axmol/cocos/scripting/js-bindings/manual/ScriptingCore.h

690 lines
30 KiB
C++

/*
* Created by Rolando Abarca on 3/14/12.
* Copyright (c) 2012 Zynga Inc. All rights reserved.
* Copyright (c) 2013-2016 Chukong Technologies Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef __SCRIPTING_CORE_H__
#define __SCRIPTING_CORE_H__
#include "jsapi.h"
#include "jsfriendapi.h"
#include "ui/CocosGUI.h"
#include "scripting/js-bindings/manual/js_bindings_config.h"
#include "scripting/js-bindings/manual/js_bindings_core.h"
#include "scripting/js-bindings/manual/spidermonkey_specifics.h"
#include "scripting/js-bindings/manual/js_manual_conversions.h"
#include "mozilla/Maybe.h"
#include "scripting/js-bindings/manual/js-BindingsExport.h"
#include <assert.h>
#include <memory>
#include <chrono>
#define ENGINE_VERSION "Cocos2d-JS v3.13"
void js_log(const char *format, ...);
typedef void (*sc_register_sth)(JSContext* cx, JS::HandleObject global);
void registerDefaultClasses(JSContext* cx, JS::HandleObject global);
class SimpleRunLoop : public cocos2d::Ref
{
public:
void update(float d);
};
/**
* @addtogroup jsb
* @{
*/
/**
* @brief @~english ScriptingCore is the main class which manages interaction with JavaScript environment
* @details @~english It creates the JavaScript context and its global object.
* It also manages object bindings between C++ scope and JavaScript scope,
* for most cocos2d classes, if you create an object in JavaScript scope, it will also create a C++ object,
* ScriptingCore will manage a proxy between them and synchronize the life cycle.
* It can:
* - Execute JavaScript functions in different ways with different parameters
* - Evaluate JavaScript commands or string
* - Execute a JavaScript file
* - Clean a JavaScript file cache
* - Clean all JavaScript files
* - Cleanup or reset the JavaScript context
* - Invoke garbage collection of JavaScript context
* - etc...
*/
class CC_JS_DLL ScriptingCore : public cocos2d::ScriptEngineProtocol
{
private:
JSRuntime *_rt;
JSContext *_cx;
JS::PersistentRootedObject *_global;
JS::PersistentRootedObject *_debugGlobal;
SimpleRunLoop* _runLoop;
bool _jsInited;
bool _needCleanup;
bool _callFromScript;
JSObject *_finalizing;
ScriptingCore();
std::chrono::steady_clock::time_point _engineStartTime;
public:
~ScriptingCore();
/**@~english
* ScriptingCore is a singleton class, you can retrieve its instance with this function.
* @return @~english The ScriptingCore instance.
*/
static ScriptingCore *getInstance();
/**@~english
* Gets the script type, for ScriptingCore, it will return `cocos2d::kScriptTypeJavascript`
* @return `cocos2d::kScriptTypeJavascript`
*/
virtual cocos2d::ccScriptType getScriptType() override { return cocos2d::kScriptTypeJavascript; };
/**
* Reflect the retain relationship to script scope
*/
virtual void retainScriptObject(cocos2d::Ref* owner, cocos2d::Ref* target) override;
/**
* Add the script object to root object
*/
virtual void rootScriptObject(cocos2d::Ref* target) override;
/**
* Reflect the release relationship to script scope
*/
virtual void releaseScriptObject(cocos2d::Ref* owner, cocos2d::Ref* target) override;
/**
* Remove the script object from root object
*/
virtual void unrootScriptObject(cocos2d::Ref* target) override;
/**
* Release all children in script scope
*/
virtual void releaseAllChildrenRecursive(cocos2d::Node *node) override;
/**
* Release all native refs for the given owner in script scope
*/
virtual void releaseAllNativeRefs(cocos2d::Ref* owner) override;
/**
* @brief @~english Removes the C++ object's linked JavaScript proxy object from JavaScript context
* @param obj @~english Object to be removed
*/
virtual void removeScriptObjectByObject(cocos2d::Ref* obj) override;
/**
* @brief @~english Useless in ScriptingCore, please use evalString
* @see evalString
*/
virtual int executeString(const char* codes) override { return 0; }
/**
* @brief @~english Pause scheduled tasks and actions for an object proxy.
