107 lines
3.7 KiB
C++
107 lines
3.7 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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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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#include "cocos2d.h"
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#include "cocos/scripting/js-bindings/manual/jsb_module_register.hpp"
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#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
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#include "cocos/scripting/js-bindings/manual/jsb_global.h"
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#include "cocos/scripting/js-bindings/manual/jsb_node.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_conversions.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_platform.h"
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#include "cocos/scripting/js-bindings/manual/jsb_cocos2dx_manual.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_xmlhttprequest.hpp"
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#if USE_SOCKET
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#include "cocos/scripting/js-bindings/manual/jsb_websocket.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_socketio.hpp"
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#if USE_WEBSOCKET_SERVER
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#include "cocos/scripting/js-bindings/manual/jsb_websocket_server.hpp"
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#endif
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#endif // USE_SOCKET
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#include "cocos/scripting/js-bindings/manual/JavaScriptObjCBridge.h"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#include "cocos/scripting/js-bindings/manual/JavaScriptJavaBridge.h"
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#endif
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using namespace cocos2d;
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bool jsb_register_all_modules()
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{
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se::ScriptEngine* se = se::ScriptEngine::getInstance();
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se->addBeforeInitHook([](){
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JSBClassType::init();
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});
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se->addBeforeCleanupHook([se](){
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se->garbageCollect();
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PoolManager::getInstance()->getCurrentPool()->clear();
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se->garbageCollect();
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PoolManager::getInstance()->getCurrentPool()->clear();
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});
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se->addRegisterCallback(jsb_register_global_variables);
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se->addRegisterCallback(register_all_cocos2dx_manual);
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se->addRegisterCallback(register_platform_bindings);
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se->addRegisterCallback(register_all_xmlhttprequest);
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// extension depend on network
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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se->addRegisterCallback(register_javascript_objc_bridge);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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se->addRegisterCallback(register_javascript_java_bridge);
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#endif
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#if USE_SOCKET
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se->addRegisterCallback(register_all_websocket);
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se->addRegisterCallback(register_all_socketio);
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#if USE_WEBSOCKET_SERVER
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se->addRegisterCallback(register_all_websocket_server);
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#endif
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#endif
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se->addAfterCleanupHook([](){
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PoolManager::getInstance()->getCurrentPool()->clear();
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JSBClassType::destroy();
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});
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return true;
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}
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