Coco2dx-3.0中怎样调用LUA
一个用3.0的工具导出类到lua,自己主动生成代码的方法。
曾经要导出c++类到lua。就得手动维护pkg文件,那简直就是噩梦。3.0以后就会感觉生活非常轻松了。
以下我就在说下详细做法。
1、安装必要的库和工具包,以及配置相关环境变量,请依照cocos2d-x-3.0rc0\tools\tolua\README.mdown说得去做,不做赘述。
2、写c++类(我測试用的是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)进入文件夹cocos2d-x-3.0rc0\tools\tolua,复制一份genbindings.py,命名为genbindings_myclass.py
2)把生成文件夹制定到咱project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)改动命令參数,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中部分參数的使用方法: name: 单纯仅仅是名称。 prefix: 最后生成的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里全部的类,这里能够使用正則表達式来加入多个类。參考cocox2ds.ini。 extra_arguments:一些接口所需的系统參数。如clang包,android ndk包的引入所需的系统參数在此加入,写法能够參照以上三个.ini都有。 headers: 你所须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。比如你的类为sqlite,命名空间为cocos2dx,那么最后生成的就是cocos2dx.sqlite。 rename_functions:能够将你要绑定的方法的名称更改成你所要的。能够更改多个。用逗号隔开,写法參照 SqliteCpp::[sqlite3_execCpp=sqlite3_exec],这个就是将SqliteCpp中的sqlite3_ execCpp方法重命名为sqlite3_exec方法。
rename_classes :同上。重命名类。
skip :跳过你所不须要绑定的方法和类,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、以下要自己主动生成代码了。打开命令行工具,cd到cocos2d-x-3.0rc0\tools\tolua下。敲入
python genbindings_myclass.py
5、把我们生成的个module在脚本引擎初始化的时候增加lua。
编辑AppDelegate.cpp,包括lua_myclass_auto.hpp头文件,在
LuaEngine* engine = LuaEngine::getInstance();
后面增加
register_all_myclass(engine->getLuaStack()->getLuaState());6、编译执行。这样HelloWorld这个类就被导出到lua了。
測试------------------------------------------------
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 …… ……
假设还是没懂什么意思,就去參考http://www.tairan.com/archives/5493
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