cocos2d-js 3.0 RC0 手動綁定 C++調用js,js調用C++ jsbinding


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);

#endif
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_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);

 


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