Cocos2d-x 3.1 Lua Binding

前端之家收集整理的这篇文章主要介绍了Cocos2d-x 3.1 Lua Binding前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

http://my.oschina.net/skyhacker2/blog/298397



摘要 Cocos2d-x 3.1 Lua 绑定

Cocos2d-x 3.1 Lua Binding

参考:http://www.cocos2d-x.org/docs/manual/code-ide/binding-custom-class-to-lua/en

添加需要绑定的C++类

在xcode中,把my文件夹拖到cocos2d_libs.xcodeproj中

HNLuaTest.h

//
//  HNLuaTest.h
//  cocos2d_libs
//
//  Created by Eleven Chen on 14-8-5.
//
//

#ifndef __cocos2d_libs__HNLuaTest__
#define __cocos2d_libs__HNLuaTest__

#include "cocos2d.h"
#include <string>


class Test : public cocos2d::Ref
{
public:

    static std::string helloMsg();

    static Test* create();

    bool init();
    static cocos2d::Vec2 left();
};

#endif /* defined(__cocos2d_libs__HNLuaTest__) */

HNLuaTest.cpp

//
//  HNLuaTest.cpp
//  cocos2d_libs
//
//  Created by Eleven Chen on 14-8-5.
//
//

#include "HNLuaTest.h"
using namespace cocos2d;

std::string Test::helloMsg()
{
    return "Hello from  HNLuaTest::helloMsg()";
}

Test* Test::create()
{
    return new Test();
}

bool Test::init()
{
    return true;
}

Vec2 Test::left()
{
    return Vec2(0,0);
}

编写ini文件

进入到tolua目录:$(PROJECT_ROOT)/frameworks/cocos2d-x/tools/tolua

在之前先看看README文件,并安装好环境。

README文件中提到必须要用android ndk r9b来编译,因为编译的时候用到了C++ std 4.7的头文件,而r9b包含了4.7,我用的是r9d,只有4.6和4.8。我把*.ini文件里面的4.7改成4.8来编译。

新建一个cocos2dx_custom.ini文件,然后从其他文件里面copy一份代码过来修改代码里面每一个设置都有详细的注释。

clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include 
# 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

# the native namespace in which this module locates,this parameter is used for avoid conflict of the same class name in different modules,as "cocos2d::Label" <-> "cocos2d::ui::Label".
cpp_namespace = 

android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/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/cocos/editor-support -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/HNLuaTest.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 = Test.*

# 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 = Test

# 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

编写genbindings.py

为了方便,每次绑定时不需要生成cocos2d-x的绑定代码,新建一个genbindings_custom.py文件,然后复制genbindings.py代码过来,把下面的地方:

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'),\
                    'custom.ini': ('custom','lua_custom_auto'),\
                    'cocos2dx_custom.ini' : ('cocos2dx_custom','lua_cocos2dx_custom_auto'),\
                    }

改为

cmd_args = {'cocos2dx_custom.ini' : ('cocos2dx_custom',\
                    }

运行genbindings_custom.py

./genbindings_custom.py

生成代码cocos/scripting/lua-bindings/auto里面

mac和ios的集成

  • 生成的hpp和cpp拖到cocos2d_lua_bindings.xcodeproj/auto中

Android集成

LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)

LOCAL_MODULE := cocos_custom_static

LOCAL_MODULE_FILENAME := libmy

LOCAL_SRC_FILES := \
HNLuaTest.cpp

LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH) \
$(LOCAL_PATH)./

LOCAL_C_INCLUDES := $(LOCAL_PATH) \
$(LOCAL_PATH)./

LOCAL_CFLAGS += -Wno-psabi
LOCAL_EXPORT_CFLAGS += -Wno-psabi

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static

include $(BUILD_STATIC_LIBRARY)

$(call import-module,.)
  • 打开lua-bindings文件夹的Android.mk文件添加以下内容
    LOCAL_SRC_FILES := manual/CCLuaBridge.cpp \
                                #省略
                                auto/lua_cocos2dx_custom_auto.cpp \
                                ../../../external/lua/tolua/tolua_event.c \
                                #省略

注册到Lua

修改AppDelegate.cpp

//register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());
    LuaStack *stack = engine->getLuaStack();
    auto L = stack->getLuaState();
    if (L)
    {
        lua_getglobal(L,"_G");
        register_all_cocos2dx_custom(L);
        lua_settop(L,0);
    }

#if (COCOS2D_DEBUG>0)
    if (startRuntime())
        return true;
#endif
    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    return true;

这里不能按照原本代码注释的方法那样做,那样会出错。

而且都是tolua_module这个函数里面的lua_rawget(L,-2);这一行出错。

原因是:

  1. auto engine = LuaEngine::getInstance();
  2. _defaultEngine->init();
  3. executeScriptFile(“Deprecated.lua”);
  4. _stack->clean();
  5. lua_settop(_state,0);

LuaEngine初始化的时候会运行3个lua文件,把stack给清空了。

tolua_module函数中,lua_pushstring(L,name);后,栈只有一个元素,所以 只需要把_G放到栈中,再运行register_all_cocos2dx_custom(L);,如果模块不在_G中,就添加_G中,就可以全局访问了。

cocos code ide build custom runtime

测试

-- test custom
 local msg = cc.Test:helloMsg()
 print(msg)

输出

绑定时候使用自己的命名空间

打开:cocos2d-x/tools/bindings-generator/targets/lua/conversions.yaml文件
在ns_map添加自己的命名空间:

ns_map:
    "cocos2d::extension::": "cc."
    "cocos2d::ui::": "ccui."
    "cocos2d::": "cc."
    "spine::": "sp."
    "cocostudio::": "ccs."
    "cocosbuilder::": "cc."
    "CocosDenshion::": "cc."
    # 我自己的命名空间
    "hunuo::": "hn."
原文链接:https://www.f2er.com/cocos2dx/343859.html

猜你在找的Cocos2d-x相关文章