Introduction

From Cocos Creator 3.7.0, we switch the approach of generating JS binding code from bindings-generator to Swig. Swig has many benefits in generating glue code by parsing its custom interface file (IDL) which is compatible with C++. For more about why we switch to Swig, you could refer to this issue .

Generate JS Binding Code for Engine

In 3.8 and later versions, developers no longer need to manually trigger the generation of binding code because CMake will automatically call the SWIG command during the build process to generate the binding code.

Please note that if the generation process fails, you should pay attention to the output logs in the console.

However, if you add or remove .i files for the engine, you need to regenerate the project to ensure that the updated references to the .i files are taken into account and that the updated binding code is generated.

Generate JS Bindings Code for Developer's Project

  • Make sure you have installed NodeJS (>= v8.9.4)

  • Open Terminal (macOS/Linux) or Command Line Tool (Windows)

  • Create a directory for generated code, e.g. /Users/abc/my-project/native/engine/common/Classes/bindings/auto

  • Write a JS configuration file

    • Create the JS configruation file, e.g. /Users/abc/my-project/tools/swig-config/swig-config.js with the following content

      'use strict';
      const path = require('path');
      
      // Developer's custom module configuration
      // configList is required
      const configList = [
        [ 'your_module_interface_0.i', 'jsb_your_module_interface_0_auto.cpp' ],
        [ 'your_module_interface_1.i', 'jsb_your_module_interface_1_auto.cpp' ],
        // ......
      ];
      
      const projectRoot = path.resolve(path.join(__dirname, '..', '..'));
      // interfaceDir is optional
      const interfacesDir = path.join(projectRoot, 'tools', 'swig-config');
      // bindingsOutDir is optional
      const bindingsOutDir = path.join(projectRoot, 'native', 'engine', 'common', 'Classes', 'bindings', 'auto');
      
      module.exports = {
        interfacesDir, // optional, if it isn't exported, the items in configList should be absolute or relative to current directory of swig-config.js
        bindingsOutDir, // optional, if it isn't exported, the items in configList should be absolute or relative to current directory of swig-config.js
        configList // required
      };
      
    • Run the following command

      # If current workspace is not in '/Users/abc/my-project/tools/swig-config'
      $ node < Engine Root Path >/native/tools/swig-config/genbindings.js -c /Users/abc/my-project/tools/swig-config/swig-config.js
      
      # If you have already navigate to '/Users/abc/my-project/tools/swig-config' directory, you could run the command without -c argument like:
      $ cd /Users/abc/my-project/tools/swig-config
      $ node < Engine Root Path >/native/tools/swig-config/genbindings.js
      

Swig Interface File

  • There is a swig-interface-template.i in engine/native/tools/swig-config directory, just copy and rename it to some place in your project. There some comments demonstrate how to configure your module in .i file. You could also reference engine internal .i files in engine/native/tools/swig-config, for instance, scene.i or assets.i for a quick start.
  • If you're using Visual Studio Code, you could install SWIG Language extension which was developed by Hong-She Liang for highlight syntax support.
  • For more details of writing .i file, please visit tutorial section.

Tutorial

Visit The Tutorial of Swig Workflow in Cocos Creator, which includes binding a new module in engine or user's project step by step.

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