* @param p @~english The object proxy
*/
void pauseSchedulesAndActions(js_proxy_t* p);
/**
* @brief @~english Resume scheduled tasks and actions for an object proxy.
* @param p @~english The object proxy
*/
void resumeSchedulesAndActions(js_proxy_t* p);
/**
* @brief @~english Cleanup scheduled tasks and actions for an object proxy.
* @param p @~english The object proxy
*/
void cleanupSchedulesAndActions(js_proxy_t* p);
/**
@brief Useless in ScriptingCore, please use runScript
@param filename String object holding the filename of the script file that is to be executed
*/
virtual int executeScriptFile(const char* filename) override { return 0; }
/**
@brief @~english Useless in ScriptingCore, please use executeFunctionWithOwner
@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.
*/
virtual int executeGlobalFunction(const char* functionName) override { return 0; }
virtual int sendEvent(cocos2d::ScriptEvent* message) override;
virtual bool parseConfig(ConfigType type, const std::string& str) override;
/**
* @brief @~english Useless in ScriptingCore
* @return @~english false
*/
virtual bool handleAssert(const char *msg) override { return false; }
virtual void setCalledFromScript(bool callFromScript) override { _callFromScript = callFromScript; };
virtual bool isCalledFromScript() override { return _callFromScript; };
/**
* @brief @~english Execute a js function with a JavaScript object as parameter.
* By passing a native object, ScriptingCore will found its JavaScript object with the proxy.
* Then the function will be invoked with the native object's js proxy as caller.
* @param nativeObj @~english The caller object's C++ proxy.
* @param name @~english The function name.
* @param obj @~english The JavaScript object as parameter.
* @return @~english Return the js function's boolean result if successfully invoked, otherwise return false.
*/
bool executeFunctionWithObjectData(void* nativeObj, const char *name, JSObject *obj);
/**
* @brief @~english Execute a js function with a JavaScript caller, function name, arguments count and arguments.
* @param owner @~english The caller object.
* @param name @~english The function name.
* @param argc @~english The arguments count.
* @param vp @~english The arguments.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool executeFunctionWithOwner(jsval owner, const char *name, uint32_t argc, jsval *vp);
/**
* @brief @~english Execute a js function with a JavaScript caller, function name, arguments count, arguments and a return value.
* @param owner @~english The caller object.
* @param name @~english The function name.
* @param argc @~english The arguments count.
* @param vp @~english The arguments.
* @param retVal @~english The js object to save the return value.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool executeFunctionWithOwner(jsval owner, const char *name, uint32_t argc, jsval *vp, JS::MutableHandleValue retVal);
/**
* @brief @~english Execute a js function with a JavaScript caller, function name, arguments array.
* This is more reliable in js memory management
* @param owner @~english The caller object.
* @param name @~english The function name.
* @param args @~english The arguments array.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool executeFunctionWithOwner(jsval owner, const char *name, const JS::HandleValueArray& args);
/**
* @brief @~english Execute a js function with a JavaScript caller, function name, arguments array and a return value.
* This is more reliable in js memory management
* @param owner @~english The caller object.
* @param name @~english The function name.
* @param args @~english The arguments array.
* @param retVal @~english The js object to save the return value.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool executeFunctionWithOwner(jsval owner, const char *name, const JS::HandleValueArray& args, JS::MutableHandleValue retVal);
/**
* @brief @~english Execute a js function with a js this object and the js function object.
* @param thisObj @~english The js this object.
* @param callback @~english The js function object.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
void executeJSFunctionWithThisObj(JS::HandleValue thisObj, JS::HandleValue callback);
/**
* @brief @~english Execute a js function with a js this object, the js function object, arguments and a return value.
* @param thisObj @~english The js this object.
* @param callback @~english The js function object.
* @param vp @~english The arguments array.
