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;
}
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
[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 =
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'), \
}
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:
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)
2014.7.1
补充:
test2.lua
function createLayer( )
local layer1 = cc.Layer:create()
local label1 = cc.Label:createWithBMFont("res/fonts/bitmapFontTest2.fnt", "Test")
label1:setAnchorPoint( cc.p(0,0) )
layer1:addChild(label1,0,1)
local fade = cc.FadeOut:create(1.0)
local fade_in = fade:reverse()
local seq = cc.Sequence:create(fade,fade_in)
local repeatAction = cc.RepeatForever:create(seq)
label1:runAction(repeatAction)
local spriteNormal = cc.Sprite:create("res/menu2.png")
local spriteSelected = cc.Sprite:create("res/menu1.png")
local spriteDisabled = cc.Sprite:create("res/menu1.png")
local item1 = cc.MenuItemSprite:create(spriteNormal, spriteSelected, spriteDisabled)
local function menuCallback(sender)
print("menuCallback...")
require "src/helloworld"
scene2 = createScene()
cc.Director:getInstance():replaceScene(scene2)
end
item1:registerScriptTapHandler(menuCallback)
local menu = cc.Menu:create()
menu:addChild(item1)
menu:setPosition(cc.p(100,200))
layer1:addChild(menu)
return layer1
end
local scene = cc.Scene:create()
local layer = createLayer( )
scene:addChild(layer)
cc.Director:getInstance():runWithScene(scene)