首页 > 代码库 > cocos2d-js 3.0 RC0 手动绑定 C++调用js,js调用C++ jsbinding
cocos2d-js 3.0 RC0 手动绑定 C++调用js,js调用C++ jsbinding
参考:http://www.tairan.com/archives/4902
参考文章是2.x版本的,对于3.0也许不合适了,没有深究。
代码:https://github.com/kenkozheng/cocos2d-js/tree/master/jsbinding(cpp_js%20js_cpp)
1 JS调用C++
3.0中写这个绑定比较简单,跟ANE调用java如出一辙,一个JSContext,一个jsval,使用cocos2d提供的c++和js变量转换的函数做好转换即可。
cocos2d-js原来就定义好了代码风格:
sc->addRegisterCallback(MinXmlHttpRequest::_js_register); sc->addRegisterCallback(register_jsb_websocket); sc->addRegisterCallback(register_jsb_socketio); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) sc->addRegisterCallback(JavascriptJavaBridge::_js_register); #endif sc->addRegisterCallback(register_jsb_kenko_all); sc->start();
我们也顺着这个风格,添加一个函数:register_jsb_kenko_all,这是一个全局函数。
jsb_kenko_auto.h#ifndef jsb_jsb_kenko_auto_h #define jsb_jsb_kenko_auto_h#include "cocos2d.h"std::string os_info(); bool jsb_os_info(JSContext *cx, uint32_t argc, JS::Value *vp); bool jsb_callback(JSContext *cx, uint32_t argc, JS::Value *vp); void register_jsb_kenko_all(JSContext* cx, JSObject* obj);#endifjsb_kenko_auto.cpp#include "jsb_kenko_auto.h" #include "cocos2d_specifics.hpp"std::string os_info() { CCLOG("it‘s c++ os_info here"); return "os_info"; } bool jsb_os_info(JSContext *cx, uint32_t argc, JS::Value *vp) { jsval ret = std_string_to_jsval(cx, os_info()); JS_SET_RVAL(cx, vp, ret); return true; } void register_jsb_kenko_all(JSContext *cx, JSObject *obj) { JS_DefineFunction(cx, obj, "osInfo", jsb_os_info, 0, 0); //生成名为osInfo的js全局函数}
把h和cpp文件都放到AppDelegate.cpp同一个地方。上述的c++代码会在spidermonkey运行环境中生成相应的js接口,所以,我们不需要自己额外写对应的js接口。
然后就可以写js代码试试了。从运行结果可以看到,js调用成功,并获取到返回值。
cc.game.onStart = function(){ cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL); cc.view.resizeWithBrowserSize(true); cc.director.runScene(new MainScene()); cc.log("js get from c++: " + osInfo()); }; cc.game.run();
2 C++回调
关键在于使用ScriptingCore提供的方法,调用js。首先来看看ScriptingCore的源代码,都有些什么方法可以用。
executeFunctionWithOwner可以实现类似cc.sprite之类的c++对象和js对象的调用,没有深究。这里演示的是如何做全局调用。
evalString对任何一个前端开发来说都不会太陌生,毕竟这里不是浏览器,排除各种乱七八糟的安全问题,我们直接用这个函数。
/** @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; } virtual void setCalledFromScript(bool callFromScript) { _callFromScript = callFromScript; }; virtual bool isCalledFromScript() { return _callFromScript; }; bool executeFunctionWithObjectData(void* nativeObj, 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);
修改jsb_kenko_auto.cpp:
#include "jsb_kenko_auto.h" #include "cocos2d_specifics.hpp"std::string os_info() { CCLOG("it‘s c++ os_info here"); return "os_info"; }bool jsb_callback(JSContext *cx, uint32_t argc, JS::Value *vp) { CCLOG("it‘s c++ testCallback here"); JSContext* jc = ScriptingCore::getInstance()->getGlobalContext(); // 注释部分适合有对象化的调用 // 参考:http://www.tairan.com/archives/4902 //jsval v[2]; //v[0] = int32_to_jsval(jc, 32); //v[1] = int32_to_jsval(jc, 12); // 通过 ScriptingCore 封装好的方法实现回调,可以帮助我们节省很多细节上的研究 //js_proxy_t * p = jsb_get_native_proxy(); //return ScriptingCore::getInstance()->executeFunctionWithOwner(OBJECT_TO_JSVAL(p->obj), "cpp_callback", 2, v); //2是参数个数,v是参数列表 //找到一个更适合全局函数的方法 jsval ret; return ScriptingCore::getInstance()->evalString("cpp_callback(2,3)", &ret); } bool jsb_os_info(JSContext *cx, uint32_t argc, JS::Value *vp) { jsval ret = std_string_to_jsval(cx, os_info()); JS_SET_RVAL(cx, vp, ret); return true; } void register_jsb_kenko_all(JSContext *cx, JSObject *obj) { JS_DefineFunction(cx, obj, "osInfo", jsb_os_info, 0, 0); JS_DefineFunction(cx, obj, "test_cpp_callback", jsb_callback, 0, 0); }
相应在js侧添加一个全局函数,给c++调用。
cc.game.onStart = function(){ cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL); cc.view.resizeWithBrowserSize(true); cc.director.runScene(new MainScene()); cc.log("js get from c++: " + osInfo()); test_cpp_callback(); }; cc.game.run();function cpp_callback(a, b) { cc.log("cpp return two integer: " + a + " " + b); }
看输出结果:
3 各种变量转换函数
都在js_manual_conversions.h这里了,真是应有尽有。下边只列出一部分。
bool jsval_to_ushort( JSContext *cx, jsval vp, unsigned short *ret ); bool jsval_to_int32( JSContext *cx, jsval vp, int32_t *ret ); bool jsval_to_uint32( JSContext *cx, jsval vp, uint32_t *ret ); bool jsval_to_uint16( JSContext *cx, jsval vp, uint16_t *ret ); bool jsval_to_long( JSContext *cx, jsval vp, long *out); bool jsval_to_ulong( JSContext *cx, jsval vp, unsigned long *out); bool jsval_to_long_long(JSContext *cx, jsval v, long long* ret); bool jsval_to_std_string(JSContext *cx, jsval v, std::string* ret);jsval int32_to_jsval( JSContext *cx, int32_t l); jsval uint32_to_jsval( JSContext *cx, uint32_t number ); jsval ushort_to_jsval( JSContext *cx, unsigned short number ); jsval long_to_jsval( JSContext *cx, long number ); jsval ulong_to_jsval(JSContext* cx, unsigned long v); jsval long_long_to_jsval(JSContext* cx, long long v); jsval std_string_to_jsval(JSContext* cx, const std::string& v);