參考:http://www.tairan.com/archives/4902
參考文章是2.x版本的,對於3.0也許不合適了,沒有深究。
代碼:https://github.com/kenkozheng/cocos2d-js/tree/master/jsbinding(cpp_js%20js_cpp)
1 JS調用C++
3.0中寫這個綁定比較簡單,跟ANE調用java如出一轍,一個JSContext,一個jsval,使用cocos2d提供的c++和js變量轉換的函數做好轉換即可。
cocos2d-js原來就定義好了代碼風格:
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();
我們也順着這個風格,添加一個函數:register_jsb_kenko_all,這是一個全局函數。
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); //生成名為osInfo的js全局函數}
把h和cpp文件都放到AppDelegate.cpp同一個地方。上述的c++代碼會在spidermonkey運行環境中生成相應的js接口,所以,我們不需要自己額外寫對應的js接口。
然后就可以寫js代碼試試了。從運行結果可以看到,js調用成功,並獲取到返回值。
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++回調
關鍵在於使用ScriptingCore提供的方法,調用js。首先來看看ScriptingCore的源代碼,都有些什么方法可以用。
executeFunctionWithOwner可以實現類似cc.sprite之類的c++對象和js對象的調用,沒有深究。這里演示的是如何做全局調用。
evalString對任何一個前端開發來說都不會太陌生,畢竟這里不是瀏覽器,排除各種亂七八糟的安全問題,我們直接用這個函數。
/** @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(); // 注釋部分適合有對象化的調用 // 參考:http://www.tairan.com/archives/4902 //jsval v[2]; //v[0] = int32_to_jsval(jc, 32); //v[1] = int32_to_jsval(jc, 12); // 通過 ScriptingCore 封裝好的方法實現回調,可以幫助我們節省很多細節上的研究 //js_proxy_t * p = jsb_get_native_proxy(); //return ScriptingCore::getInstance()->executeFunctionWithOwner(OBJECT_TO_JSVAL(p->obj), "cpp_callback", 2, v); //2是參數個數,v是參數列表 //找到一個更適合全局函數的方法 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); }
相應在js側添加一個全局函數,給c++調用。
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); }
看輸出結果:
3 各種變量轉換函數
都在js_manual_conversions.h這里了,真是應有盡有。下邊只列出一部分。
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);