cocos2dx——lua自己主动和手动绑定

【自己主动绑定】

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

  主要是通过引擎自带的tools/tolua,主要过程例如以下:

1.编写好要导出的c++类。假设是libcocos2d里加入,须要加入导出标记:class CC_DLL Test

2.到tolua文件夹依据README.mdown配置好环境:

* Make sure that you have installed `android-ndk-r9b`.
* Download python2.7.3 (32bit) from (http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi).
* Add the installed path of python (e.g. C:\Python27) to windows environment variable named 'PATH'.
* Download pyyaml from http://pyyaml.org/download/pyyaml/PyYAML-3.10.win32-py2.7.exe and install it.
* Download pyCheetah from https://raw.github.com/dumganhar/my_old_cocos2d-x_backup/download/downloads/Cheetah.zip, unzip it to "C:\Python27\Lib\site-packages"
* Set environment variables (`NDK_ROOT`)
* Go to "cocos2d-x/tools/tolua" folder, and run "genbindings.py". The generated codes will be under "cocos\scripting\auto-generated\js-bindings".

3.创建一个ini文件,比方 cocos2dx_custom.ini,參照其它的ini自己做一些改动:

# 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

# what headers to parse
headers = %(cocosdir)s/cocos/for_lua/Test.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.*

skip = 

# classes for which there will be no "parent" lookup
classes_have_no_parents = Test

abstract_classes =
4.拷贝一份genbindings_custom.py。改动cmd_args:

cmd_args = {'cocos2dx_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom_auto'),\
                    }
5.执行 genbindings_custom.py会生成xx_auto.h/cpp到cocos\scripting\lua-bindings\auto文件夹,然后你加入到引擎的libluacocos2dproject去

6.要在lua中使用,还在启动时注冊。如今3.7的版本号里AppDelegate::applicationDidFinishLaunching会调用lua_module_register,所以:

#include "lua_cocos2dx_custom_auto.hpp"
#include "fun.h"

int lua_module_register(lua_State* L)
{
    register_cocosdenshion_module(L);
	register_all_cocos2dx_custom(L);

	register_foo(L);

    return 1;
}
7.然后你就能够在lua里使用了:

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

【手动绑定】

參考:http://www.tairan.com/archives/5493

1.创建c++类(fun.h):

#pragma once

#include <iostream>
#include <sstream>

extern "C"
{
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}

class Foo
{
public:
	Foo(const std::string & name) : name(name)
	{
		std::cout << "Foo is born" << std::endl;
	}

	std::string Add(int a, int b)
	{
		std::stringstream ss;
		ss << name << ": " << a << " + " << b << " = " << (a + b);
		return ss.str();
	}

	~Foo()
	{
		std::cout << "Foo is gone" << std::endl;
	}

private:
	std::string name;
};

void register_foo(lua_State *L);
2.导出到lua(fun.cpp):

#include "fun.h"

int l_Foo_constructor(lua_State *L) {
	const char *name = luaL_checkstring(L, 1);
	Foo **udata = (Foo**)lua_newuserdata(L, sizeof(Foo*));
	*udata = new Foo(name);

	luaL_getmetatable(L, "luaL_Foo");
	// stack:
	// -1	metatable "luaL_Foo"
	// -2	userdata
	// -3	string param
	lua_setmetatable(L, -2);

	return 1;
}

Foo* l_CheckFoo(lua_State *L, int n) {
	return *(Foo**)luaL_checkudata(L, n, "luaL_Foo");
}

int l_Foo_Add(lua_State *L) {
	Foo *foo = l_CheckFoo(L, 1);
	int a = luaL_checknumber(L, 2);
	int b = luaL_checknumber(L, 3);

	std::string s = foo->Add(a, b);
	lua_pushstring(L, s.c_str());

	// stack:
	// -1 result string
	// -2 metatable "luaL_Foo"
	// -3 userdata
	// -4 string param

	return 1;
}

int l_Foo_destructor(lua_State *L) {
	Foo *foo = l_CheckFoo(L, 1);
	delete foo;

	return 0;
}

void register_foo(lua_State *L) {
	luaL_Reg sFooRefs[] = {
		{ "new", l_Foo_constructor },
		{ "add", l_Foo_Add },
		{ "__gc", l_Foo_destructor },
		{ NULL, NULL }
	};

	luaL_newmetatable(L, "luaL_Foo");
	luaL_register(L, NULL, sFooRefs);
	lua_pushvalue(L, -1);

	// stack:
	// -1: metatable "luaL_Foo"
	// -2: metatable "luaL_Foo"

	// this pops the stack
	lua_setfield(L, -1, "__index");

	lua_setglobal(L, "Foo");
}
3.启动时注冊

4.在lua中使用:

 function Foo:speak()
	print("hello, i am a Foo")
 end

 local foo = Foo.new("adfan")
 local m = foo:add(3, 4)
 print(m)

 foo:speak()
 
 Foo.add_ = Foo.add
 function Foo:add(a, b)
	return "magic: " .. self:add_(a, b)
 end

 m = foo:add(9, 8)
 print(m)

说明:手动绑定的话。參照引擎导出的那些manual.cpp就可以,用tolua的那些接口非常方便。用上面的这样的方式主要是展示这个流程

转载于:https://www.cnblogs.com/mfmdaoyou/p/7020082.html

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