cocos 2dx js如何调用c++

jsb_kenko_auto.h
#ifndef jsb_jsb_kenko_auto_h
#define jsb_jsb_kenko_auto_h

#include “cocos2d.h”

std::string os_info();
bool jsb_os_info(JSContext *cx, uint32_t argc, JS::Value *vp);
bool jsb_callback(JSContext cx, uint32_t argc, JS::Value vp);
void register_jsb_kenko_all(JSContext
cx, JSObject
obj);

#endif

jsb_kenko_auto.cpp
#include “jsb_kenko_auto.h”
#include “cocos2d_specifics.hpp”

std::string os_info() {
CCLOG(“it’s c++ os_info here”);
return “os_info”;
}

bool jsb_os_info(JSContext *cx, uint32_t argc, JS::Value *vp) {
jsval ret = std_string_to_jsval(cx, os_info());
JS_SET_RVAL(cx, vp, ret);

return true; 

}

void register_jsb_kenko_all(JSContext *cx, JSObject *obj) {
JS_DefineFunction(cx, obj, “osInfo”, jsb_os_info, 0, 0); //生成名为osInfo的js全局函数
}

请问如何绑定到对应的js文件中使用?