axmol/cocos/scripting/javascript/bindings/ScriptingCore.h

220 lines
6.3 KiB
C++

//
// ScriptingCore.h
// testmonkey
//
// Created by Rolando Abarca on 3/14/12.
// Copyright (c) 2012 Zynga Inc. All rights reserved.
//
#ifndef __SCRIPTING_CORE_H__
#define __SCRIPTING_CORE_H__
#include <assert.h>
#include <memory>
#include "cocos2d.h"
#include "js_bindings_config.h"
#include "js_bindings_core.h"
#include "jsapi.h"
#include "jsfriendapi.h"
#include "spidermonkey_specifics.h"
#include "js_manual_conversions.h"
void js_log(const char *format, ...);
typedef void (*sc_register_sth)(JSContext* cx, JSObject* global);
void registerDefaultClasses(JSContext* cx, JSObject* global);
class SimpleRunLoop : public cocos2d::Object
{
public:
void update(float d);
};
class ScriptingCore : public cocos2d::ScriptEngineProtocol
{
JSRuntime *_rt;
JSContext *_cx;
JSObject *_global;
JSObject *_debugGlobal;
SimpleRunLoop* _runLoop;
ScriptingCore();
public:
~ScriptingCore();
static ScriptingCore *getInstance() {
static ScriptingCore* pInstance = NULL;
if (pInstance == NULL) {
pInstance = new ScriptingCore();
}
return pInstance;
};
virtual cocos2d::ccScriptType getScriptType() { return cocos2d::kScriptTypeJavascript; };
/**
@brief Remove Object from lua state
@param object to remove
*/
virtual void removeScriptObjectByObject(cocos2d::Object* pObj);
/**
@brief 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 excuted correctly.
@return other if the string is excuted wrongly.
*/
virtual int executeString(const char* codes) { return 0; }
void pauseSchedulesAndActions(js_proxy_t* p);
void resumeSchedulesAndActions(js_proxy_t* p);
void cleanupSchedulesAndActions(js_proxy_t* p);
/**
@brief Execute a script file.
@param filename String object holding the filename of the script file that is to be executed
*/
virtual int executeScriptFile(const char* filename) { return 0; }
/**
@brief Execute a scripted global function.
@brief 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.
*/
virtual int executeGlobalFunction(const char* functionName) { return 0; }
virtual int sendEvent(cocos2d::ScriptEvent* message) override;
virtual bool parseConfig(ConfigType type, const std::string& str) override;
virtual bool handleAssert(const char *msg) { return false; }
bool executeFunctionWithObjectData(cocos2d::Node *self, const char *name, JSObject *obj);
bool executeFunctionWithOwner(jsval owner, const char *name, uint32_t argc = 0, jsval* vp = NULL, jsval* retVal = NULL);
void executeJSFunctionWithThisObj(jsval thisObj, jsval callback, uint32_t argc = 0, jsval* vp = NULL, jsval* retVal = NULL);
/**
* will eval the specified string
* @param string The string with the javascript code to be evaluated
* @param outVal The jsval that will hold the return value of the evaluation.
* Can be NULL.
*/
bool evalString(const char *string, jsval *outVal, const char *filename = NULL, JSContext* cx = NULL, JSObject* global = NULL);
/**
* will run the specified string
* @param string The path of the script to be run
*/
bool runScript(const char *path, JSObject* global = NULL, JSContext* cx = NULL);
/**
* initialize everything
*/
void start();
/**
* cleanup everything
*/
void cleanup();
/**
* cleanup everything then initialize everything
*/
void reset();
/**
* will add the register_sth callback to the list of functions that need to be called
* after the creation of the context
*/
void addRegisterCallback(sc_register_sth callback);
/**
* Will create a new context. If one is already there, it will destroy the old context
* and create a new one.
*/
void createGlobalContext();
static void removeAllRoots(JSContext *cx);
int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType,
cocos2d::Touch *pTouch, JSObject *obj, jsval &retval);
int executeCustomTouchEvent(cocos2d::EventTouch::EventCode eventType,
cocos2d::Touch *pTouch, JSObject *obj);
int executeCustomTouchesEvent(cocos2d::EventTouch::EventCode eventType,
const std::vector<cocos2d::Touch*>& touches, JSObject *obj);
/**
* @return the global context
*/
JSContext* getGlobalContext() {
return _cx;
};
/**
* @param cx
* @param message
* @param report
*/
static void reportError(JSContext *cx, const char *message, JSErrorReport *report);
/**
* Log something using CCLog
* @param cx
* @param argc
* @param vp
*/
static bool log(JSContext *cx, uint32_t argc, jsval *vp);
bool setReservedSpot(uint32_t i, JSObject *obj, jsval value);
/**
* run a script from script :)
*/
static bool executeScript(JSContext *cx, uint32_t argc, jsval *vp);
/**
* Force a cycle of GC
* @param cx
* @param argc
* @param vp
*/
static bool forceGC(JSContext *cx, uint32_t argc, jsval *vp);
static bool dumpRoot(JSContext *cx, uint32_t argc, jsval *vp);
static bool addRootJS(JSContext *cx, uint32_t argc, jsval *vp);
static bool removeRootJS(JSContext *cx, uint32_t argc, jsval *vp);
/**
* enable the debug environment
*/
void debugProcessInput(const std::string& str);
void enableDebugger();
JSObject* getDebugGlobal() { return _debugGlobal; }
JSObject* getGlobalObject() { return _global; }
private:
void string_report(jsval val);
int handleTouchesEvent(void* data);
int handleTouchEvent(void* data);
int handleNodeEvent(void* data);
int handleMenuClickedEvent(void* data);
int handleAccelerometerEvent(void* data);
int handleKeypadEvent(void* data);
};
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);
js_proxy_t* jsb_new_proxy(void* nativeObj, JSObject* jsObj);
js_proxy_t* jsb_get_native_proxy(void* nativeObj);
js_proxy_t* jsb_get_js_proxy(JSObject* jsObj);
void jsb_remove_proxy(js_proxy_t* nativeProxy, js_proxy_t* jsProxy);
#endif /* __SCRIPTING_CORE_H__ */