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#ifndef __BEASCRIPT_H__
#define __BEASCRIPT_H__
#include "bea.h"
#include <boost/filesystem/path.hpp>
#include <v8.h>
namespace bea{
//Thin wrapper around a v8 context
//Allows calling functions, holds a map of cached js functions
//Context can be re-assigned (v8::Persistent<> is ref-counted)
typedef void (*logCallback)(const char* msg);
typedef void (*yieldCallback)(int timeout);
class BeaContext{
static std::string lastError;
static logCallback m_logger;
static yieldCallback m_yielder;
static std::vector<std::string> cmdLine;
static v8::Persistent<v8::ObjectTemplate> globalTemplate;
static v8::Persistent<v8::Object> globalSandbox;
//Context in which the script will run
v8::Persistent<v8::Context> m_context;
typedef v8::Persistent<v8::Function> JFunction;
typedef std::map<std::string, JFunction> CacheMap;
//Cached javascript functions
CacheMap m_fnCached;
//Report the error from an exception, store it in lastError
virtual ~BeaContext();
//Call a function in Javascript
v8::Handle<v8::Value> call(const char* fnName, int argc, v8::Handle<v8::Value> argv[]);
bool exposeGlobal(const char* name, v8::InvocationCallback cb);
static void reportError(v8::TryCatch& try_catch);
//Lookup targetName in the global context and add a new value to it (what) with the name exposedName.
//Eg. ctx->exposeToObject("window", "options", myoptions); //window.options is now accessible from Javascript
bool exposeToObject(const char* tagetName, const char* exposedName, v8::Handle<v8::Value> what);
//Current script context
inline v8::Persistent<v8::Context> context(){
return m_context;
std::string getLastError() {
return lastError;
static void setLogCallback(logCallback cb){
m_logger = cb;
static void setYieldCallback(yieldCallback cb){
m_yielder = cb;
static void setCommandLine(int argc, char** argv){
for (int k = 0; k < argc; k++){
//Helper class to run a javascript script
class _BeaScript : public BeaContext{
static boost::filesystem::path scriptPath;
//Invocation callback for the 'require' javascript function
static v8::Handle<v8::Value> loadScriptSource(const std::string& fileName);
static v8::Handle<v8::Value> include(const v8::Arguments& args);
static v8::Handle<v8::Value> enumProperties(const v8::Arguments& args);
static v8::Handle<v8::ObjectTemplate> createGlobal();
//Execute a string of javascript
static v8::Handle<v8::Value> execute(v8::Handle<v8::String> script, v8::Handle<v8::String> fileName);
static v8::Handle<v8::Value> yield(const v8::Arguments& args);
static v8::Handle<v8::Value> collectGarbage(const v8::Arguments& args);
virtual void expose() {}
v8::Handle<v8::Value> executeScript(const char* fileName);
//Init the script context and expose the objects offered by IBeaExposer
bool init();
inline _BeaScript(){
virtual ~_BeaScript(){
//Load, compile and execute a script
bool loadScript(const char* fileName);
template <class TExposer>
class BeaScript : public _BeaScript{
void expose(){
#endif //__BEASCRIPT_H__