Addon Tools
Synopsis
This is a set of helpers for simplification and standardization of addons and
dependency packages.
- EventEmitter C++ implementation.
- Contains helpers of following types: GYP, C++, JS, BAT (Windows).
- Platforms: win x32/x64, linux x32/x64, mac x64.
- Useful links: V8 Ref,
Nan Docs,
GYP Docs.
Install
npm i -s addon-tools-raub
Contents
Snippets
include/addon-tools.hpp
index.js
Cross-platform commands
Class EventEmitter
Snippets
binding.gyp
- Cross-platform file/folder removers/creators are present, you can put them into variables for later use.
'variables': {
'rm' : '<!(node -e "require(\'addon-tools-raub\').rm()")',
'cp' : '<!(node -e "require(\'addon-tools-raub\').cp()")',
'mkdir' : '<!(node -e "require(\'addon-tools-raub\').mkdir()")',
},
- Include directories for Addon Tools and Nan (which is preinstalled with Addon Tools)
are accessible as shown below.
'include_dirs': [
'<!@(node -e "require(\'addon-tools-raub\').include()")',
],
- Intermediate files can be removed in a separate build-step with
<(rm)
.
[ 'OS=="linux"', { 'action' : [
'<(rm)',
'<(module_root_dir)/build/Release/obj.target/addon/cpp/addon.o',
'<(module_root_dir)/build/Release/addon.node'
] } ],
[ 'OS=="mac"', { 'action' : [
'<(rm)',
'<(module_root_dir)/build/Release/obj.target/addon/cpp/addon.o',
'<(module_root_dir)/build/Release/addon.node'
] } ],
[ 'OS=="win"', { 'action' : [
'<(rm)',
'<(module_root_dir)/build/Release/addon.*',
'<(module_root_dir)/build/Release/obj/addon/*.*'
] } ],
Binary dependencies
If you design a module with binary dependencies for several platforms, Addon Tools
would encourage you to abide by the following rules:
module.exports = require('addon-tools-raub').paths(__dirname);
{
'variables': {
'rm' : '<!(node -e "require(\'addon-tools-raub\').rm()")',
'rem' : '<!(node -e "require(\'.\').rem()")',
},
'targets': [
{
'target_name' : 'remove_extras',
'type' : 'none',
'actions' : [
{
'action_name' : 'Unnecessary binaries removed.',
'inputs' : [],
'outputs' : ['build'],
'action' : ['<(rm)', '-rf', '<@(rem)'],
}
],
}
]
}
Compiled addon
If you always copy your compiled addon to the binary
directory, it will be easy to
require()
it without any hesitation. For copying, you can use the following snippet:
{
'target_name' : 'make_directory',
'type' : 'none',
'dependencies' : ['MY_ADDON'],
'actions' : [{
'action_name' : 'Directory created.',
'inputs' : [],
'outputs' : ['build'],
'action': ['<(mkdir)', '-p', 'binary']
}],
},
{
'target_name' : 'copy_binary',
'type' : 'none',
'dependencies' : ['make_directory'],
'actions' : [{
'action_name' : 'Module copied.',
'inputs' : [],
'outputs' : ['binary'],
'action' : ['<(cp)', 'build/Release/MY_ADDON.node', 'binary/MY_ADDON.node'],
}],
},
Here MY_ADDON
should be replaced by any name you like. Then require like
this:
module.exports = require('./binary/addon');
Generic addon snippet
binding.gyp
- Assume
EXT_LIB
is the name of an Addon Tools compliant binary dependency module. - Assume
MY_ADDON
is the name of this addon. - Assume C++ code goes to
cpp
directory.
