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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 // 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‘) }
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:
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