mirror of https://github.com/axmolengine/axmol.git
238 lines
7.5 KiB
C++
238 lines
7.5 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2011 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 "touch_dispatcher/CCTouch.h"
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#include "cocoa/CCSet.h"
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typedef struct lua_State lua_State;
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NS_CC_BEGIN
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class CCTimer;
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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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/**
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* @addtogroup script_support
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* @{
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*/
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// Lua support for CCScheduler
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class CCSchedulerScriptHandlerEntry : public CCObject
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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 CCSchedulerScriptHandlerEntry* entryWithHandler(int nHandler, float fInterval, bool bPaused);
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~CCSchedulerScriptHandlerEntry(void);
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inline cocos2d::CCTimer* getTimer(void) {
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return m_pTimer;
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}
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inline bool isPaused(void) {
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return m_bPaused;
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}
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inline int getEntryID(void) {
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return m_nEntryID;
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}
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inline void markedForDeletion(void) {
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m_bMarkedForDeletion = true;
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}
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inline bool isMarkedForDeletion(void) {
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return m_bMarkedForDeletion;
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}
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private:
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CCSchedulerScriptHandlerEntry(void);
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bool initWithHandler(int nHandler, float fInterval, bool bPaused);
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cocos2d::CCTimer* m_pTimer;
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bool m_bPaused;
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bool m_bMarkedForDeletion;
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int m_nHandler;
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int m_nEntryID;
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};
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// Lua support for touch events
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class CCTouchScriptHandlerEntry : public CCObject
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{
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public:
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static CCTouchScriptHandlerEntry* entryWithHandler(int nHandler, bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
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~CCTouchScriptHandlerEntry(void);
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inline int getHandler(void) {
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return m_nHandler;
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}
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inline bool isMultiTouches(void) {
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return m_bIsMultiTouches;
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}
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inline int getPriority(void) {
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return m_nPriority;
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}
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inline bool getSwallowsTouches(void) {
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return m_bSwallowsTouches;
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}
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private:
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CCTouchScriptHandlerEntry(void);
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bool initWithHandler(int nHandler, bool bIsMultiTouches, int nPriority, bool bSwallowsTouches);
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int m_nHandler;
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bool m_bIsMultiTouches;
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int m_nPriority;
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bool m_bSwallowsTouches;
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};
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// Don't make CCScriptEngineProtocol inherits from CCObject 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 CCScriptEngineProtocol// : public CCObject
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{
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public:
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virtual ~CCScriptEngineProtocol() {};
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virtual ccScriptType getScriptType() { return kScriptTypeNone; };
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/**
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@brief Method used to get a pointer to the lua_State that the script module is attached to.
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@return A pointer to the lua_State that the script module is attached to.
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*/
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virtual lua_State* getLuaState(void) = 0;
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/**
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@brief Remove CCObject from lua state
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@param object to remove
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*/
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virtual void removeCCObjectByID(int nLuaID) = 0;
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virtual void removeJSObjectByCCObject(void * cobj) = 0;
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/**
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@brief Remove Lua function handler
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*/
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virtual void removeLuaHandler(int nHandler) = 0;
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/**
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@brief Add a path to find lua files in
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@param path to be added to the Lua path
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*/
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virtual void addSearchPath(const char* path) = 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 excuted correctly.
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@return other if the string is excuted 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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/**
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@brief Execute a function by handler
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@param The function handler
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@param Number of parameters
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@return The integer value returned from the script function.
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*/
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virtual int executeFunctionByHandler(int nHandler, int numArgs = 0) = 0;
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virtual int executeFunctionWithIntegerData(int nHandler, int data, CCNode *self) = 0;
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virtual int executeTouchesEvent(int nHandler, int eventType, CCSet *pTouches, CCNode *self) = 0;
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virtual int executeFunctionWithFloatData(int nHandler, float data, CCNode *self) = 0;
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// execute a schedule function
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virtual int executeSchedule(int nHandler, float dt, CCNode *self) = 0;
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virtual int executeFunctionWithBooleanData(int nHandler, bool data) = 0;
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virtual int executeFunctionWithCCObject(int nHandler, CCObject* pObject, const char* typeName) = 0;
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virtual int pushIntegerToLuaStack(int data) = 0;
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virtual int pushFloatToLuaStack(int data) = 0;
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virtual int pushBooleanToLuaStack(int data) = 0;
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virtual int pushCCObjectToLuaStack(CCObject* pObject, const char* typeName) = 0;
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// functions for excute touch event
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virtual int executeTouchEvent(int nHandler, int eventType, CCTouch *pTouch) = 0;
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};
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/**
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CCScriptEngineManager is a singleton which holds an object instance of CCScriptEngineProtocl
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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 CCScriptEngineManager
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{
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public:
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~CCScriptEngineManager(void);
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CCScriptEngineProtocol* getScriptEngine(void) {
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return m_pScriptEngine;
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}
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void setScriptEngine(CCScriptEngineProtocol *pScriptEngine);
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void removeScriptEngine(void);
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static CCScriptEngineManager* sharedManager(void);
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static void purgeSharedManager(void);
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private:
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CCScriptEngineManager(void)
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: m_pScriptEngine(NULL)
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{
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}
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CCScriptEngineProtocol *m_pScriptEngine;
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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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