In Cocos Creator Android build, you can call Java static methods directly in JavaScript. Its usage is very simple:
var result = jsb.reflection.callStaticMethod(className, methodName, methodSignature, parameters...)
In callStaticMethod
method, we need to pass Java class name, method name, method signature and parameters, and we can get the return value from Java. The Java class name and method signature may be a little strange if you didn't have experience in JNI, but that is Java specifications.
The class name must contain Java package path. For example, we have a class Test
in the package org.cocos2dx.javascript
.
package org.cocos2dx.javascript;
public class Test {
public static void hello(String msg){
System.out.println(msg);
}
public static int sum(int a, int b){
return a + b;
}
public static int sum(int a){
return a + 2;
}
}
The correct class name of Test
is org/cocos2dx/javascript/Test
. Note that we must use slash /
, NOT the dot .
.
The method name is very simple. For example, the method names of the above two sum methods are both sum
.
The method signature is a little complex. The simplest signature is ()V
, it represents a method which has no parameters and no return value. Some other examples:
(I)V
represents a method which has a int parameter and no return value.(I)I
represents a method which has a int parameter and a int return value.(IF)Z
represents a method which has a int parameter and a float parameter, and returns boolean.
Now I think you have understood it. The symbols in brackets represent the type of parameters, and the symbol after bracket represent the type of return value. Because we are allowed to overload methods in Java, there can be multiple methods which hava the same method name, but different parameters and return value. The method signature is used to help identifying these methods.
Right now Cocos Creator supports four Java types:
Java type | signature |
---|---|
int | I |
float | F |
boolean | Z |
String | Ljava / lang / String; |
The number of parameters can be 0 or more than one. And when we use callStaticMethod
, we can use number, boolean and string of JavaScript directly.
Here is an example of invoking the static methods of Test
class:
//call hello method
jsb.reflection.callStaticMethod("org/cocos2dx/javascript/Test", "hello", "(Ljava/lang/String;)V", "this is a message from js");
//call the first sum method
var result = jsb.reflection.callStaticMethod("org/cocos2dx/javascript/Test", "sum", "(II)I", 3, 7);
cc.log(result); //10
//call the second sum method
var result = jsb.reflection.callStaticMethod("org/cocos2dx/javascript/Test", "sum", "(I)I", 3);
cc.log(result); //5
Now look at your console, there should be correct output.
A very important thing we must pay attention to is thread safe! In cocos android app, the engine and JavaScript VM works in gl
thread, and Android update its UI in ui
thread. So if we call a Java method which will update app UI, it must run in ui
thread.
For example, we will call a Java method which shows an Android AlertDialog.
//make some modification in AppActivity class
public class AppActivity extends Cocos2dxActivity {
private static AppActivity app = null;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
app = this;
}
public static void showAlertDialog(final String title,final String message) {
//we must use runOnUiThread here
app.runOnUiThread(new Runnable() {
@Override
public void run() {
AlertDialog alertDialog = new AlertDialog.Builder(app).create();
alertDialog.setTitle(title);
alertDialog.setMessage(message);
alertDialog.setIcon(R.drawable.icon);
alertDialog.show();
}
});
}
}
Then we call showAlertDialog
in js:
jsb.reflection.callStaticMethod("org/cocos2dx/javascript/AppActivity", "showAlertDialog", "(Ljava/lang/String;Ljava/lang/String;)V", "title", "hahahahha");
You should see a Android native AlertDialog now.
Now we have successfully called Java methods in JavaScript, so can we call js in Java? Of course!
In your project add the Cocos2dxJavascriptJavaBridge
, this class has a evalString
method which can evaluate JavaScript. It's in the folder frameworks\js-bindings\bindings\manual\platform\android\java\src\org\cocos2dx\lib
. We will add a OK button for the AlertDialog, and use evalString
in its OnClickListener
. Note that this time we should run js code in gl
thread.
Generally speaking, the engine does not promise security in multi-threaded at present, so you need to avoid JS code being called in other threads during development to avoid various memory errors.
alertDialog.setButton("OK", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
//we must use runOnGLThread here
app.runOnGLThread(new Runnable() {
@Override
public void run() {
Cocos2dxJavascriptJavaBridge.evalString("cc.log(\"JavaScript Java bridge!\")");
}
});
}
});
If you want to call evalString
in C++, please refer to the following method to ensure that evalString
is executed in the thread where the JS engine is:
Application::getInstance()->getScheduler()->performFunctionInCocosThread([=](){
se::ScriptEngine::getInstance()->evalString(script.c_str());
});
After clicking OK button, you should see the output. evalString
can run any js code, and can access your js variables.