axmol/cocos2dx/script_support/CCScriptSupport.h

374 lines
9.8 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
http://www.cocos2d-x.org
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 __SCRIPT_SUPPORT_H__
#define __SCRIPT_SUPPORT_H__
#include "platform/CCCommon.h"
#include "event_dispatcher/CCTouch.h"
#include "event_dispatcher/CCTouchEvent.h"
#include "cocoa/CCSet.h"
#include <map>
#include <string>
#include <list>
typedef struct lua_State lua_State;
NS_CC_BEGIN
class Timer;
class Layer;
class MenuItem;
class NotificationCenter;
class CallFunc;
class Acceleration;
enum ccScriptType {
kScriptTypeNone = 0,
kScriptTypeLua,
kScriptTypeJavascript
};
class ScriptHandlerEntry : public Object
{
public:
static ScriptHandlerEntry* create(int nHandler);
~ScriptHandlerEntry(void);
int getHandler(void) {
return _handler;
}
int getEntryId(void) {
return _entryId;
}
protected:
ScriptHandlerEntry(int nHandler)
: _handler(nHandler)
{
static int newEntryId = 0;
newEntryId++;
_entryId = newEntryId;
}
int _handler;
int _entryId;
};
/**
* @addtogroup script_support
* @{
*/
class SchedulerScriptHandlerEntry : public ScriptHandlerEntry
{
public:
// nHandler return by tolua_ref_function(), called from LuaCocos2d.cpp
static SchedulerScriptHandlerEntry* create(int nHandler, float fInterval, bool bPaused);
~SchedulerScriptHandlerEntry(void);
cocos2d::Timer* getTimer(void) {
return _timer;
}
bool isPaused(void) {
return _paused;
}
void markedForDeletion(void) {
_markedForDeletion = true;
}
bool isMarkedForDeletion(void) {
return _markedForDeletion;
}
private:
SchedulerScriptHandlerEntry(int nHandler)
: ScriptHandlerEntry(nHandler)
, _timer(NULL)
, _paused(false)
, _markedForDeletion(false)
{
}
bool init(float fInterval, bool bPaused);
cocos2d::Timer* _timer;
bool _paused;
bool _markedForDeletion;
};
class TouchScriptHandlerEntry : public ScriptHandlerEntry
{
public:
static TouchScriptHandlerEntry* create(int nHandler, bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
~TouchScriptHandlerEntry(void);
bool isMultiTouches(void) {
return _isMultiTouches;
}
int getPriority(void) {
return _priority;
}
bool getSwallowsTouches(void) {
return _swallowsTouches;
}
private:
TouchScriptHandlerEntry(int nHandler)
: ScriptHandlerEntry(nHandler)
, _isMultiTouches(false)
, _priority(0)
, _swallowsTouches(false)
{
}
bool init(bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
bool _isMultiTouches;
int _priority;
bool _swallowsTouches;
};
enum ScriptEventType
{
kNodeEvent = 0,
kMenuClickedEvent,
kNotificationEvent,
kCallFuncEvent,
kScheduleEvent,
kTouchEvent,
kTouchesEvent,
kKeypadEvent,
kAccelerometerEvent,
kControlEvent,
kCommonEvent,
kTableViewEvent,//Now it's only used in LuaBinding
};
struct BasicScriptData
{
// nativeobject:to get handler for lua or to get jsobject for js
void* nativeObject;
// value: a pointer to a object that already defined
void* value;
// Constructor
BasicScriptData(void* inObject,void* inValue = NULL)
: nativeObject(inObject),value(inValue)
{
}
};
struct SchedulerScriptData
{
// lua use
int handler;
float elapse;
// js use
void* node;
// Constructor
SchedulerScriptData(int inHandler,float inElapse,void* inNode = NULL)
: handler(inHandler),
elapse(inElapse),
node(inNode)
{
}
};
struct TouchesScriptData
{
TouchEvent::EventCode actionType;
void* nativeObject;
const std::vector<Touch*>& touches;
// Constructor
TouchesScriptData(TouchEvent::EventCode inActionType, void* inNativeObject, const std::vector<Touch*>& inTouches)
: actionType(inActionType),
nativeObject(inNativeObject),
touches(inTouches)
{
}
};
struct TouchScriptData
{
TouchEvent::EventCode actionType;
void* nativeObject;
Touch* touch;
// Constructor
TouchScriptData(TouchEvent::EventCode inActionType, void* inNativeObject, Touch* inTouch)
: actionType(inActionType),
nativeObject(inNativeObject),
touch(inTouch)
{
}
};
struct KeypadScriptData
{
int actionType;
void* nativeObject;
// Constructor
KeypadScriptData(int inActionType,void* inNativeObject)
: actionType(inActionType),nativeObject(inNativeObject)
{
}
};
struct CommonScriptData
{
// Now this struct is only used in LuaBinding.