{
'variables': {
'rm' : '<!(node -e "require(\'addon-tools-raub\').rm()")',
'cp' : '<!(node -e "require(\'addon-tools-raub\').cp()")',
'mkdir' : '<!(node -e "require(\'addon-tools-raub\').mkdir()")',
'EXT_LIB_include' : '<!(node -e "require(\'node-deps-EXT_LIB-raub\').include()")',
'EXT_LIB_bin' : '<!(node -e "require(\'node-deps-EXT_LIB-raub\').bin()")',
},
'targets': [
{
'target_name': 'MY_ADDON',
'sources': [
'cpp/MY_ADDON.cpp',
],
'include_dirs': [
'<!(node -e "require(\'addon-tools-raub\').include()")',
'<(EXT_LIB_include)',
'<(module_root_dir)/include',
],
'library_dirs': [ '<(EXT_LIB_bin)' ],
'conditions': [
[
'OS=="linux"',
{
'libraries': [
'-Wl,-rpath,<(EXT_LIB_bin)',
'<(EXT_LIB_bin)/libEXT_LIB.so',
],
}
],
[
'OS=="mac"',
{
'libraries': [
'-Wl,-rpath,<(EXT_LIB_bin)',
'<(EXT_LIB_bin)/EXT_LIB.dylib',
],
}
],
[
'OS=="win"',
{
'libraries': [ 'EXT_LIB.lib' ],
'defines' : [
'WIN32_LEAN_AND_MEAN',
'VC_EXTRALEAN'
],
'msvs_version' : '2013',
'msvs_settings' : {
'VCCLCompilerTool' : {
'AdditionalOptions' : [
'/O2','/Oy','/GL','/GF','/Gm-','/EHsc',
'/MT','/GS','/Gy','/GR-','/Gd',
]
},
'VCLinkerTool' : {
'AdditionalOptions' : ['/OPT:REF','/OPT:ICF','/LTCG']
},
},
}
],
],
},
{
'target_name' : 'make_directory',
'type' : 'none',
'dependencies' : ['MY_ADDON'],
'actions' : [{
'action_name' : 'Directory created.',
'inputs' : [],
'outputs' : ['build'],
'action': ['<(mkdir)', '-p', 'binary']
}],
},
{
'target_name' : 'copy_binary',
'type' : 'none',
'dependencies' : ['make_directory'],
'actions' : [{
'action_name' : 'Module copied.',
'inputs' : [],
'outputs' : ['binary'],
'action' : ['<(cp)', 'build/Release/MY_ADDON.node', 'binary/MY_ADDON.node'],
}],
},
{
'target_name' : 'remove_extras',
'type' : 'none',
'dependencies' : ['copy_binary'],
'actions' : [{
'action_name' : 'Build intermediates removed.',
'inputs' : [],
'outputs' : ['cpp'],
'conditions' : [
[ 'OS=="linux"', { 'action' : [
'rm',
'<(module_root_dir)/build/Release/obj.target/MY_ADDON/cpp/MY_ADDON.o',
'<(module_root_dir)/build/Release/obj.target/MY_ADDON.node',
'<(module_root_dir)/build/Release/MY_ADDON.node'
] } ],
[ 'OS=="mac"', { 'action' : [
'rm',
'<(module_root_dir)/build/Release/obj.target/MY_ADDON/cpp/MY_ADDON.o',
'<(module_root_dir)/build/Release/MY_ADDON.node'
] } ],
[ 'OS=="win"', { 'action' : [
'<(_del)',
'<(module_root_dir)/build/Release/MY_ADDON.*',
'<(module_root_dir)/build/Release/obj/MY_ADDON/*.*'
] } ],
],
}],
},
]
}
include/addon-tools.hpp
There is a C++ header file, addon-tools.hpp
, shipped with this package. It
introduces several useful macros and utilities. Also it includes Nan automatically,
so that you can replace.
// #include <v8.h> // node.h includes it
// #include <node.h> // nan.h includes it
#include <nan.h>
with
#include <addon-tools.hpp>
In gyp, the include directory should be set for your addon to know where to get it.
As it was mentioned above, this can be done automatically. Also an actual path to the
directory is exported from the module and is accessible like this:
require('addon-tools-raub').include
In the file, currently there are following helpers:
Handle scope
NAN_HS
- creates a HandleScope. Also, you do not need them within NAN_METHOD
,
NAN_SETTER
, and NAN_GETTER
, as it is stated in
Nan doc.
So it is most likely to be used in native callbacks.
void windowFocusCB(GLFWwindow *window, int focused) { NAN_HS;
...
}
...
glfwSetWindowFocusCallback(window, windowFocusCB);
Method return
- RET_VALUE(VAL) - set method return value
- RET_UNDEFINED - set method return value as undefined
New JS value
- JS_STR(...) - create a string value
- JS_INT(val) - create an integer value
- JS_NUM(val) - create a numeric value
- JS_EXT(val) - create an external (pointer) value
- JS_BOOL(val) - create a boolean value
Method check
These checks throw JS TypeError if not passed. Here T
is always used as a typename
in error messages. C
is
v8::Value
check method, like IsObject()
. I
is the index of argument as in info[I]
,
starting from 0
.
- REQ_ARGS(N) - check if at least
N
arguments passed - IS_ARG_EMPTY(I) - check if argument
I
is undefined
or null
- CHECK_REQ_ARG(I, C, T) - check if argument
I
is approved by C
check. - CHECK_LET_ARG(I, C, T) - check if argument
I
is approved by C
check or empty. - CTOR_CHECK(T) - check if method is called as a constructor
- SETTER_CHECK(C, T) - check if setter
value
is approved by C
check.
Method arguments
Two types of argument retrieval are supported: REQ_
and LET_
. The difference
is that LET_
allows the argument to be empty, using some zero-default in this case.
I
is the index of argument as in info[I]
,
starting from 0
. VAR
is the name of the Local<Value>
variable to be created.
- REQ_UTF8_ARG(I, VAR)
- LET_UTF8_ARG(I, VAR)
- REQ_INT32_ARG(I, VAR)
- LET_INT32_ARG(I, VAR)
- REQ_BOOL_ARG(I, VAR)
- LET_BOOL_ARG(I, VAR)
- REQ_UINT32_ARG(I, VAR)
- LET_UINT32_ARG(I, VAR)
- REQ_OFFS_ARG(I, VAR)
- LET_OFFS_ARG(I, VAR)
- REQ_DOUBLE_ARG(I, VAR)
- LET_DOUBLE_ARG(I, VAR)
- REQ_FLOAT_ARG(I, VAR)
- LET_FLOAT_ARG(I, VAR)
- REQ_EXT_ARG(I, VAR)
- LET_EXT_ARG(I, VAR)
- REQ_FUN_ARG(I, VAR)
- REQ_OBJ_ARG(I, VAR)
- REQ_ARRV_ARG(I, VAR)
NAN_METHOD(testScene) {
REQ_UINT32_ARG(0, width);
REQ_UINT32_ARG(1, height);
LET_FLOAT_ARG(2, z);
// Variables created: unsigned int width, height; float z;
...
Set properties
Set-helpers for string and numeric keys. String keys are converted to JS strings
automatically.
- SET_PROP(OBJ, KEY, VAL)
- SET_I(ARR, I, VAL)
Set object accessors
Simplified accessor assignment, adds accessors of NAME for OBJ. Read accessor is
assumed to have the name NAME+'Getter'
and write accessor is NAME+'Setter'
.
- ACCESSOR_RW(OBJ, NAME) - add read and write accessors of NAME for OBJ.
- ACCESSOR_R(OBJ, NAME) - read-only property.
void MyClass::init(Handle<Object> target) {
...
Local<ObjectTemplate> proto = ctor->PrototypeTemplate();
ACCESSOR_RW(proto, message);
...
}
NAN_GETTER(MyClass::messageGetter) { ...
NAN_SETTER(MyClass::messageSetter) { ...
Setter argument
Useful addition to NAN_SETTER macro.
- SETTER_UTF8_ARG
- SETTER_INT32_ARG
- SETTER_BOOL_ARG
- SETTER_UINT32_ARG
- SETTER_OFFS_ARG
- SETTER_DOUBLE_ARG
- SETTER_FLOAT_ARG
- SETTER_EXT_ARG
- SETTER_FUN_ARG
- SETTER_OBJ_ARG
NAN_SETTER(MyClass::messageSetter) { SETTER_UTF8_ARG;
// Variable created: Nan::Utf8String v;
...
Data retrieval
-
T *getArrayData(value, num = NULL)
- extracts TypedArray data of any type from
the given JS value. Does not accept Array, checked with IsArrayBufferView()
.
Returns NULL
for empty JS values. For unacceptable values throws TypeError.
-
BYTE *getImageData(value)
- if value is a TypedArray, then the result of
getArrayData(value)
is returned. Otherwise if value has 'data'
property, it's
content is then returned as node::Buffer
. Returns NULL
for empty JS values.
For unacceptable values throws TypeError.
index.js
Exports:
paths(dir)
- function. Returns a set of platform dependent paths depending on
input dir
.
bin()
- prints platform binary path.rem()
- prints a space-separated list of binary paths to be cleaned on this platform.include()
- prints include directory for this dir
.binPath
- platform binary path.remPath
- a space-separated list of binary paths to be cleaned on this platform.includePath
- include directory for this dir
.
root()
- prints where 'addon-tools-raub'
module is situated.include()
- prints both 'addon-tools-raub'
and 'nan'
include paths. Use with
node -e
through list context command expansion <!@(...)
rm()
- prints the location of '_rm.bat'
file on Windows and plain rm
on Unix.cp()
- prints the location of '_cp.bat'
file on Windows and plain cp
on Unix.mkdir()
- prints the location of '_mkdir.bat'
file on Windows and plain mkdir
on Unix.rootPath
- where 'addon-tools-raub'
module is situated.includePath
- both 'addon-tools-raub'
and 'nan'
include paths.rmPath
- the location of '_rm.bat'
file on Windows and plain rm
on Unix.cpPath
- the location of '_cp.bat'
file on Windows and plain cp
on Unix.mkdirPath
- the location of '_mkdir.bat'
file on Windows and plain mkdir
on Unix.
