cocos2dx lua-binding<二>用cocos code ide

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@H_403_0@<1>frameworks/runtime-src/Classes下:

@H_403_0@建立要绑定的.h和.cpp文件

@H_403_0@

@H_403_0@<2>建立后,发现文件不在Classes中,就复制一份到Classes中

@H_403_0@

@H_403_0@<3>frameworks/cocos2d-x/tools/tolua下:

@H_403_0@1,cocos2dx_custom.ini

[cocos2dx_custom]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_custom

# 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 -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/my -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/CustomClass.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 = CustomClass.*

# 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 = 

# 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
2,genbindings.py
#!/usr/bin/python

# This script is used to generate luabinding glue codes.
# Android ndk version must be ndk-r9b.


import sys
import os,os.path
import shutil
import ConfigParser
import subprocess
import re
from contextlib import contextmanager


def _check_ndk_root_env():
    ''' Checking the environment NDK_ROOT,which will be used for building
    '''

    try:
        NDK_ROOT = os.environ['NDK_ROOT']
    except Exception:
        print "NDK_ROOT not defined. Please define NDK_ROOT in your environment."
        sys.exit(1)

    return NDK_ROOT

def _check_python_bin_env():
    ''' Checking the environment PYTHON_BIN,which will be used for building
    '''

    try:
        PYTHON_BIN = os.environ['PYTHON_BIN']
    except Exception:
        print "PYTHON_BIN not defined,use current python."
        PYTHON_BIN = sys.executable

    return PYTHON_BIN


class CmdError(Exception):
    pass


@contextmanager
def _pushd(newDir):
    prevIoUsDir = os.getcwd()
    os.chdir(newDir)
    yield
    os.chdir(prevIoUsDir)

def _run_cmd(command):
    ret = subprocess.call(command,shell=True)
    if ret != 0:
        message = "Error running command"
        raise CmdError(message)

def main():

    cur_platform= '??'
    llvm_path = '??'
    ndk_root = _check_ndk_root_env()
    # del the " in the path
    ndk_root = re.sub(r"\"","",ndk_root)
    python_bin = _check_python_bin_env()

    platform = sys.platform
    if platform == 'win32':
        cur_platform = 'windows'
    elif platform == 'darwin':
        cur_platform = platform
    elif 'linux' in platform:
        cur_platform = 'linux'
    else:
        print 'Your platform is not supported!'
        sys.exit(1)

    if platform == 'win32':
        x86_llvm_path = os.path.abspath(os.path.join(ndk_root,'toolchains/llvm-3.3/prebuilt','%s' % cur_platform))
    else:
        x86_llvm_path = os.path.abspath(os.path.join(ndk_root,'%s-%s' % (cur_platform,'x86')))
    x64_llvm_path = os.path.abspath(os.path.join(ndk_root,'x86_64')))

    if os.path.isdir(x86_llvm_path):
        llvm_path = x86_llvm_path
    elif os.path.isdir(x64_llvm_path):
        llvm_path = x64_llvm_path
    else:
        print 'llvm toolchain not found!'
        print 'path: %s or path: %s are not valid! ' % (x86_llvm_path,x64_llvm_path)
        sys.exit(1)

    project_root = os.path.abspath(os.path.join(os.path.dirname(__file__),'..','..'))
    cocos_root = os.path.abspath(os.path.join(project_root,''))
    cxx_generator_root = os.path.abspath(os.path.join(project_root,'tools/bindings-generator'))

    # save config to file
    config = ConfigParser.ConfigParser()
    config.set('DEFAULT','androidndkdir',ndk_root)
    config.set('DEFAULT','clangllvmdir',llvm_path)
    config.set('DEFAULT','cocosdir',cocos_root)
    config.set('DEFAULT','cxxgeneratordir',cxx_generator_root)
    config.set('DEFAULT','extra_flags','')