int handler;
char eventName[64];
Object* eventSource;
char eventSourceClassName[64];
// Constructor
CommonScriptData(int inHandler,const char* inName,Object* inSource = NULL,const char* inClassName = NULL)
: handler(inHandler),
eventSource(inSource)
{
strncpy(eventName, inName, 64);
if (NULL == inClassName)
{
memset(eventSourceClassName, 0, 64*sizeof(char));
}
else
{
strncpy(eventSourceClassName, inClassName, 64);
}
}
};
struct ScriptEvent
{
ScriptEventType type;
void* data;
// Constructor
ScriptEvent(ScriptEventType inType,void* inData)
: type(inType),
data(inData)
{
}
};
// Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp,
// It will affect the lifecycle of ScriptCore instance, the autorelease pool will be destroyed before destructing ScriptCore.
// So a crash will appear on Win32 if you click the close button.
class CC_DLL ScriptEngineProtocol
{
public:
virtual ~ScriptEngineProtocol() {};
/** Get script type */
virtual ccScriptType getScriptType() { return kScriptTypeNone; };
/** Remove script object. */
virtual void removeScriptObjectByObject(Object* pObj) = 0;
/** Remove script function handler, only LuaEngine class need to implement this function. */
virtual void removeScriptHandler(int nHandler) {};
/** Reallocate script function handler, only LuaEngine class need to implement this function. */
virtual int reallocateScriptHandler(int nHandler) { return 0;}
/**
@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 executed correctly.
@return other if the string is executed wrongly.
*/
virtual int executeString(const char* codes) = 0;
/**
@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) = 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) = 0;
//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
virtual int sendEvent(ScriptEvent* evt) = 0;
/** called by CCAssert to allow scripting engine to handle failed assertions
* @return true if the assert was handled by the script engine, false otherwise.
*/
virtual bool handleAssert(const char *msg) = 0;
};
/**
ScriptEngineManager is a singleton which holds an object instance of ScriptEngineProtocl
It helps cocos2d-x and the user code to find back LuaEngine object
@since v0.99.5-x-0.8.5
*/
class CC_DLL ScriptEngineManager
{
public:
~ScriptEngineManager(void);
ScriptEngineProtocol* getScriptEngine(void) {
return _scriptEngine;
}
void setScriptEngine(ScriptEngineProtocol *pScriptEngine);
void removeScriptEngine(void);
static ScriptEngineManager* getInstance();
static void destroyInstance();
CC_DEPRECATED_ATTRIBUTE static ScriptEngineManager* sharedManager() { return ScriptEngineManager::getInstance(); };
CC_DEPRECATED_ATTRIBUTE static void purgeSharedManager() { ScriptEngineManager::destroyInstance(); };
private:
ScriptEngineManager(void)
: _scriptEngine(NULL)
{
}
ScriptEngineProtocol *_scriptEngine;
};
// end of script_support group
/// @}
NS_CC_END
#endif // __SCRIPT_SUPPORT_H__