* @param retVal @~english The js object to save the return value.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
void executeJSFunctionWithThisObj(JS::HandleValue thisObj, JS::HandleValue callback, const JS::HandleValueArray& vp, JS::MutableHandleValue retVal);
/**@~english
* Evaluate the specified js code string
* @param string @~english The string with the javascript code to be evaluated
* @param outVal @~english The jsval that will hold the return value of the evaluation.
* @param filename @~english The filename
* @param cx @~english The js context
* @param global @~english The js global object
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool evalString(const char *string, JS::MutableHandleValue outVal, const char *filename, JSContext* cx, JS::HandleObject global);
/**@~english
* Evaluate the specified js code string
* @param string @~english The string with the javascript code to be evaluated
* @param outVal @~english The jsval that will hold the return value of the evaluation.
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool evalString(const char *string, JS::MutableHandleValue outVal);
/**@~english
* Evaluate the specified js code string
* @param string @~english The string with the javascript code to be evaluated
* @return @~english Return true if successfully invoked, otherwise return false.
*/
bool evalString(const char *string);
/**
@brief @~english Get script object for the given path
@param path @~english The script file path
@return @~english Script object
*/
JS::PersistentRootedScript* getScript(const std::string& path);
/**@~english
* Compile the specified js file
* @param path @~english The path of the script to be compiled
* @param global @~english The js global object
* @param cx @~english The js context
*/
JS::PersistentRootedScript* compileScript(const std::string& path, JS::HandleObject global, JSContext* cx = nullptr);
/**@~english
* Run the specified js file
* @param path @~english The path of the script to be executed
* @return @~english Return true if succeed, otherwise return false.
*/
bool runScript(const std::string& path);
/**@~english
* Run the specified js file
* @param path @~english The path of the script to be executed
* @param global @~english The global object to execute the script
* @param global @~english The context to execute the script
* @return @~english Return true if succeed, otherwise return false.
*/
bool runScript(const std::string& path, JS::HandleObject global, JSContext* cx = NULL);
/**@~english
* Require the specified js file
* The difference between run and require is that require returns the export object of the script
* @param path @~english The path of the script to be executed
* @param jsvalRet @~english On success, return the value from the last executed expression statement processed in the script
* @return @~english Return true if succeed, otherwise return false.
* @see https://developer.mozilla.org/en-US/docs/Mozilla/Projects/SpiderMonkey/JSAPI_reference/JS_ExecuteScript
*/
bool requireScript(const char *path, JS::MutableHandleValue jsvalRet);
/**@~english
* Require the specified js file
* The difference between run and require is that require returns the export object of the script
* @param path @~english The path of the script to be executed
* @param global @~english The global object to execute the script
* @param global @~english The context to execute the script
* @param jsvalRet @~english On success, return the value from the last executed expression statement processed in the script
* @return @~english Return true if succeed, otherwise return false.
* @see https://developer.mozilla.org/en-US/docs/Mozilla/Projects/SpiderMonkey/JSAPI_reference/JS_ExecuteScript
*/
bool requireScript(const char *path, JS::HandleObject global, JSContext* cx, JS::MutableHandleValue jsvalRet);
/**@~english
* Clean script object for the specified js file
* @param path @~english The path of the js file to be cleaned
*/
void cleanScript(const char *path);
/**@~english
* Gets the cached script objects for all executed js file
* @return @~english The cached script object map
*/
std::unordered_map<std::string, JS::PersistentRootedScript*>& getFileScript();
/**@~english
* Clean all script objects
*/
void cleanAllScript();
/**@~english
* Gets the time that the ScriptingCore was initalized
*/
std::chrono::steady_clock::time_point getEngineStartTime() const;
/**@~english
* Initialize everything, including the js context, js global object etc.
*/
void start();
/**@~english
* Cleanup everything, including script cache, js context, global object etc.
*/
void cleanup();
/**@~english
* Cleanup everything then initialize everything
*/
void reset();
/**@~english
* Add the register_sth callback to the list of functions that need to be called after the creation of the context.
* It's normally used to register script bindings in the js context for bound classes
* @param callback @~english The callback to register something to the js context
*/
void addRegisterCallback(sc_register_sth callback);
/**@~english
* Create a new context. If one is already there, it will destroy the old context and create a new one.
*/
void createGlobalContext();
/**@~english
* Removes all rooted object in the given js context, rooted object won't be garbage collected.
