mirror of https://github.com/axmolengine/axmol.git
875 lines
22 KiB
C++
875 lines
22 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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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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https://axmolengine.github.io/
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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 "base/ccConfig.h"
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#include "platform/CCCommon.h"
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#include "base/CCTouch.h"
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#include "base/CCEventTouch.h"
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#include "base/CCEventKeyboard.h"
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#include <map>
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#include <string>
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#include <list>
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/**
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* @addtogroup base
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* @{
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*/
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#if AX_ENABLE_SCRIPT_BINDING
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typedef struct lua_State lua_State;
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NS_AX_BEGIN
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class TimerScriptHandler;
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class Layer;
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class MenuItem;
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class CallFunc;
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class Acceleration;
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class Action;
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enum ccScriptType
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{
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kScriptTypeNone = 0,
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kScriptTypeLua,
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};
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/**
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* This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a
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* unique id
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* @js NA
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*/
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class ScriptHandlerEntry : public Ref
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{
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public:
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/**
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* create a ScriptHandlerEntry instance by the handler.
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*
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* @param handler corresponding to the Lua function pointer.
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* @return ScriptHandlerEntry instance.
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* @lua NA
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* @js NA
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*/
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static ScriptHandlerEntry* create(int handler);
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/**
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* Destructor of ScriptHandlerEntry.
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* @lua NA
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* @js NA
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*/
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virtual ~ScriptHandlerEntry();
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/**
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* Get the handler corresponding to the Lua function pointer.
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*
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* @return the handler corresponding to the Lua function pointer.
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* @lua NA
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* @js NA
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*/
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int getHandler() { return _handler; }
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/**
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* Get the unique id corresponding to the handler.
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*
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* @return the unique id corresponding to the handler.
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* @lua NA
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* @js NA
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*/
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int getEntryId() { return _entryId; }
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protected:
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ScriptHandlerEntry(int handler) : _handler(handler)
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{
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static int newEntryId = 0;
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newEntryId++;
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_entryId = newEntryId;
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}
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int _handler;
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int _entryId;
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};
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/**
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* The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the
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* handler a unique id like ScriptHandlerEntry. Meanwhile,create a timer that named TimerScriptHandler to execute the
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* Lua function corresponding to the handler in the interval time if the SchedulerScriptHandlerEntry object isn't
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* paused.
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* @js NA
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*/
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class SchedulerScriptHandlerEntry : public ScriptHandlerEntry
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{
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public:
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/**
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* create a SchedulerScriptHandlerEntry object.
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*
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* @param handler the index corresponding to the Lua function pointer.
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* @param interval the interval to execute the Lua function. If the value is 0, then the lua function will be
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* scheduled every frame.
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* @param paused if paused is true, then the timer won't be started until it is resumed.
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* @return a SchedulerScriptHandlerEntry object.
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* @js NA
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* @lua NA
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*/
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static SchedulerScriptHandlerEntry* create(int handler, float interval, bool paused);
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/**
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* Destructor of SchedulerScriptHandlerEntry.
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* @js NA
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* @lua NA
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*/
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virtual ~SchedulerScriptHandlerEntry();
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/**
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* Get the pointer of TimerScriptHandler object.
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*
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* @return the pointer of TimerScriptHandler object.
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* @js NA
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* @lua NA
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*/
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TimerScriptHandler* getTimer() { return _timer; }
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/**
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* Get the flag whether paused or not.
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*
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* @return the flag whether paused or not.
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* @js NA
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* @lua NA
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*/
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bool isPaused() { return _paused; }
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/**
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* Set the markedForDeletion flag true.
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* @js NA
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* @lua NA
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*/
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void markedForDeletion() { _markedForDeletion = true; }
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/**
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* Get the flag whether markedForDeletion or not.
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*
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* @return the flag whether markedForDeletion or not.
