol* getScriptEngine();
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void removeScriptEngine();
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private:
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CCScriptEngineManager();
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virtual ~CCScriptEngineManager();
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CCScriptEngineProtocol *m_pScriptEngine;
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};
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NS_CC_END;
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#endif // __SCRIPT_SUPPORT_H__
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