* @param cx @~english The js context
*/
static void removeAllRoots(JSContext *cx);
/**@~english
* Simulate a touch event and dispatch it to a js object.
* @param eventType @~english The touch event type
* @param pTouch @~english The touch object
* @param obj @~english The js object
* @param retval @~english The return value of the touch event callback
* @return @~english Return 1 if succeed, otherwise return 0.
*/
int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType,
cocos2d::Touch *pTouch, JSObject *obj, JS::MutableHandleValue retval);
/**@~english
* Simulate a touch event and dispatch it to a js object.
* @param eventType @~english The touch event type
* @param pTouch @~english The touch object
* @param obj @~english The js object
* @return @~english Return 1 if succeed, otherwise return 0.
*/
int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType,
cocos2d::Touch *pTouch, JSObject *obj);
/**@~english
* Simulate a multi touch event and dispatch it to a js object.
* @param eventType @~english The touch event type
* @param touches @~english Touches list for multitouch
* @param obj @~english The js object
* @return @~english Return 1 if succeed, otherwise return 0.
*/
int executeCustomTouchesEvent(cocos2d::EventTouch::EventCode eventType,
const std::vector<cocos2d::Touch*>& touches, JSObject *obj);
/**@~english
* Gets the current global context.
* @return @~english the global context
*/
JSContext* getGlobalContext() {
return _cx;
};
/**@~english
* Report an error in the js context
* @param cx @~english The js context
* @param message @~english The error message
* @param report @~english The js error report object
*/
static void reportError(JSContext *cx, const char *message, JSErrorReport *report);
/**@~english
* Log something to the js context using CCLog.
* @param cx @~english The js context
* @param argc @~english The arguments count
* @param vp @~english The arguments
* @return @~english Return true if succeed, otherwise return false.
*/
static bool log(JSContext *cx, uint32_t argc, jsval *vp);
/**@~english
* Sets a js value to the targeted js object's reserved slot, which is not exposed to script environment.
* @param i @~english The slot index
* @param obj @~english The targeted object
* @param value @~english The js value to set to the slot
* @return @~english Return true if succeed, otherwise return false.
*/
bool setReservedSpot(uint32_t i, JSObject *obj, jsval value);
/**@~english
* Runs a script from script environment, it should be invoked from script environment
* Bound to `__jsc__.executeScript` and `window.executeScript`
* @param cx @~english The js context
* @param argc @~english The arguments count
* @param vp @~english The arguments
* @return @~english Return true if succeed, otherwise return false.
*/
static bool executeScript(JSContext *cx, uint32_t argc, jsval *vp);
/**@~english
* Forces a cycle of garbage collection, it should be invoked from script environment
* Bound to `__jsc__.garbageCollect` and `window.garbageCollect`
* @param cx @~english The js context
* @param argc @~english The arguments count
* @param vp @~english The arguments
*/
static bool forceGC(JSContext *cx, uint32_t argc, jsval *vp);
/**@~english
* Dump all named rooted objects, it should be invoked from script environment
* Bound to `__jsc__.dumpRoot`
* @param cx @~english The js context
* @param argc @~english The arguments count
* @param vp @~english The arguments
*/
static bool dumpRoot(JSContext *cx, uint32_t argc, jsval *vp);
/**@~english
* Check whether a js object's C++ proxy is still valid, it should be invoked from script environment
* Bound to `window.__isObjectValid`
* @param cx @~english The js context
* @param argc @~english The arguments count
* @param vp @~english The arguments
*/
static bool isObjectValid(JSContext *cx, uint32_t argc, jsval *vp);
/**@~english
* Log a string to the debug environment.
* Enable the debug environment so that it can be invoked.
* @param str @~english The message to log
*/
void debugProcessInput(const std::string& str);
/**@~english
* Enable the debug environment, mozilla Firefox's remote debugger or Code IDE can connect to it.