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* @js NA
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* @lua NA
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*/
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bool isMarkedForDeletion() { return _markedForDeletion; }
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private:
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SchedulerScriptHandlerEntry(int handler)
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: ScriptHandlerEntry(handler), _timer(nullptr), _paused(false), _markedForDeletion(false)
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{}
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bool init(float interval, bool paused);
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TimerScriptHandler* _timer;
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bool _paused;
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bool _markedForDeletion;
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};
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/**
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* @cond
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* @js NA
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*/
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class TouchScriptHandlerEntry : public ScriptHandlerEntry
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{
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public:
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static TouchScriptHandlerEntry* create(int handler, bool isMultiTouches, int priority, bool swallowsTouches);
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virtual ~TouchScriptHandlerEntry();
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bool isMultiTouches() { return _isMultiTouches; }
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int getPriority() { return _priority; }
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bool getSwallowsTouches() { return _swallowsTouches; }
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private:
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TouchScriptHandlerEntry(int handler)
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: ScriptHandlerEntry(handler), _isMultiTouches(false), _priority(0), _swallowsTouches(false)
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{}
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bool init(bool isMultiTouches, int priority, bool swallowsTouches);
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bool _isMultiTouches;
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int _priority;
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bool _swallowsTouches;
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};
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/**
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* @endcond
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* @js NA
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*/
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/** ScriptEventType enum*/
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enum ScriptEventType
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{
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kNodeEvent = 0,
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kMenuClickedEvent,
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kCallFuncEvent,
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kScheduleEvent,
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kTouchEvent,
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kTouchesEvent,
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kKeypadEvent,
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kAccelerometerEvent,
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kControlEvent,
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kCommonEvent,
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kComponentEvent,
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kRestartGame,
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kScriptActionEvent
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};
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/**
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* For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the
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* nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the
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* converted data would be passed into the Lua stack.
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* @js NA
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*/
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struct BasicScriptData
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{
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/**
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* For Lua, nativeobject is used to get handler corresponding to the Lua function.
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*
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* @js NA
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* @lua NA
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*/
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void* nativeObject;
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/**
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* A pointer point to the value data which would be converted by different events.
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*
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* @js NA
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* @lua NA
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*/
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void* value;
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/**
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* Constructor of BasicScriptData.
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*
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* @js NA
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* @lua NA
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*/
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BasicScriptData(void* inObject, void* inValue = nullptr) : nativeObject(inObject), value(inValue) {}
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};
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/**
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* For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the
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* nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the
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* converted data would be passed into the Lua stack.
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* @js NA
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*/
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struct ActionObjectScriptData
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{
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/**
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* For Lua, nativeobject is used to get handler corresponding to the Lua function.
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*
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* @js NA
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* @lua NA
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*/
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void* nativeObject;
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/**
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* A pointer point to the value data which event action
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*
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* @js NA
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* @lua NA
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*/
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int* eventType;
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/**
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* A pointer point to the value data which would be converted by different events.
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*
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* @js NA
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* @lua NA
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*/
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void* param;
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/**
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* Constructor of BasicScriptData.
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*
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* @js NA
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* @lua NA
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*/
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ActionObjectScriptData(void* inObject, int* inValue = nullptr, void* inParam = nullptr)
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: nativeObject(inObject), eventType(inValue), param(inParam)
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{}
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};
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/**
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* For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function
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* by push the elapse into the Lua stack as a parameter when scheduler update event is triggered.
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* @js NA
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*/
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struct SchedulerScriptData
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{
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/**
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* the handler corresponding to the Lua function pointer, only use in the Lua.
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*
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* @js NA
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* @lua NA
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*/
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int handler;
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/**
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* the parameter would be passed in to the Lua function, only use in the Lua.
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*
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* @js NA
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* @lua NA
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*/
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float elapse;
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// js use
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void* node;
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/**
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* Constructor of SchedulerScriptData.
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*
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* @js NA
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* @lua NA
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*/
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SchedulerScriptData(int inHandler, float inElapse, void* inNode = nullptr)
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: handler(inHandler), elapse(inElapse), node(inNode)
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{}
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};
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/**
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* For Lua, the TouchesScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua
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* function by push touches data and actionType into the Lua stack as the parameters when the touches event is
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* triggered.
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* @js NA
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*/
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struct TouchesScriptData
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{
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/**
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* The EventTouch::EventCode type.
