COCOS2DX-3.0中如何调用LUA
来源:未知 责任编辑:责任编辑 发表时间:2014-05-26 10:57 点击:次
其实这篇文章不是我写的,是我在cocoachina上看到的一篇精华帖,感觉实在是perfect然后就想抄袭一下,然后……装B一把,嘿嘿,求大神别生气。就这一次,下不为例。
我写了一个用3.0的工具导出类到lua,自动生成代码的方法。
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。
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
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