Lua调用自定义C++类 ,cocos2dx 3.2

最近闲着,捣鼓一下Lua调用自定义C++类。重点参考了下面几篇文章,记录一下流程。

http://shahdza.blog.51cto.com/2410787/1569003

https://segmentfault.com/a/1190000000631630。


1.首先我在定义 了我自己的类 的头文件 myTest.h:内容如下

#include "cocos2d.h"

using namespace cocos2d;

class myTest : public Ref

{

public:

myTest()  {};

~myTest()  {};

bool init() { return true; };

CREATE_FUNC(myTest);

//Sprite* creuu();

int foo(int i);

};


2.编写了myTest.cpp的内容:

#include "myTest.h"

#include "cocos2d.h"

using namespace cocos2d;

int myTest::foo(int i)

{

//auto sprite = Sprite:create("dsafa");

return i + 100;

}


3.将 myTest.h和myTest.cpp两个文件copy到frameworks\runtime-src\Classes下面


4.配置自己的.ini文件,frameworks\cocos2d-x\tools\tolua下面一大堆.ini文件,随便copy一个.ini文件,然后重命名myTest.ini

内容如下,下面5处字体加大,且是斜体的地方,就是我们需要修改的地方,其他的不需要改变:

[myTest]

# the prefix to be added to the generated functions. You might or might not use this in your own

# templates

prefix = myTest

# 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

#macro_judgement  = #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

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 -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/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/base -I%(cocosdir)s/cocos/platform/android

cocos_flags = -DANDROID

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/../runtime-src/Classes/myTest.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 = myTest

# 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 = Controller::[getAllController getKeyStatus]

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 =

# 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


5.修改tolua下面的genbindings.py文件,在第129行加上:

'myTest.ini' : ('myTest', 'lua_myTest_auto'), \


Lua调用自定义C++类 ,cocos2dx 3.2_第1张图片


6.就是执行genbindings.py文件,如果你的电脑还没有安装python的话,就安装一个python 2.7版本,当我执行 python genbindings.py会发现如下好几处错误:

    1.ImportError :no module name yaml

    2 .ImportError:no module name Cheetah.Tamplate

    3.dos2unix 不是内部内部或者外部命令

错误的解决办法就是安装上面这些python工具文件,参考了:http://blog.sina.com.cn/s/blog_8af106960101d11f.html

首选  安装setuptools,然后安装pip,之后将C:\Python27\Scripts加入到系统环境变量中。

安装yaml,执行pip search pyyaml,再执行pip install PyYAML

安装Cheetah,执行pip search Cheetah,在执行pip install Cheetah

安装dos2unix,解压到一某个目录下面, 并设置PATH环境变量的值指向bin目录下。

http://waterlan.home.xs4all.nl/dos2unix/dos2unix-7.1-win32.zip


7.上面的错误解决了,再执行python genbindings.py文件,如果没啥错误的话,就会执行成功,最后打印出:Generating lua bindings succeeds


Lua调用自定义C++类 ,cocos2dx 3.2_第2张图片


8.成功后,在frameworks\cocos2d-x\cocos\scripting\lua-bindings\auto中会找到我们生成的C++的桥接文件,lua_myTest_auto.cpplua_myTest_auto.hpp


Lua调用自定义C++类 ,cocos2dx 3.2_第3张图片


9.使用 VS2013 打开frameworks\runtime-src\proj.win32下的工程。

(1)将自定义的类 myTest添加到项目工程的Classes下。


Lua调用自定义C++类 ,cocos2dx 3.2_第4张图片

(2)将 lua_custom_api_auto.cpp、lua_custom_api_auto.hpp 添加到工程liblua的auto下。


Lua调用自定义C++类 ,cocos2dx 3.2_第5张图片

(3)添加lualib工程的文件搜索路径。将$(EngineRoot)../runtime-src/Classes路径加进去。

Lua调用自定义C++类 ,cocos2dx 3.2_第6张图片

(4)编辑 frameworks\runtime-src\Classes 下的入口类 AppDelegate.cpp,加入下面的

画圈的代码


Lua调用自定义C++类 ,cocos2dx 3.2_第7张图片

(5)至此在lua代码中就可以调用myTest类了,流程就结束了。

local test = cc.myTest:create()

test:foo(100)

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