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*
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* @lua NA
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* @js NA
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*/
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EventTouch::EventCode actionType;
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/**
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* For Lua, it Used to find the Lua function pointer by 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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void* nativeObject;
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/**
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* The vector of Touch.For Lua, it would be convert to the Lua table form to be pushed into the Lua stack.
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*
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* @lua NA
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* @js NA
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*/
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const std::vector<Touch*>& touches;
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/**
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* event information, it is useless for Lua.
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*
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* @lua NA
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* @js NA
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*/
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Event* event;
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/**
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* Constructor of TouchesScriptData.
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*
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* @lua NA
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* @js NA
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*/
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TouchesScriptData(EventTouch::EventCode inActionType,
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void* inNativeObject,
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const std::vector<Touch*>& inTouches,
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Event* evt)
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: actionType(inActionType), nativeObject(inNativeObject), touches(inTouches), event(evt)
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{}
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};
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/**
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* For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function
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* by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event
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* is triggered.
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* @js NA
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*/
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struct TouchScriptData
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{
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/**
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* The EventTouch::EventCode type.
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*
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* @lua NA
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* @js NA
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*/
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EventTouch::EventCode actionType;
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/**
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* For Lua, it Used to find the Lua function pointer by 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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void* nativeObject;
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/**
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* touch information. it would be in x,y form to push into the Lua stack.
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*
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* @lua NA
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* @js NA
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*/
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Touch* touch;
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/**
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* event information,it is useless for Lua.
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*
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* @lua NA
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* @js NA
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*/
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Event* event;
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/**
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* Constructor of TouchScriptData.
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*
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* @lua NA
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* @js NA
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*/
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TouchScriptData(EventTouch::EventCode inActionType, void* inNativeObject, Touch* inTouch, Event* evt)
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: actionType(inActionType), nativeObject(inNativeObject), touch(inTouch), event(evt)
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{}
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};
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/**
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* For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua
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* function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event
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* is triggered.
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* @js NA
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*/
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struct KeypadScriptData
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{
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/**
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* The specific type of EventKeyboard::KeyCode
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*
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* @lua NA
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* @js NA
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*/
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EventKeyboard::KeyCode actionType;
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/**
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* For Lua, it Used to find the Lua function pointer by 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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void* nativeObject;
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/**
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* Constructor of KeypadScriptData.
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*
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* @lua NA
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* @js NA
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*/
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KeypadScriptData(EventKeyboard::KeyCode inActionType, void* inNativeObject)
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: actionType(inActionType), nativeObject(inNativeObject)
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{}
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};
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/**
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* For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by
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* push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource
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* is not nullptr,would give the default string "cc.Ref") into the Lua stack as the parameter when the common event such
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* as is triggered.
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* @js NA
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*/
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struct CommonScriptData
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{
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/**
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* The index to find the corresponding to the Lua function pointer.
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*
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* @lua NA
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* @js NA
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*/
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int handler;
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/**
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* The string value to be pushed into the Lua stack.
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*
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* @lua NA
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* @js NA
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*/
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char eventName[64];
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/**
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* The source object trigger the event,could be nullptr.
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*
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* @lua NA
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* @js NA
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*/
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Ref* eventSource;
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/**
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* The class name of source object trigger the event, could be nullptr.
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*
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* @lua NA
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* @js NA
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*/
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char eventSourceClassName[64];
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/**
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* Constructor of CommonScriptData.
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*
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* @lua NA
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* @js NA
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*/
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CommonScriptData(int inHandler, const char* inName, Ref* inSource = nullptr, const char* inClassName = nullptr)
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: handler(inHandler), eventSource(inSource)
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{
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if (nullptr == inName)
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{
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memset(eventName, 0, sizeof(eventName));
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}
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else
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{
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strncpy(eventName, inName, sizeof(eventName));
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}
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if (nullptr == inClassName)
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{
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memset(eventSourceClassName, 0, sizeof(eventSourceClassName));
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}
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else
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{
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strncpy(eventSourceClassName, inClassName, 64);
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}
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}
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};
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/**
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* The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct.
