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output_dir='%s/cocos/scripting/lua-bindings/auto'%project_root
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output_dir='%s/tests/lua-empty-test/project/Classes/auto'%project_root
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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'), \
}
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cmd_args={'myclass.ini': ('myclass','lua_myclass_auto') }
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[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
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[myclass]
prefix = myclass
target_namespace =
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
classes = HelloWorld
skip =
abstract_classes =
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python genbindings_myclass.py
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LuaEngine* engine = LuaEngine::getInstance();
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register_all_myclass(engine->getLuaStack()->getLuaState());
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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
……
……
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