Here you can author libraries for the Espruino with native code.
For more information on the actual build process, see the build process page
To get you started, here are some steps that can be made to enable Hello.world()
in Espruino.
Of course you have guessed that it will print "Hello World!" to the console. Let's get on with it!
We'll create a new folder libs/hello
. In this directory, we'll create our .h and .c files.
jswrap_hello.h
void jswrap_hello_world();
jswrap_hello.c
#include "jswrap_hello.h" // We need the declaration of the jswrap_hello_world function
#include "jsinteractive.h" // Pull inn the jsiConsolePrint function
// Let's define the JavaScript class that will contain our `world()` method. We'll call it `Hello`
/*JSON{
"type" : "class",
"class" : "Hello"
}*/
// Now, we define the `jswrap_hello_world` to be a `staticmethod` on the `Hello` class
/*JSON{
"type" : "staticmethod",
"class" : "Hello",
"name" : "world",
"generate" : "jswrap_hello_world"
}*/
void jswrap_hello_world() {
jsiConsolePrint("Hello World!\r\n");
}
You can add more files here if you need. It's up to you!
Find the text
# ---------------------------------------------------------------------------------
# When adding stuff here, also remember build_pininfo, platform_config.h, jshardware.c
# TODO: Load more of this out of the BOARDNAME.py files if at all possible (see next section)
# ---------------------------------------------------------------------------------
and add those two lines just before it
INCLUDE += -I$(ROOT)/libs/hello
WRAPPERSOURCES += libs/hello/jswrap_hello.c #you can add more files here if your library depend on them
If you want to make a pull request for your new library you'll need to make a ifdef
guard for it,
and specify which platforms should have access to your library.
To see it in action, follow the USE_TRIGGER
definition.
First run make
, now you can run ./espruino
and test your new Hello.world()
command.
>Hello.world()
Hello World!
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