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* when the corresponding event is triggered, we could call the `sendEvent` of ScriptEngineProtocol to handle the event.
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* @js NA
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*/
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struct ScriptEvent
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{
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/**
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* The specific type of ScriptEventType.
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*
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* @lua NA
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* @js NA
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*/
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ScriptEventType type;
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/**
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* Pointer point to the different data.
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*
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* @lua NA
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* @js NA
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*/
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void* data;
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/**
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* Constructor of ScriptEvent.
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*
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* @lua NA
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* @js NA
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*/
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ScriptEvent(ScriptEventType inType, void* inData) : type(inType), data(inData) {}
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};
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/**
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* Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp,
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* It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing
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* ScriptEngine. So a crash will appear on Win32 if you click the close button.
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* @js NA
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*/
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class AX_DLL ScriptEngineProtocol
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{
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public:
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/**
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* Constructor of ScriptEngineProtocol.
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*
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* @lua NA
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* @js NA
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*/
|
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ScriptEngineProtocol() {}
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|
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/**
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* Destructor of ScriptEngineProtocol.
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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 ~ScriptEngineProtocol() {}
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|
|
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/**
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|
* Get the specific script type.
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*
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|
* @return the specific script type.
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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 ccScriptType getScriptType() { return kScriptTypeNone; }
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|
|
|
/**
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|
* Reflect the retain relationship to script scope
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|
*/
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|
virtual void retainScriptObject(Ref* /*owner*/, Ref* /*target*/) {}
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|
|
|
/**
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|
* Add the script object to root object
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|
*/
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|
virtual void rootScriptObject(Ref* /*target*/) {}
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|
|
|
/**
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|
* Reflect the release relationship to script scope
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|
*/
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|
virtual void releaseScriptObject(Ref* /*owner*/, Ref* /*target*/) {}
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|
|
|
/**
|
|
* Remove the script object from root object
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|
*/
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|
virtual void unrootScriptObject(Ref* /*target*/) {}
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|
|
|
/**
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|
* Release all children native refs for the given node in script scope
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|
*/
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|
virtual void releaseAllChildrenRecursive(Node* /*node*/) {}
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|
|
|
/**
|
|
* Release all native refs for the given owner in script scope
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|
*/
|
|
virtual void releaseAllNativeRefs(ax::Ref* /*owner*/) {}
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|
|
|
/**
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|
* Remove script object,The specific meaning should refer to the ScriptType.
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|
* For Lua, @see removeScriptObjectByObject of LuaEngine.
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|
*
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|
* @lua NA
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|
* @js NA
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|
*/
|
|
virtual void removeScriptObjectByObject(Ref* /*obj*/) {}
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|
|
|
/**
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|
* Remove script function handler, only LuaEngine class need to implement this function.
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|
* @see removeScriptHandler of LuaEngine.
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|
* @lua NA
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|
* @js NA
|
|
*/
|
|
virtual void removeScriptHandler(int /*handler*/) {}
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|
|
|
/**
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|
* Reallocate script function handler, only LuaEngine class need to implement this function.
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|
* @see reallocateScriptHandler of LuaEngine.
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual int reallocateScriptHandler(int /*handler*/) { return 0; }
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|
|
|
/**
|
|
* Execute script code contained in the given string.
|
|
*
|
|
* @param codes holding the valid script code that should be executed.
|
|
* @return 0 if the string is executed correctly.
|
|
* @return other if the string is executed wrongly.
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual int executeString(const char* codes) = 0;
|
|
|
|
/**
|
|
* Execute a script file.
|
|
*
|
|
* @param filename String object holding the filename of the script file that is to be executed.
|
|
* @return 0 if it happen the error or it hasn't return value, otherwise it return the value by calling the lua
|
|
* function.
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual int executeScriptFile(const char* filename) = 0;
|
|
|
|
/**
|
|
* Execute a scripted global function.
|
|
* The function should not take any parameters and should return an integer.
|
|
*
|
|
* @param functionName String object holding the name of the function, in the global script environment, that is to
|
|
* be executed.
|
|
* @return The integer value returned from the script function.
