
注册函数通常是用来将用户信息存入数据库中,包括用户名、密码、电子邮件地址等。
编写注册函数的首要步骤是连接到数据库,然后在代码中编写SQL语句,创建用户表并插入数据。
接下来需要定义好页面表单,以便用户输入自己的信息,而这些信息将会被传递给注册函数。
在函数中,需要处理和验证表单数据的完整性和正确性,并确保没有重复的用户名或电子邮件地址。
如果表单数据无误,则将其插入数据库中,将用户成功注册的信息返回给用户,并在后台记录此事件。最后关闭数据库连接。
调用大量的 addRegisterCallback 函数,向 SpiderMonkey 注册 Cocos2d-x 引擎的函数。
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_all_cocos2dx_extension);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(JSB_register_opengl);
sc->addRegisterCallback(jsb_register_system);
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
sc->addRegisterCallback(register_jsb_websocket);
sc->addRegisterCallback(register_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(register_all_cocos2dx_gui);
sc->addRegisterCallback(register_all_cocos2dx_gui_manual);
sc->addRegisterCallback(register_all_cocos2dx_studio);
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
sc->addRegisterCallback(register_all_cocos2dx_spine);
sc->start();
以 register_all_cocos2dx 注册函数为例,跳转到实现代码:
void register_all_cocos2dx(JSContext* cx, JSObject* obj) {
// first, try to get the ns
JS::RootedValue nsval(cx);
JSObject *ns;
JS_GetProperty(cx, obj, "cc", &nsval);
if (nsval == JSVAL_VOID) {
ns = JS_NewObject(cx, NULL, NULL, NULL);
nsval = OBJECT_TO_JSVAL(ns);
JS_SetProperty(cx, obj, "cc", nsval);
} else {
JS_ValueToObject(cx, nsval, &ns);
}
obj = ns;
js_register_cocos2dx_Action(cx, obj);
js_register_cocos2dx_FiniteTimeAction(cx, obj);
js_register_cocos2dx_ActionInstant(cx, obj);
js_register_cocos2dx_Hide(cx, obj);
js_register_cocos2dx_Node(cx, obj);
js_register_cocos2dx_Scene(cx, obj);
js_register_cocos2dx_TransitionScene(cx, obj);
js_register_cocos2dx_TransitionEaseScene(cx, obj);
js_register_cocos2dx_TransitionMoveInL(cx, obj);
js_register_cocos2dx_TransitionMoveInB(cx, obj);
js_register_cocos2dx_Layer(cx, obj);
js_register_cocos2dx___LayerRGBA(cx, obj);
js_register_cocos2dx_AtlasNode(cx, obj);
js_register_cocos2dx_TileMapAtlas(cx, obj);
js_register_cocos2dx_TransitionMoveInT(cx, obj);
js_register_cocos2dx_TransitionMoveInR(cx, obj);
js_register_cocos2dx_ParticleSystem(cx, obj);
js_register_cocos2dx_ParticleSystemQuad(cx, obj);
js_register_cocos2dx_ParticleSnow(cx, obj);
js_register_cocos2dx_ActionInterval(cx, obj);
js_register_cocos2dx_ActionCamera(cx, obj);
js_register_cocos2dx_ProgressFromTo(cx, obj);
js_register_cocos2dx_MoveBy(cx, obj);
js_register_cocos2dx_MoveTo(cx, obj);
js_register_cocos2dx_JumpBy(cx, obj);
js_register_cocos2dx_ActionEase(cx, obj);
js_register_cocos2dx_EaseBounce(cx, obj);
js_register_cocos2dx_EaseBounceIn(cx, obj);
js_register_cocos2dx_TransitionRotoZoom(cx, obj);
js_register_cocos2dx_Director(cx, obj);
js_register_cocos2dx_Texture2D(cx, obj);
js_register_cocos2dx_EaseElastic(cx, obj);
js_register_cocos2dx_EaseElasticOut(cx, obj);
js_register_cocos2dx_EaseBackOut(cx, obj);
js_register_cocos2dx_TransitionSceneOriented(cx, obj);
js_register_cocos2dx_TransitionFlipX(cx, obj);
js_register_cocos2dx_Spawn(cx, obj);
js_register_cocos2dx_SimpleAudioEngine(cx, obj);
js_register_cocos2dx_SkewTo(cx, obj);
js_register_cocos2dx_SkewBy(cx, obj);
js_register_cocos2dx_TransitionProgress(cx, obj);
js_register_cocos2dx_TransitionProgressVertical(cx, obj);
js_register_cocos2dx_TMXTiledMap(cx, obj);
js_register_cocos2dx_GridAction(cx, obj);
js_register_cocos2dx_Grid3DAction(cx, obj);
js_register_cocos2dx_FadeIn(cx, obj);
js_register_cocos2dx_AnimationCache(cx, obj);
js_register_cocos2dx_FlipX3D(cx, obj);
js_register_cocos2dx_FlipY3D(cx, obj);
js_register_cocos2dx_EaseSineInOut(cx, obj);
js_register_cocos2dx_TransitionFlipAngular(cx, obj);
js_register_cocos2dx_EGLViewProtocol(cx, obj);
js_register_cocos2dx_EGLView(cx, obj);
js_register_cocos2dx_EaseElasticInOut(cx, obj);
js_register_cocos2dx_Show(cx, obj);
js_register_cocos2dx_FadeOut(cx, obj);
js_register_cocos2dx_CallFunc(cx, obj);
js_register_cocos2dx_Waves3D(cx, obj);
js_register_cocos2dx_ParticleFireworks(cx, obj);
js_register_cocos2dx_MenuItem(cx, obj);

