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Cocos2d-x3.0 lua绑定C++类
来源:互联网   发布日期:2015-09-27 14:59:38   浏览:2032次  

导读: 这里记录下我实现Lua绑定的全过程。 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 //...

这里记录下我实现Lua绑定的全过程。

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</p>

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</p>

[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:

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