=====1,绑定环境搭建=====
<1>偶尔一往事
lua-binding cocoschina:http://www.cocoachina.com/bbs/read.php?tid-238460.htmllua-binding cocoschina:http://www.cocoachina.com/bbs/read.php?tid-238460.html
<2>绑定例子
http://www.cocos2d-x.org/wiki/Binding_Custom_Class_To_Lua_Runtime
<3>ndk下载(手机)
http://docs.huihoo.com/android/4.4/tools/sdk/ndk/index.html#Installing
<4>绑定报错:
http://m.blog.csdn.net/blog/u013174689/39185757
Exception: Fatal error in parsing headers:
http://www.cocoachina.com/bbs/read.php?tid=195350
=====2,具体绑定步骤=====
<1>cocos/my下面
1,CustomClass.h
// CustomClass.h #ifndef __CUSTOM__CLASS #define __CUSTOM__CLASS #include "cocos2d.h" namespace cocos2d { class CustomClass : public cocos2d::Ref { public: CustomClass(); ~CustomClass(); bool init(); std::string helloMsg(); CREATE_FUNC(CustomClass); }; } //namespace cocos2d #endif // __CUSTOM__CLASS2,CustomClass.cpp
// CustomClass.cpp #include "CustomClass.h" USING_NS_CC; CustomClass::CustomClass(){ } CustomClass::~CustomClass(){ } bool CustomClass::init(){ return true; } std::string CustomClass::helloMsg() { return "Hello from CustomClass::sayHello"; }<2>tools/lua
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/cocos/my/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 = no2,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()<3>cocos/scriping/lua-binding/auto
在下面可以看到:lua_cocos2dx_experimental_auto.hpp和lua_cocos2dx_experimental_auto.cpp文件
在api目录下可以看到:CustomClass.lua文件
原文链接:https://www.f2er.com/cocos2dx/342618.html