* @param port @~english The port to connect with the debug environment, default value is 5086
*/
void enableDebugger(unsigned int port = 5086);
/**@~english
* Gets the debug environment's global object
* @return @~english The debug environment's global object
*/
JSObject* getDebugGlobal() { return _debugGlobal->get(); }
/**@~english
* Gets the global object
* @return @~english The global object
*/
JSObject* getGlobalObject() { return _global->get(); }
/**@~english
* Checks whether a C++ function is overrided in js prototype chain
* @param obj @~english The js object
* @param name @~english The function name
* @param native @~english The native function
* @return @~english The global object
*/
bool isFunctionOverridedInJS(JS::HandleObject obj, const std::string& name, JSNative native);
/**
* Roots the associated JSObj.
* The GC won't collected rooted objects. This function is only called
* when compiled with CC_ENABLE_GC_FOR_NATIVE_OBJECTS=1
*/
virtual void rootObject(cocos2d::Ref* ref) override;
/**
* Unroots the associated JSObj.
* The GC will collect this object the next time the GC
* is called.
* This function is only called when compiled with CC_ENABLE_GC_FOR_NATIVE_OBJECTS=1
*/
virtual void unrootObject(cocos2d::Ref* ref) override;
/**
* Calls the Garbage Collector
*/
virtual void garbageCollect() override;
/**
* Sets the js object that is being finalizing in the script engine, internal use only, please do not call this function
*/
void setFinalizing (JSObject *finalizing) {_finalizing = finalizing;};
/**
* Gets the js object that is being finalizing in the script engine
*/
JSObject *getFinalizing () {return _finalizing;};
private:
void string_report(JS::HandleValue val);
void initRegister();
public:
int handleNodeEvent(void* data);
int handleActionEvent(void* data);
int handleComponentEvent(void* data);
bool handleTouchesEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
bool handleTouchesEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event, JS::MutableHandleValue jsvalRet);
bool handleTouchEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, cocos2d::Touch* touch, cocos2d::Event* event);
bool handleTouchEvent(void* nativeObj, cocos2d::EventTouch::EventCode eventCode, cocos2d::Touch* touch, cocos2d::Event* event, JS::MutableHandleValue jsvalRet);
bool handleMouseEvent(void* nativeObj, cocos2d::EventMouse::MouseEventType eventType, cocos2d::Event* event);
bool handleMouseEvent(void* nativeObj, cocos2d::EventMouse::MouseEventType eventType, cocos2d::Event* event, JS::MutableHandleValue jsvalRet);
bool handleKeyboardEvent(void* nativeObj, cocos2d::EventKeyboard::KeyCode keyCode, bool isPressed, cocos2d::Event* event);
bool handleFocusEvent(void* nativeObj, cocos2d::ui::Widget* widgetLoseFocus, cocos2d::ui::Widget* widgetGetFocus);
void restartVM();
};
JSObject* NewGlobalObject(JSContext* cx, bool debug = false);
bool jsb_set_reserved_slot(JSObject *obj, uint32_t idx, jsval value);
bool jsb_get_reserved_slot(JSObject *obj, uint32_t idx, jsval& ret);
template <class T>
js_type_class_t *jsb_register_class(JSContext *cx, JSClass *jsClass, JS::HandleObject proto, JS::HandleObject parentProto)
{
js_type_class_t *p = nullptr;
std::string typeName = TypeTest<T>::s_name();
if (_js_global_type_map.find(typeName) == _js_global_type_map.end())
{
JS::RootedObject protoRoot(cx, proto);
JS::RootedObject protoParentRoot(cx, parentProto);
p = (js_type_class_t *)malloc(sizeof(js_type_class_t));
memset(p, 0, sizeof(js_type_class_t));
p->jsclass = jsClass;
auto persistentProtoRoot = new (std::nothrow) JS::PersistentRootedObject(cx, protoRoot);
p->proto.set(persistentProtoRoot);
auto persistentProtoParentRoot = new (std::nothrow) JS::PersistentRootedObject(cx, protoParentRoot);
p->parentProto.set(persistentProtoParentRoot);
_js_global_type_map.insert(std::make_pair(typeName, p));
}
return p;
}
/** creates two new proxies: one associated with the nativeObj,
and another one associated with the JsObj */
js_proxy_t* jsb_new_proxy(void* nativeObj, JS::HandleObject jsObj);
/** returns the proxy associated with the Native* */
js_proxy_t* jsb_get_native_proxy(void* nativeObj);
/** returns the proxy associated with the JSObject* */
js_proxy_t* jsb_get_js_proxy(JS::HandleObject jsObj);
/** deprecated: use jsb_remove_proxy(js_proxy_t* proxy) instead */
void jsb_remove_proxy(js_proxy_t* nativeProxy, js_proxy_t* jsProxy);
/** removes both the native and js proxies */
void jsb_remove_proxy(js_proxy_t* proxy);
/** removes the native js object proxy and unroot the js object (if necessary),
it's often used when JS object is created by native object */
void removeJSObject(JSContext* cx, cocos2d::Ref* nativeObj);
/**
* Generic initialization function for subclasses of Ref
*/
void jsb_ref_init(JSContext* cx, JS::Heap<JSObject*> *obj, cocos2d::Ref* ref, const char* debug);
/**
* Generic initialization function for subclasses of Ref.
