在Lua中使用自定义类——tolua++工具使用(下集)
笨木头花心贡献,啥?花心?不呢,是用心~
转载请注明,原文地址:http://blog.csdn.net/musicvs/article/details/8166655
正文:
上回说到,把LuaCocos2d.cpp文件拷到我们的lua工程里,然后,编译。
大功告成……啊才怪啊~!
你会发现一大堆的编译错误,超过100个了,木了个头的。怎么回事,我只能认定是这个工具出问题了。
怎么办?没关系~我们在LuaCocos2d.cpp里搜索一下我们的SpriteFactory类吧,肯定有的,看看其中一段:
/* method: sharedSpriteFactory of class SpriteFactory */
#ifndef TOLUA_DISABLE_tolua_Cocos2d_SpriteFactory_sharedSpriteFactory00
static int tolua_Cocos2d_SpriteFactory_sharedSpriteFactory00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertable(tolua_S,1,"SpriteFactory",0,&tolua_err) ||
!tolua_isnoobj(tolua_S,2,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
{
SpriteFactory* tolua_ret = (SpriteFactory*) SpriteFactory::sharedSpriteFactory();
tolua_pushusertype(tolua_S,(void*)tolua_ret,"SpriteFactory");
}
}
return 1;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'sharedSpriteFactory'.",&tolua_err);
return 0;
#endif
}
#endif //#ifndef TOLUA_DISABLE
知道我想说什么吧?既然它已经能生成自定类的这些代码了,那还怕什么。
现在回到生成LuaCocos2d.cpp的步骤,打开Cocos2d.pkg文件,把其它所有无关的类删除~!变成这样:
$#include "LuaCocos2d.h"
$pfile " SpriteFactory.pkg"
然后继续输入命令,生成LuaCocos2d.cpp文件。
于是,这样生成的文件就只有我们自定义类的声明代码了:
#include "LuaCocos2d.h"
/* function to register type */
static void tolua_reg_types (lua_State* tolua_S)
{
#ifndef Mtolua_typeid
#define Mtolua_typeid(L,TI,T)
#endif
tolua_usertype(tolua_S,"CCSprite");
Mtolua_typeid(tolua_S,typeid(CCSprite), "CCSprite");
tolua_usertype(tolua_S,"CCLayer");
Mtolua_typeid(tolua_S,typeid(CCLayer), "CCLayer");
tolua_usertype(tolua_S,"SpriteFactory");
Mtolua_typeid(tolua_S,typeid(SpriteFactory), "SpriteFactory");
}
/* method: sharedSpriteFactory of class SpriteFactory */
#ifndef TOLUA_DISABLE_tolua_Cocos2d_SpriteFactory_sharedSpriteFactory00
static int tolua_Cocos2d_SpriteFactory_sharedSpriteFactory00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertable(tolua_S,1,"SpriteFactory",0,&tolua_err) ||
!tolua_isnoobj(tolua_S,2,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
{
SpriteFactory* tolua_ret = (SpriteFactory*) SpriteFactory::sharedSpriteFactory();
tolua_pushusertype(tolua_S,(void*)tolua_ret,"SpriteFactory");
}
}
return 1;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'sharedSpriteFactory'.",&tolua_err);
return 0;
#endif
}
#endif //#ifndef TOLUA_DISABLE
/* method: createSprite of class SpriteFactory */
#ifndef TOLUA_DISABLE_tolua_Cocos2d_SpriteFactory_createSprite00
static int tolua_Cocos2d_SpriteFactory_createSprite00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"SpriteFactory",0,&tolua_err) ||
!tolua_isusertype(tolua_S,2,"CCLayer",0,&tolua_err) ||
!tolua_isnumber(tolua_S,3,0,&tolua_err) ||
!tolua_isnoobj(tolua_S,4,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
SpriteFactory* self = (SpriteFactory*) tolua_tousertype(tolua_S,1,0);
CCLayer* mLayer = ((CCLayer*) tolua_tousertype(tolua_S,2,0));
SpriteFactory::SpriteType enSpriteType = ((SpriteFactory::SpriteType) (int) tolua_tonumber(tolua_S,3,0));
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'createSprite'", NULL);
#endif
{
CCSprite* tolua_ret = (CCSprite*) self->createSprite(mLayer,enSpriteType);
tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCSprite");
}
}
return 1;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'createSprite'.",&tolua_err);
return 0;
#endif
}
#endif //#ifndef TOLUA_DISABLE
/* Open function */
TOLUA_API int tolua_Cocos2d_open (lua_State* tolua_S)
{
tolua_open(tolua_S);
tolua_reg_types(tolua_S);
tolua_module(tolua_S,NULL,0);
tolua_beginmodule(tolua_S,NULL);
tolua_cclass(tolua_S,"SpriteFactory","SpriteFactory","",NULL);
tolua_beginmodule(tolua_S,"SpriteFactory");
tolua_constant(tolua_S,"en_close",SpriteFactory::en_close);
tolua_constant(tolua_S,"en_grossini",SpriteFactory::en_grossini);
tolua_constant(tolua_S,"en_grossinis_sister",SpriteFactory::en_grossinis_sister);
tolua_constant(tolua_S,"en_grossinis_sister2",SpriteFactory::en_grossinis_sister2);
tolua_function(tolua_S,"sharedSpriteFactory",tolua_Cocos2d_SpriteFactory_sharedSpriteFactory00);
tolua_function(tolua_S,"createSprite",tolua_Cocos2d_SpriteFactory_createSprite00);
tolua_endmodule(tolua_S);
tolua_endmodule(tolua_S);
return 1;
}
#if defined(LUA_VERSION_NUM) && LUA_VERSION_NUM >= 501
TOLUA_API int luaopen_Cocos2d (lua_State* tolua_S) {
return tolua_Cocos2d_open(tolua_S);
};
#endif
这就没有问题了,我们不要替换它原有LuaCocos2d.cpp文件,而是依葫芦画瓢地把我们生成的LuaCocos2d.cpp文件里新增的内容拷到原有的文件里。这样编译就基本不会报错了,即使报错,也只是小范围报错,顶多几个,不会出现上百个错误吓死人了。
然后编译,运行,没有问题了。
我写了一个lua文件测试我的功能:
local function createLayer()
local layer = CCLayer:create();
local sprite = SpriteFactory:sharedSpriteFactory():createSprite(layer, SpriteFactory.en_grossini);
sprite:setPosition(200, 200);
return layer;
end
local scene = CCScene:create();
scene:addChild(createLayer());
CCDirector:sharedDirector():replaceScene(scene);
运行效果:
完美~!噗,自己赞自己。