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Cocos2d-x3.0 lua绑定C++类

这里记录下我实现Lua绑定的全过程。

原文地址:http://blog.csdn.net/qqmcy/article/details/26099859

准备工作:

1、创一个一个Lua的2dx工程。(这个网上已经有好多了)

2、创一个C++类。

TestScene.h  这个只是一个简单的场景

//
//  TestScene.h
//  uitestLua
//
//  Created by 杜甲 on 14-5-17.
//
//

#ifndef __uitestLua__TestScene__
#define __uitestLua__TestScene__

#include "cocos2d.h"
USING_NS_CC;



class TestScene :public Layer{
    
public:
    static Scene* createScene();
    virtual bool init();
    
    CREATE_FUNC(TestScene);
};

#endif /* defined(__uitestLua__TestScene__) */


TestScene.cpp

//
//  TestScene.cpp
//  uitestLua
//
//  Created by 杜甲 on 14-5-17.
//
//

#include "TestScene.h"
Scene* TestScene::createScene()
{
    auto layer= TestScene::create();
    auto scene = Scene::create();
    scene->addChild(layer);
    return scene;
    
}

bool TestScene::init()
{
    bool bRet = false;
    do {
        CC_BREAK_IF(!Layer::init());
        
        auto sprite = Sprite::create("res/dog.png");
        sprite->setPosition(Point(100, 200));
        addChild(sprite);
        bRet = true;
    } while (0);
    return bRet;
}

上面的代码很简单没什么好说的。接下是本文的主要内容。将上面的C++类绑定Lua

步骤:

1、绑定基本变量:这个按照readme中的去做,注意NDK要用:r9b一定要用这个。

2、编译自己的ini文件。这个需要参照其他的ini。我参考的是cocos2dx_physics.ini

自己创建一个文本文件将cocos2dx_physics.ini中的内容全部粘过来,之后我们只需要修改几个地方。

下面是修改好的脚本:

testscene.ini

[testscene]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = testscene

# 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 = cc

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/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/cocos/physics
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT -DCC_USE_PHYSICS=1

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 = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.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 = TestScene

# 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 = Layer

# 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

主要修改的地方:

[testscene]  
prefix = testscene  
target_namespace =  
headers = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.h  --这里我用的是绝对路径用,如果用之前的变量路径找不到 TestScene.h
classes = TestScene  
skip =  
abstract_classes =  

之后我们再自己写一个genbindings_testscene.py脚本这个脚本就是在genbindings.py这个脚本的基础上改的。


只要修改命令参数就OK。

将:

 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‘),                       
                    }

修改成:

cmd_args = {‘testscene.ini‘: (‘testscene‘,‘lua_testscene_auto‘) }


之后打开命令行工具:

cd 到tolua文件夹

./genbindings_testscene.py


编译就完成了。

我们接下来使用以下我们自己的类。

首先,导入我们编译出来的.hpp和.cpp文件。他们在哪里呢?

见下图:

1、

2、


之后在AppDelegate.cpp

加入头文件:

#include "lua_testscene_auto.hpp"

在 bool AppDelegate::applicationDidFinishLaunching()中加入如下代码。

auto engine = LuaEngine::getInstance();
	ScriptEngineManager::getInstance()->setScriptEngine(engine);
	engine->executeScriptFile("src/test2.lua");
    /***************这里加入如下代码*/
    register_all_testscene(engine->getLuaStack()->getLuaState());



.lua

	scene = TestScene:createScene()
cc.Director:getInstance():runWithScene(scene)

运行效果: