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 ools oluaREADME.mdown说得去做,不做赘述。

2、写c++类(我測试用的是cocos2d-x-3.0rc0 estslua-empty-testprojectClassesHelloWorldScene.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 ools olua,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 ools olua下。敲入

python genbindings_myclass.py

回车执行。假设前面没问题的话你会在cocos2d-x-3.0rc0 estslua-empty-testprojectClasses多了一个目录auto,然后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp增加拽如工程

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

 


原文地址:https://www.cnblogs.com/bhlsheji/p/5082255.html