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Cocos2d-x3.0下 Lua与C++相互调用
这里讲下Lua与C++之间如何实现相互调用
原文连接:http://blog.csdn.net/qqmcy/article/details/26052771
DJLCData.h 实现类
// // DJLCData.h // uitestLua // // Created by 杜甲 on 14-5-17. // // #ifndef __uitestLua__DJLCData__ #define __uitestLua__DJLCData__ #include "cocos2d.h" #include "CCLuaEngine.h" USING_NS_CC; using namespace std; extern "C"{ #include "lua.h" #include "lualib.h" #include "lauxlib.h" } class DJLCData { public: static DJLCData* getInstance(); /* getLuaVarString:调用Lua全局string luaFilename = lua文件名 varName = 所要取Lua中的变量名 */ const char* getLuaVarString(const char* luaFileName,const char* varName); /* * @brief getLuaOneOfTable:调用Lua全局table中的一个元素 luaFileName = lua文件名 varName = 所要取Lua中的table变量名 keyName = 所要取Lua中的table中某一个元素的Key */ const char* getLuaVarOneOfTable(const char* luaFileName,const char* varName,const char* keyName); /* * getLuaVarTable:调用lua全局table luaFileName = lua文件名 varName = 所要取的table变量名 (注:返回的是所有的数据) */ const char* getLuaVarTable(const char* luaFileName,const char* varName); /* callLuaFunction:调用lua函数 luaFileName = lua文件名 functionName = 所要调用Lua中的函数名 */ const char* callLuaFunction(const char* luaFileName,const char* functionName); /***************** lua -> C++ **************/ void callCppFunction(const char* luaFileName); private: static int cppFunction(lua_State* ls); static bool _isFirst; static DJLCData* _shared; const char* getFileFullPath(const char* fileName); }; #endif /* defined(__uitestLua__DJLCData__) */
DJLCData.cpp
// // DJLCData.cpp // uitestLua // // Created by 杜甲 on 14-5-17. // // #include "DJLCData.h" bool DJLCData::_isFirst; DJLCData* DJLCData::_shared; DJLCData* DJLCData::getInstance() { if (_shared == nullptr) { _shared = new DJLCData(); } return _shared; } const char* DJLCData::getLuaVarString(const char *luaFileName, const char *varName) { lua_State* ls = LuaEngine::getInstance()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls, getFileFullPath(luaFileName)); if (isOpen != 0) { log("Open Lua Error:%i",isOpen); return nullptr; } lua_settop(ls, 0); lua_getglobal(ls, varName); int statesCode = lua_isstring(ls, 1); if (statesCode != 1) { log("Open Lua Error : %i",statesCode); return nullptr; } const char* str = lua_tostring(ls, 1); lua_pop(ls, 1); return str; } const char* DJLCData::getLuaVarOneOfTable(const char *luaFileName, const char *varName, const char *keyName) { lua_State* ls = LuaEngine::getInstance()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls, getFileFullPath(luaFileName)); if (isOpen != 0) { log("Open Lua Error : %i",isOpen); return nullptr; } lua_getglobal(ls, varName); int statesCode lua_istable(ls, -1); if (statesCode != 1) { log("Open Lua Error: %i",statesCode); return nullptr; } lua_pushstring(ls, keyName); lua_gettable(ls, -2); const char* valueString = lua_tostring(ls, -1); lua_pop(ls, -1); return valueString; } const char* DJLCData::getLuaVarTable(const char *luaFileName, const char *varName) { lua_State* ls = LuaEngine::getInstance()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls, getFileFullPath(luaFileName)); if (isOpen != 0) { log("Open Lua Error:%i",isOpen); return nullptr; } lua_getglobal(ls, varName); int it = lua_gettop(ls); lua_pushnil(ls); string result = ""; while (lua_next(ls, it)) { string key = lua_tostring(ls, -2); string value = lua_tostring(ls, -1); result = result + key + ":" + value + "\t"; lua_pop(ls, 1); } lua_pop(ls, 1); return result.c_str(); } const char* DJLCData::callLuaFunction(const char *luaFileName, const char *functionName) { lua_State* ls = LuaEngine::getInstance()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls, getFileFullPath(luaFileName)); if (isOpen) { log("Open Lua Error:%i",isOpen); return nullptr; } lua_getglobal(ls, functionName); lua_pushstring(ls, "shen"); lua_pushnumber(ls, 23); lua_pushboolean(ls, true); /* lua_call 第一个参数:函数的参数个数 第二个参数:函数返回值个数 */ lua_call(ls, 3, 1); const char* iResult = lua_tostring(ls, -1); return iResult; } void DJLCData::callCppFunction(const char *luaFileName) { lua_State* ls = LuaEngine::getInstance()->getLuaStack()->getLuaState(); /* Lua调用的C++的函数必须是静态的 */ lua_register(ls, "cppFunction", cppFunction); int isOpen = luaL_dofile(ls, getFileFullPath(luaFileName)); if (isOpen != 0) { log("Open Lua Error:%i",isOpen); return; } } int DJLCData::cppFunction(lua_State *ls) { int luaNum = (int)lua_tonumber(ls, 1); char* luaStr = (char*)lua_tostring(ls, 2); log("Lua调用cpp函数时传来的两个参数:%i,%s",luaNum,luaStr); /* 返给Lua的值 */ lua_pushnumber(ls, 321); lua_pushstring(ls, "shenqi"); /* 返给Lua值个数 */ return 2; } const char* DJLCData::getFileFullPath(const char *fileName) { //src// 这里的//是指我的lua文件放在src这个目录下 std::string str = StringUtils::format("src//%s",fileName); return FileUtils::getInstance()->fullPathForFilename(str).c_str(); }
hello2.lua
function myadd(x, y) return x + y end luaStr = "shenqi" luaTable = {name = "xiaonan",age = "20"} function luaLogString(_logStr,_logNum,_logBool) print("Lua 脚本打印从C传来的字符串:",_logStr,_logNum,_logBool) return "Call Lua function OK" end function call_cpp(_logStr,_logNum,_logBool) num,str = cppFunction(999,"lua string") print("从cpp函数中获得两个返回值:",num,str) end
调用方法:
log("%s",DJLCData::getInstance()->getLuaVarString("hello2.lua", "luaStr")); log("%s",DJLCData::getInstance()->getLuaVarOneOfTable("hello2.lua", "luaTable", "name")); log("Table = %s",DJLCData::getInstance()->getLuaVarTable("hello2.lua", "luaTable")); log("Call Lua Function Back :%s",DJLCData::getInstance()->callLuaFunction("hello2.lua", "luaLogString")); DJLCData::getInstance()->callCppFunction("hello2.lua"); DJLCData::getInstance()->callLuaFunction("hello2.lua", "call_cpp");
cocos2d: shenqi cocos2d: xiaonan cocos2d: Table = name:xiaonan age:20 cocos2d: [LUA-print] Lua 脚本打印从C传来的字符串: shen 23 true cocos2d: Call Lua Function Back :Call Lua function OK cocos2d: Lua调用cpp函数时传来的两个参数:999,lua string cocos2d: [LUA-print] 从cpp函数中获得两个返回值: 321 shenqi
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