微信公众号搜"智元新知"关注
微信扫一扫可直接关注哦!

Coco2dx-3.0中如何调用LUA

一个用3.0的工具导出类到lua,自动生成代码方法


以前要导出c++类到lua,就得手动维护pkg文件,那简直就是噩梦,3.0以后就会感觉生活很轻松了。

下面我就在说下具体做法。
1、安装必要的库和工具包,以及配置相关环境变量,请按照cocos2d-x-3.0rc0\tools\tolua\README.mdown说得去做,不做赘述。
2、写c++类(我测试用的是cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes\HelloWorldScene.cpp)
3、写一个生成的python脚本,你不会写,没关系,我们会照猫画虎
   1)进入目录cocos2d-x-3.0rc0\tools\tolua,复制一份genbindings.py,命名为genbindings_myclass.py

   2)把生成目录制定到咱工程里去,打开genbindings_myclass.py把

output_dir='%s/cocos/scripting/lua-bindings/auto' % project_root

?

 改成

output_dir='%s/tests/lua-empty-test/project/Classes/auto'% project_root

  3)修改命令参数,把

cmd_args={'cocos2dx.ini': ('cocos2d-x','lua_cocos2dx_auto'),\
                    'cocos2dx_extension.ini': ('cocos2dx_extension','lua_cocos2dx_extension_auto'),\
                    'cocos2dx_ui.ini': ('cocos2dx_ui','lua_cocos2dx_ui_auto'),\
                    'cocos2dx_studio.ini': ('cocos2dx_studio','lua_cocos2dx_studio_auto'),\
                    'cocos2dx_spine.ini': ('cocos2dx_spine','lua_cocos2dx_spine_auto'),\
                    'cocos2dx_physics.ini': ('cocos2dx_physics','lua_cocos2dx_physics_auto'),\
                    }

    改成

cmd_args={'myclass.ini': ('myclass','lua_myclass_auto') }

    4)这时你可能问myclass.ini在哪啊,我们下来就写这个文件。原理一样,我还是照猫画虎,拿cocos2dx_spine.ini改的。

[myclass]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = myclass
  
# create a target namespace (in javascript,this would create some code like the equiv. to `ns = ns || {}`)
# all classes will be embedded in that namespace
target_namespace =
  
android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include
android_flags = -D_SIZE_T_DEFINED_ 
  
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include 
clang_flags = -nostdinc -x c++ -std=c++11
  
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s
  
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
  
cxxgenerator_headers =
  
# extra arguments for clang
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s 
  
# what headers to parse
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
  
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression,it will be enclosed in "^$",like this: "^Menu*$".
classes = HelloWorld
  
# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression,but will be used like this: "^ClassName$" functions are also
# regular expressions,they will not be surrounded by "^$". If you want to skip a whole class,just
# add a single "*" as functions. See bellow for several examples. A special class name is "*",which
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.
  
skip =
  
rename_functions =
  
rename_classes =
  
# for all class names,should we remove something when registering in the target VM?
remove_prefix =
  
# classes for which there will be no "parent" lookup
classes_have_no_parents =
  
# base classes which will be skipped when their sub-classes found them.
base_classes_to_skip = Ref ProcessBase
  
# classes that create no constructor
# Set is special and we will use a hand-written constructor
abstract_classes =
  
# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
script_control_cpp = no

.ini中部分参数的用法:
name: 单纯只是名称。
prefix: 最后生成文件都会以这个命名前缀,如 prefix.cpp,prefix.hpp,prefix_api.js
classes: 你的所需转换的类的名称,必须是所导入的头文件中所有的类,这里可以使用正则表达式来加入多个类,参考cocox2ds.ini。
extra_arguments:一些接口所需的系统参数。如clang包,android ndk包的引入所需的系统参数在此添加,写法可以参照以上三个.ini都有。
headers: 你所需要绑定的头文件路径。
target_namespace:命名空间。最后生成的JS文件的类,会以这个命名空间开头。例如你的类为sqlite,命名空间为cocos2dx,那么最后生成的就是cocos2dx.sqlite。
rename_functions:可以将你要绑定的方法名称更改成你所要的。可以更改多个,用逗号隔开,写法参照 sqliteCpp::[sqlite3_execCpp=sqlite3_exec],这个就是将sqliteCpp中的sqlite3_ execCpp方法重命名sqlite3_exec方法。
rename_classes :同上,重命名类。
skip :跳过你所不需要绑定的方法和类,于是就不生成

    改的时候要注意这些行

[myclass]
prefix = myclass
target_namespace =
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
classes = HelloWorld
skip =
abstract_classes =

4、下面要自动生成代码了,打开命令行工具,cd到cocos2d-x-3.0rc0\tools\tolua下,敲入

python genbindings_myclass.py

?

回车运行。如果前面没问题的话你会在cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes多了一个文件夹auto,然后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp加入拽如工程
5、把我们生成的个module在脚本引擎初始化的时候加入lua。
编辑AppDelegate.cpp,包含lua_myclass_auto.hpp头文件,在

LuaEngine* engine = LuaEngine::getInstance();

?

后面加入

register_all_myclass(engine->getLuaStack()->getLuaState());

6、编译运行。这样HelloWorld这个类就被导出到lua了。
测试------------------------------------------------
打开hello.lua,编辑local function main()这个函数
把前面改成

localfunctionmain()
   -- avoid memory leak
   collectgarbage("setpause",100)
   collectgarbage("setstepmul",5000)
 
   localhello = HelloWorld:create()
   localsceneGame = cc.Scene:create()
   sceneGame:addChild(hello)
   cc.Director:getInstance():runWithScene(sceneGame)
 
   if(1==1)then
        return
   end
……
……

如果还是没懂什么意思,就去参考http://www.tairan.com/archives/5493

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。

相关推荐