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cocos2dx3.0导出自定义类到lua的方法详细步骤
我写了一个用3.0的工具导出类到lua,自动生成代码的方法。
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
1 | output_dir = ‘%s/cocos/scripting/lua-bindings/auto‘ % project_root |
改成
1 | output_dir = ‘%s/tests/lua-empty-test/project/Classes/auto‘ % project_root |
3)修改命令参数,把
1 2 3 4 5 6 7 | 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
1 | 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。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | [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 |
改的时候要注意这些行
1 2 3 4 5 6 7 | [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
1 | 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
1 | LuaEngine* engine = LuaEngine::getInstance(); |
后面加入
1 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | local function main() -- avoid memory leak collectgarbage ( "setpause" , 100) collectgarbage ( "setstepmul" , 5000) local hello = HelloWorld:create() local sceneGame = cc.Scene:create() sceneGame:addChild(hello) cc.Director:getInstance():runWithScene(sceneGame) if (1==1) then return end …… …… |
cocos2dx3.0导出自定义类到lua的方法详细步骤