cocos2dx3.0rc导出自定义类到lua的方法

以前要导出c++类到lua,就得手动维护pkg文件,那简直就是噩梦,3.0以后就会感觉生活很轻松了。

转载请注明出处http://www.cnblogs.com/mrblue/p/3637910.html

 

下面我就在说下具体做法。

 

1、安装必要的库和工具包,以及配置相关环境变量,请按照cocos2d-x-3.0rc0\tools\tolua\README.mdown说得去做,不做赘述。

2、写c++类(我测试用的是cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes\HelloWorldScene.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)进入目录cocos2d-x-3.0rc0\tools\tolua,复制一份genbindings.py,命名为genbindings_myclass.py

   2)把生成目录制定到咱工程里去,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)修改命令参数,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

  

  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、下面要自动生成代码了,打开命令行工具,cd到cocos2d-x-3.0rc0\tools\tolua下,敲入python genbindings_myclass.py

回车运行。如果前面没问题的话你会在cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes多了一个文件夹auto,然后把里面生成lua_myclass_auto.cpp和lua_myclass_auto.hpp加入拽如工程

5、把我们生成的个module在脚本引擎初始化的时候加入lua。

编辑AppDelegate.cpp,包含lua_myclass_auto.hpp头文件,在

LuaEngine* engine = LuaEngine::getInstance();

后面加入

register_all_myclass(engine->getLuaStack()->getLuaState());

 

6、编译运行。这样HelloWorld这个类就被导出到lua了。

 

测试------------------------------------------------

打开hello.lua,编辑local function main()这个函数

把前面改成

local function main()

    -- avoid memory leak

    collectgarbage("setpause", 100)

    collectgarbage("setstepmul", 5000)



    local hello = HelloWorld:create()

    local sceneGame = cc.Scene:create()

    sceneGame:addChild(hello)

    cc.Director:getInstance():runWithScene(sceneGame)



    if(1==1) then

        return

    end



……

……

 

运行(注意如果代码没变动是不是拷贝脚本资源的,要手动拷贝),你就会看到HelloWorld,而不是小松鼠了。

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