mirror of https://github.com/axmolengine/axmol.git
374 lines
9.8 KiB
C++
374 lines
9.8 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 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 "platform/CCCommon.h"
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#include "event_dispatcher/CCTouch.h"
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#include "event_dispatcher/CCTouchEvent.h"
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#include "cocoa/CCSet.h"
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#include <map>
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#include <string>
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#include <list>
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typedef struct lua_State lua_State;
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NS_CC_BEGIN
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class Timer;
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class Layer;
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class MenuItem;
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class NotificationCenter;
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class CallFunc;
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class Acceleration;
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enum ccScriptType {
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kScriptTypeNone = 0,
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kScriptTypeLua,
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kScriptTypeJavascript
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};
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class ScriptHandlerEntry : public Object
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{
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public:
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static ScriptHandlerEntry* create(int nHandler);
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~ScriptHandlerEntry(void);
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int getHandler(void) {
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return _handler;
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}
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int getEntryId(void) {
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return _entryId;
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}
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protected:
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ScriptHandlerEntry(int nHandler)
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: _handler(nHandler)
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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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* @addtogroup script_support
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* @{
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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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// nHandler return by tolua_ref_function(), called from LuaCocos2d.cpp
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static SchedulerScriptHandlerEntry* create(int nHandler, float fInterval, bool bPaused);
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~SchedulerScriptHandlerEntry(void);
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cocos2d::Timer* getTimer(void) {
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return _timer;
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}
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bool isPaused(void) {
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return _paused;
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}
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void markedForDeletion(void) {
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_markedForDeletion = true;
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}
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bool isMarkedForDeletion(void) {
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return _markedForDeletion;
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}
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private:
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SchedulerScriptHandlerEntry(int nHandler)
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: ScriptHandlerEntry(nHandler)
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, _timer(NULL)
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, _paused(false)
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, _markedForDeletion(false)
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{
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}
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bool init(float fInterval, bool bPaused);
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cocos2d::Timer* _timer;
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bool _paused;
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bool _markedForDeletion;
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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 nHandler, bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
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~TouchScriptHandlerEntry(void);
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bool isMultiTouches(void) {
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return _isMultiTouches;
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}
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int getPriority(void) {
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return _priority;
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}
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bool getSwallowsTouches(void) {
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return _swallowsTouches;
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}
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private:
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TouchScriptHandlerEntry(int nHandler)
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: ScriptHandlerEntry(nHandler)
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, _isMultiTouches(false)
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, _priority(0)
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, _swallowsTouches(false)
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{
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}
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bool init(bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
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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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enum ScriptEventType
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{
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kNodeEvent = 0,
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kMenuClickedEvent,
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kNotificationEvent,
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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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kTableViewEvent,//Now it's only used in LuaBinding
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};
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struct BasicScriptData
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{
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// nativeobject:to get handler for lua or to get jsobject for js
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void* nativeObject;
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// value: a pointer to a object that already defined
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void* value;
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// Constructor
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BasicScriptData(void* inObject,void* inValue = NULL)
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: nativeObject(inObject),value(inValue)
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{
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}
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};
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struct SchedulerScriptData
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{
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// lua use
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int handler;
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float elapse;
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// js use
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void* node;
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// Constructor
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SchedulerScriptData(int inHandler,float inElapse,void* inNode = NULL)
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: handler(inHandler),
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elapse(inElapse),
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node(inNode)
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{
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}
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};
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struct TouchesScriptData
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{
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TouchEvent::EventCode actionType;
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void* nativeObject;
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const std::vector<Touch*>& touches;
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// Constructor
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TouchesScriptData(TouchEvent::EventCode inActionType, void* inNativeObject, const std::vector<Touch*>& inTouches)
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: actionType(inActionType),
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nativeObject(inNativeObject),
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touches(inTouches)
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{
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}
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};
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struct TouchScriptData
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{
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TouchEvent::EventCode actionType;
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void* nativeObject;
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Touch* touch;
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// Constructor
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TouchScriptData(TouchEvent::EventCode inActionType, void* inNativeObject, Touch* inTouch)
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: actionType(inActionType),
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nativeObject(inNativeObject),
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touch(inTouch)
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{
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}
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};
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struct KeypadScriptData
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{
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int actionType;
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void* nativeObject;
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// Constructor
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KeypadScriptData(int 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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struct CommonScriptData
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{
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// Now this struct is only used in LuaBinding.