    # To fix parse error on windows,we must difine __WCHAR_MAX__ and undefine __MINGW32__ .
    if platform == 'win32':
        config.set('DEFAULT','-D__WCHAR_MAX__=0x7fffffff -U__MINGW32__')

    conf_ini_file = os.path.abspath(os.path.join(os.path.dirname(__file__),'userconf.ini'))

    print 'generating userconf.ini...'
    with open(conf_ini_file,'w') as configfile:
      config.write(configfile)


    # set proper environment variables
    if 'linux' in platform or platform == 'darwin':
        os.putenv('LD_LIBRARY_PATH','%s/libclang' % cxx_generator_root)
    if platform == 'win32':
        path_env = os.environ['PATH']
        os.putenv('PATH',r'%s;%s\libclang;%s\tools\win32;' % (path_env,cxx_generator_root,cxx_generator_root))


    try:

        tolua_root = '%s/tools/tolua' % project_root
        output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root

        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'),\
                    'cocos2dx_experimental_video.ini' : ('cocos2dx_experimental_video','lua_cocos2dx_experimental_video_auto'),\
                    'cocos2dx_experimental.ini' : ('cocos2dx_experimental','lua_cocos2dx_experimental_auto'),\
                    'cocos2dx_controller.ini' : ('cocos2dx_controller','lua_cocos2dx_controller_auto'),\
                    'cocos2dx_custom.ini' : ('cocos2dx_custom','lua_cocos2dx_custom'),\
                    }
        target = 'lua'
        generator_py = '%s/generator.py' % cxx_generator_root
        for key in cmd_args.keys():
            args = cmd_args[key]
            cfg = '%s/%s' % (tolua_root,key)
            print 'Generating bindings for %s...' % (key[:-4])
            command = '%s %s %s -s %s -t %s -o %s -n %s' % (python_bin,generator_py,cfg,args[0],target,output_dir,args[1])
            _run_cmd(command)

        if platform == 'win32':
            with _pushd(output_dir):
                _run_cmd('dos2unix *')

        print '---------------------------------'
        print 'Generating lua bindings succeeds.'
        print '---------------------------------'

    except Exception as e:
        if e.__class__.__name__ == 'CmdError':
            print '---------------------------------'
            print 'Generating lua bindings fails.'
            print '---------------------------------'
            sys.exit(1)
        else:
            raise


# -------------- main --------------
if __name__ == '__main__':
    main()
@H_403_0@<4>cd 到 frameworks/cocos2d-x/tools/tolua下面,运行./genbindings.py生成绑定文件

@H_403_0@

<5>xcode下: @H_403_0@1,

@H_403_0@cocos2d_lua_bindings.xcodeproj下的auto文件夹里面添加生成的.hpp和.cpp文件

@H_403_0@2,

@H_403_0@Classes下添加导出的.hpp 和 .cpp文件及其对应的.h 和 .cpp文件

@H_403_0@3,

@H_403_0@TARGETS Mac下:

@H_403_0@Header Search Paths中添加搜索路径:

<span style="font-size:18px;">$(SRCROOT)/../../../../../runtime-src/Classes</span>
@H_403_0@

@H_403_0@<6>cocos code ide 下:

@H_403_0@

local function main()
    collectgarbage("collect")
    -- avoid memory leak
    collectgarbage("setpause",100)
    collectgarbage("setstepmul",5000)

    cc.FileUtils:getInstance():addSearchPath("src")
    cc.FileUtils:getInstance():addSearchPath("res")
    cc.Director:getInstance():getOpenGLView():setDesignResolutionSize(480,320,0)

    local var = cc.CustomClass:create():helloMsg()
    print(var)

    --create scene
    local scene = require("GameScene")
    local gameScene = scene.create()
    gameScene:playBgMusic()

    if cc.Director:getInstance():getRunningScene() then
        cc.Director:getInstance():replaceScene(gameScene)
    else
        cc.Director:getInstance():runWithScene(gameScene)
    end

end

搞定!!!

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