cocos2dx3.x 导出自定义事件到lua的方法

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如何导出自定义事件到lua

我是参考了cocos2d 源生的UI接口,有点奇怪的是 它是分成两部分的,大多数的lua接口实现是在这里的

然而事件接口是在这里的



而且官方并没有给出导出事件接口的方法,所以比较悲催的是我就得手动填写,不过没关系只是拷贝几句代码而已。

不罗嗦,具体方法:

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(我测试用的是自己写的GIF类 cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes\gif\GifBase.cpp),当然了你也可以自己加一些参数

typedef std::function<void()> ccGifCallback;

class GifBase : public cocos2d::Sprite
{
public:
	virtual void addEventListener(const ccGifCallback& callback){
		_gifEventCallback = callback;
	};


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_mygif.py
   2)把生成目录制定到咱工程里去,打开genbindings_mygif.py把

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output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root
 改成
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output_dir = '%s/tests/lua-empty-test/project/Classes/auto' % project_root
  3)修改命令参数,把
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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
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cmd_args = { 'mygif.ini' : ( 'mygif' , 'lua_mygif_auto' ) }
    4)这时你可能问mygif.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。
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[mygif]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
# 上下这两个就是你的文件名
prefix = mygif
  
# 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
#这是你的类的命名空间
target_namespace = mui
  
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
#头文件路径
headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/gif/GifBase.h
  
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
#类名
classes = GifBase
  
# 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
    改的时候要注意这些行
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[mygif]
prefix = mygif
target_namespace = mui
headers = %(cocosdir)s/tests/lua-empty- test /project/Classes/gif/GifBase.h
classes = GifBase
skip =
abstract_classes =
4、下面要自动生成代码了,打开命令行工具,cd到cocos2d-x-3.0rc0\tools\tolua下,敲入
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python genbindings_mygif.py
回车运行。如果前面没问题的话你会在cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes多了一个文件夹auto,然后把里面生成lua_mygif_auto.cpp和lua_mygif_auto.hpp加入拽如工程,也可能这两个文件是在 Classes下面的

5、把我们生成的个module在脚本引擎初始化的时候加入lua。
找到AppDelegate.cpp 中的applicationDidFinishLaunching函数,其中有一条语句 lua_module_register(L); 定位到该函数的定义位置,接下来,包含lua_mygif_auto.hpp头文件,在 后面加入
?测试------------------------------------------------
打开hello.lua,编辑local function main()这个函数
把前面改成
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local function main()
    -- avoid memory leak
    collectgarbage ( "setpause" , 100)
    collectgarbage ( "setstepmul" , 5000)
 
    local hello = HelloWorld:create()
    local sceneGame = cc.Scene:create()
    sceneGame:addChild(hello)
    cc.Director:getInstance():runWithScene(sceneGame)
 
    if (1==1) then
        return
    end
……
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register_all_mygif(L);

6、编译运行。这样HelloWorld这个类就被导出到lua了。
7、打开lua_mygif_auto.cpp,找到函数
int lua_mygif_GifBase_addEventListener(lua_State* tolua_S)
{
    int argc = 0;
    GifBase* cobj = nullptr;
    bool ok  = true;

#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif


#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"GifBase",0,&tolua_err)) goto tolua_lerror;
#endif

    cobj = (GifBase*)tolua_tousertype(tolua_S,1,0);

#if COCOS2D_DEBUG >= 1
    if (!cobj) 
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_mygif_GifBase_addEventListener'", nullptr);
        return 0;
    }
#endif

    argc = lua_gettop(tolua_S)-1;
    if (argc == 1) 
    {
       <span style="background-color: rgb(255, 255, 102);"> std::function<void ()> arg0;

        do {
			// Lambda binding for lua is not supported.
			assert(false);
		} while(0)
		;
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_mygif_GifBase_addEventListener'", nullptr);
            return 0;
        }
        cobj->addEventListener(arg0);
        lua_settop(tolua_S, 1);
        return 1;</span>
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "GifBase:addEventListener",argc, 1);
    return 0;

#if COCOS2D_DEBUG >= 1
    tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_mygif_GifBase_addEventListener'.",&tolua_err);
#endif

    return 0;
}
我们需要参考,源生ui事件接口,把这部分内容替换成
int lua_mygif_GifBase_addEventListener(lua_State* tolua_S)
{
    int argc = 0;
    GifBase* cobj = nullptr;
    bool ok  = true;

#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif


#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"GifBase",0,&tolua_err)) goto tolua_lerror;
#endif

    cobj = (GifBase*)tolua_tousertype(tolua_S,1,0);

#if COCOS2D_DEBUG >= 1
    if (!cobj) 
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_mygif_GifBase_addEventListener'", nullptr);
        return 0;
    }
#endif

    argc = lua_gettop(tolua_S)-1;
    if (argc == 1) 
    {
       <span style="background-color: rgb(255, 255, 102);">#if COCOS2D_DEBUG >= 1
        if (!toluafix_isfunction(tolua_S, 2, "LUA_FUNCTION", 0, &tolua_err))
        {
            goto tolua_lerror;
        }
#endif
        LUA_FUNCTION handler = (toluafix_ref_function(tolua_S, 2, 0));
        
        cobj->addEventListener([=](){
            LuaStack* stack = LuaEngine::getInstance()->getLuaStack();
            
            stack->executeFunctionByHandler(handler, 0);
            stack->clean();
        });
        
        ScriptHandlerMgr::getInstance()->addCustomHandler((void*)cobj, handler);
        return 1;</span>
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "GifBase:addEventListener",argc, 1);
    return 0;

#if COCOS2D_DEBUG >= 1
    tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_mygif_GifBase_addEventListener'.",&tolua_err);
#endif

    return 0;
}
8、方法调用
local gifItem = mui.GifBase:create()
gifItem:addEventListener(function ()  ....  end)
某些地方copy了别人的东西,第一次写博客,有点不健全,排版布局什么的有点烂,见谅


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