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual int executeGlobalFunction(const char* functionName) = 0;
|
|
|
|
/**
|
|
* When trigger a script event ,call this func,add params needed into ScriptEvent object.nativeObject is object
|
|
* triggering the event, can be nullptr in Lua.
|
|
*
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual int sendEvent(const ScriptEvent& evt) = 0;
|
|
|
|
/**
|
|
* Handle the assert message.
|
|
*
|
|
* @return true if the assert was handled by the script engine, false otherwise.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual bool handleAssert(const char* msg) = 0;
|
|
|
|
/**
|
|
* Useless for Lua.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual void setCalledFromScript(bool /*callFromScript*/) {}
|
|
|
|
/**
|
|
* Useless for Lua.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual bool isCalledFromScript() { return false; };
|
|
|
|
/** ConfigType enum. */
|
|
enum class ConfigType
|
|
{
|
|
NONE,
|
|
COCOSTUDIO
|
|
};
|
|
/**
|
|
* Parse configuration file.
|
|
*
|
|
* @param type the specific type value.
|
|
* @param str the information data.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
virtual bool parseConfig(ConfigType type, std::string_view str) = 0;
|
|
|
|
/** Root a Reference.
|
|
It tells the Garbage Collector that the associated Scripting object should not be collected
|
|
*/
|
|
virtual void rootObject(Ref* /*obj*/) {}
|
|
|
|
/** Unroot a Reference.
|
|
It tells the Garbage Collector that the associated Scripting object can be collected
|
|
*/
|
|
virtual void unrootObject(Ref* /*obj*/) {}
|
|
|
|
/** Remove proxy for a native object
|
|
*/
|
|
virtual void removeObjectProxy(Ref* obj) {}
|
|
|
|
/** Triggers the garbage collector */
|
|
virtual void garbageCollect() {}
|
|
};
|
|
|
|
class Node;
|
|
/**
|
|
* ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine.
|
|
*
|
|
* @since v0.99.5-x-0.8.5
|
|
* @js NA
|
|
*/
|
|
class AX_DLL ScriptEngineManager
|
|
{
|
|
public:
|
|
/**
|
|
* Constructor of ScriptEngineManager.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
~ScriptEngineManager();
|
|
/**
|
|
* Get the ScriptEngineProtocol object.
|
|
*
|
|
* @return the ScriptEngineProtocol object.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
ScriptEngineProtocol* getScriptEngine() { return _scriptEngine; }
|
|
/**
|
|
* Set the ScriptEngineProtocol object should be managed.
|
|
*
|
|
* @param scriptEngine should be managed.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
void setScriptEngine(ScriptEngineProtocol* scriptEngine);
|
|
|
|
/**
|
|
* Remove the ScriptEngineProtocol object managed.
|
|
*
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
void removeScriptEngine();
|
|
/**
|
|
* Get the instance of ScriptEngineManager object.
|
|
*
|
|
* @return the instance of ScriptEngineManager object.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
static ScriptEngineManager* getInstance();
|
|
/**
|
|
* Destroy the singleton about ScriptEngineManager.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
static void destroyInstance();
|
|
|
|
/**
|
|
* Call the Lua function when the event of node is triggered.
|
|
*
|
|
* @param node the nativeobject triggers the event.
|
|
* @param action the specific type.
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
static void sendNodeEventToLua(Node* node, int action);
|
|
|
|
/**
|
|
* Send a event to lua script
|
|
*
|
|
* @param event: the script event
|
|
*
|
|
* @lua NA
|
|
* @js NA
|
|
*/
|
|
static int sendEventToLua(const ScriptEvent& event);
|
|
|
|
private:
|
|
ScriptEngineManager() : _scriptEngine(nullptr) {}
|
|
|
|
ScriptEngineProtocol* _scriptEngine;
|
|
};
|
|
|
|
NS_AX_END
|
|
|
|
#endif // #if AX_ENABLE_SCRIPT_BINDING
|
|
|
|
// end group
|
|
/// @}
|
|
|
|
#endif // __SCRIPT_SUPPORT_H__
|