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int handler;
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char eventName[64];
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Object* eventSource;
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char eventSourceClassName[64];
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// Constructor
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CommonScriptData(int inHandler,const char* inName,Object* inSource = NULL,const char* inClassName = NULL)
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: handler(inHandler),
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eventSource(inSource)
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{
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strncpy(eventName, inName, 64);
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if (NULL == inClassName)
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{
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memset(eventSourceClassName, 0, 64*sizeof(char));
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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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struct ScriptEvent
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{
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ScriptEventType type;
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void* data;
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// Constructor
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ScriptEvent(ScriptEventType inType,void* inData)
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: type(inType),
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data(inData)
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{
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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 ScriptCore instance, the autorelease pool will be destroyed before destructing ScriptCore.
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// So a crash will appear on Win32 if you click the close button.
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class CC_DLL ScriptEngineProtocol
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{
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public:
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virtual ~ScriptEngineProtocol() {};
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/** Get script type */
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virtual ccScriptType getScriptType() { return kScriptTypeNone; };
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/** Remove script object. */
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virtual void removeScriptObjectByObject(Object* pObj) = 0;
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/** Remove script function handler, only LuaEngine class need to implement this function. */
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virtual void removeScriptHandler(int nHandler) {};
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/** Reallocate script function handler, only LuaEngine class need to implement this function. */
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virtual int reallocateScriptHandler(int nHandler) { return 0;}
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/**
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@brief Execute script code contained in the given string.
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@param codes holding the valid script code that should be executed.
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@return 0 if the string is executed correctly.
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@return other if the string is executed wrongly.
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*/
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virtual int executeString(const char* codes) = 0;
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/**
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@brief Execute a script file.
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@param filename String object holding the filename of the script file that is to be executed
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*/
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virtual int executeScriptFile(const char* filename) = 0;
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/**
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@brief Execute a scripted global function.
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@brief The function should not take any parameters and should return an integer.
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@param functionName String object holding the name of the function, in the global script environment, that is to be executed.
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@return The integer value returned from the script function.
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*/
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virtual int executeGlobalFunction(const char* functionName) = 0;
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//when trigger a script event ,call this func,add params needed into ScriptEvent object.nativeObject is object triggering the event, can be NULL in lua
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virtual int sendEvent(ScriptEvent* evt) = 0;
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/** called by CCAssert to allow scripting engine to handle failed assertions
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* @return true if the assert was handled by the script engine, false otherwise.
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*/
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virtual bool handleAssert(const char *msg) = 0;
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};
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/**
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ScriptEngineManager is a singleton which holds an object instance of ScriptEngineProtocl
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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 ScriptEngineManager
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{
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public:
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~ScriptEngineManager(void);
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ScriptEngineProtocol* getScriptEngine(void) {
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return _scriptEngine;
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}
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void setScriptEngine(ScriptEngineProtocol *pScriptEngine);
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void removeScriptEngine(void);
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static ScriptEngineManager* getInstance();
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static void destroyInstance();
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CC_DEPRECATED_ATTRIBUTE static ScriptEngineManager* sharedManager() { return ScriptEngineManager::getInstance(); };
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CC_DEPRECATED_ATTRIBUTE static void purgeSharedManager() { ScriptEngineManager::destroyInstance(); };
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private:
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ScriptEngineManager(void)
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: _scriptEngine(NULL)
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{
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}
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ScriptEngineProtocol *_scriptEngine;
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};
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// end of script_support group
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/// @}
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NS_CC_END
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#endif // __SCRIPT_SUPPORT_H__
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