Cross-platform commands
Because of the differences between Windows and Unix command shells, often a whole
lot of conditions have to be introduced in binding.gyp file. Now some of
them can be easily omitted with the new crossplatform commands, supplied by this
package.
This comes especially handy together with GYP's executable list expansion. For
example a list of files to be removed for cleaning. Or a list of unnecessary
binaries to be removed upon installation of a binary-dependency package.
mkdir
On Unix, it will be an actual system mkdir
, whereas on Windows it will use the
mkdir.bat file, located at the root of this package. This BAT file behaves
as if it was a mkdir -p ...
call. You can still pass -p
switch, which is
ignored. And the limitation is that you can not create a relative-path -p
folder. This can possibly be bypassed by supplying ./-p
or something like this.
'variables': {
'mkdir' : '<!(node -e "require(\'addon-tools-raub\').mkdir()")',
},
...
'action' : ['<(mkdir)', '-p', 'binary'],
rm
Disregard del
vs rd
aspect of Windows command line. Now the same command can
be used on all platforms to remove single and multiple files and directories.
'variables': {
'rm' : '<!(node -e "require(\'addon-tools-raub\').rm()")',
'rem' : '<!(node -e "require(\'.\').rem()")',
},
...
'action' : ['<(rm)', '-rf', '<@(rem)'],
cp
For Windows the /y
flag was embedded.
'variables': {
'cp' : '<!(node -e "require(\'addon-tools-raub\').cp()")',
},
...
'action' : ['<(cp)', 'a', 'b'],
class EventEmitter
A C++ implementation of Events API.
NOTE: This implementation has some minor deviations from the above standard.
Specifically there is no static EventEmitter.defaultMaxListeners
property.
However the dynamic one persists and is infinite (0
) by default.
An example can be found in examples/node-addon directory.
There is Example
class, implemented in cpp/example.cpp, that inherits
EventEmitter behavior and is exported to JS.
For the C++ side EventEmitter
has following public methods:
-
void emit(const std::string &name, int argc = 0, v8::Local<v8::Value> *argv = NULL)
emits an event with the given name
and, optionally, some additional arguments where
argc
is the number of arguments and argv
is a pointer to the arguments array.
-
void on(const std::string &name, v8::Local<v8::Value> that, const std::string &method)
subscribes that[method]
to receive name
events from this emitter, basically
emitter.on(name, that[method])
.
Be sure to add the include directory in binding.gyp:
'include_dirs': [
'<!@(node -e "require(\'addon-tools-raub\').include()")',
],
Include the event-emitter.hpp, it also includes addon-tools.hpp.
Inherit from EventEmitter
, it already inherits from Nan::ObjectWrap
:
#include <event-emitter.hpp>
class Example : public EventEmitter {
...
}
First add EventEmitter dynamic methods to the prototype via
static void extendPrototype(v8::Local<v8::FunctionTemplate> &proto)
and then,
after constructor function instance is created,
static void extendConstructor(v8::Local<v8::Function> &ctorFn)
:
void Example::init(Handle<Object> target) {
Local<FunctionTemplate> proto = Nan::New<FunctionTemplate>(newCtor);
proto->InstanceTemplate()->SetInternalFieldCount(1);
proto->SetClassName(JS_STR("Example"));
// -------- dynamic
// Add EventEmitter methods
extendPrototype(proto);
Nan::SetPrototypeMethod(proto, "destroy", destroy);
// -------- static
Local<Function> ctor = Nan::GetFunction(proto).ToLocalChecked();
extendConstructor(ctor);
_constructor.Reset(ctor);
Nan::Set(target, JS_STR("Example"), ctor);
}
NOTE: after a v8::Function
is created from the v8::FunctionTemplate
, no
additional methods can be added to the prototype. Also static members can only
be added to the created v8::Function
representing the constructor. This is why
there are 2 extend methods: extendPrototype
and extendConstructor
.