* Similar to jsb_ref_init(), but call it if you know that Ref has been autoreleased
* This function should never be called. It is only added as way to fix
* an issue with the static auto-bindings with the "create" function
*/
void jsb_ref_autoreleased_init(JSContext* cx, JS::Heap<JSObject*> *obj, cocos2d::Ref* ref, const char* debug);
/**
* Disassociates oldRef from jsobj, and associates a new Ref.
* Useful for the EaseActions and others
*/
void jsb_ref_rebind(JSContext* cx, JS::HandleObject jsobj, js_proxy_t *js2native_proxy, cocos2d::Ref* oldRef, cocos2d::Ref* newRef, const char* debug);
/**
* Creates a new JSObject of a certain type (typeClass) and creates a proxy associated with and the Ref
*/
JSObject* jsb_ref_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug);
/**
* Creates a new JSObject of a certain type (typeClass) and creates a proxy associated with and the Ref
* Similar to jsb_ref_create_jsobject(), but call it if you know that Ref has been autoreleased
* This function should never be called. It is only added as way to fix
* an issue with the static auto-bindings with the "create" function
*/
JSObject* jsb_ref_autoreleased_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug);
/**
* It will try to get the associated JSObjct for the native object.
* The reference created from JSObject to native object is weak because it won't retain it.
* The behavior is exactly the same with 'jsb_ref_create_jsobject' when CC_ENABLE_GC_FOR_NATIVE_OBJECTS deactivated.
*/
JSObject* jsb_create_weak_jsobject(JSContext *cx, void *native, js_type_class_t *typeClass, const char* debug);
/**
* It will try to get the associated JSObjct for ref.
* If it can't find it, it will create a new one associating it to Ref.
* Call this function for objects that were already created and initialized, when returning `getChild()`
*/
JSObject* jsb_ref_get_or_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug);
/**
* It will try to get the associated JSObjct for ref.
* If it can't find it, it will create a new one associating it to Ref
* Call this function for objects that might return an already existing copy when you create them. For example, `Animation3D::create()`;
*/
JSObject* jsb_ref_autoreleased_get_or_create_jsobject(JSContext *cx, cocos2d::Ref *ref, js_type_class_t *typeClass, const char* debug);
/**
* It will try to get the associated JSObjct for the native object.
* If it can't find it, it will create a new one associating it to the native object.
* The reference created from JSObject to native object is weak because it won't retain it.
* The behavior is exactly the same with 'jsb_ref_get_or_create_jsobject' when CC_ENABLE_GC_FOR_NATIVE_OBJECTS deactivated.
*/
CC_JS_DLL JSObject* jsb_get_or_create_weak_jsobject(JSContext *cx, void *native, js_type_class_t *typeClass, const char* debug);
/**
* Register finalize hook and its owner as an entry in _js_hook_owner_map,
* so that we can find the owner of a FinalizeHook in its finalize function
*/
void jsb_register_finalize_hook(JSObject *hook, JSObject *owner);
/**
* Remove the entry of finalize hook and its owner in _js_hook_owner_map
*/
JSObject *jsb_get_and_remove_hook_owner(JSObject *hook);
#endif /* __SCRIPTING_CORE_H__ */