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
|
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output_dir
=
'%s/tests/lua-empty-test/project/Classes/auto'
%
project_root
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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'
), \
}
|
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cmd_args
=
{
'mygif.ini'
: (
'mygif'
,
'lua_mygif_auto'
) }
|
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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
|
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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 =
|
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python genbindings_mygif.py
|
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
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register_all_mygif(L);
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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