Engine.lua的代码// ViewController.m
// wwwwww
//
// Created by Tolecen 12-11-19.
// Copyright (c) 2012年 Tolecen . All rights reserved.
//
#import "ViewController.h"
#include "lua.hpp"
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#define NOERROR 0
#define LUA_PMCNT_CHECK(n)
{
int nParamCnt = lua_gettop(L) ;
if( nParamCnt != n )
{
lua_pushnumber( L , -1 ) ;
return 1 ;
}
}
#define LUA_RET_VALUE(n)
{
lua_pushnumber( L , n );
return 1 ;
}
#define LUA_OUT_ERROR(id) lua_pushnumber(L, id);if (id != 0) return 1;
int logYouWhat(lua_State *L) //你想要让Lua执行的方法,需用C++写
{
LUA_PMCNT_CHECK(2);
int aa = (int)lua_tonumber(L, 1);
int bb = (int)lua_tonumber(L, 2);
NSLog(@"aa:%d,bb:%d",aa,bb);
[ViewController changeA:aa B:bb]; //在此c++方法里通过这个ViewController的类方法调用OC方法,以实现设置UI等操作
return 0;
}
unsigned long luaWork(void* pParam) //此方法用来调用Engine.lua,以驱动Lua语句
{
int i;
int j;
int s0;
int s1;
int nResult;
lua_State *L;
int nThreadIndex;
lua_State *lLocal;
char strPathName[512];
char strLuaEngine[512];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
memset(strPathName, 0, 512);
const char * tmp= [documentsDirectory UTF8String];
strncpy(strPathName, (char*)tmp, strlen(tmp)); //这是查找本地App的Documents语句,以便将lua文件加到此处
L = luaL_newstate();
if (L == NULL)
{
NSLog(@"error: %s n" , lua_tostring(L, -1)); //lua程序执行有错误,此处会打印lua的错误行数,下同
return -1;
}
luaL_openlibs(L);
j = 0;
for (i = 0;i < 260;i++)
{
if (strPathName[i] == 0)
break;
if (strPathName[i] == '\')
j = i;
}
if (j != 0)
strPathName[j] = 0;
NSString *logPath = [documentsDirectory stringByAppendingPathComponent:@"Engine.lua"];
const char * tmp1= [logPath UTF8String];
strncpy(strLuaEngine, (char*)tmp1, strlen(tmp1));
NSLog(@"strLuaEngine %s n",strLuaEngine);
s1 = luaL_loadfile(L, strLuaEngine); //通过Engine.lua的路径load lua文件,实现要将Engine.lua和todo.lua存入目录
if (s1 != 0)
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -10;
}
s1 = lua_pcall(L, 0, 0, 0);
if (s1 != 0)
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
getchar();
lua_pop(L, 1);
return -11;
}
lua_register(L, "logSomething", logYouWhat);//将这个Viewcontroller中的方法在Lua中注册,中间那个就是要在lua里执行的方 法名
lua_getglobal(L, "ywyengine");
if (!lua_istable(L, -1))
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -3;
}
lua_pushstring(L, "CreateSession");
lua_gettable(L, -2);
if (!lua_isfunction(L, -1))
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop(L, 2);
return -4;
}
s0 = lua_pcall(L, 0, 2, 0);
if (s0 != 0)
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop( L, 1 );
return -5;
}
lLocal = lua_tothread(L, -2);
nThreadIndex = lua_tonumber(L, -1);
lua_pop(L, 2);
while(1)
{
NSLog(@"run");
lua_getglobal(L, "ywyengine");
if (!lua_istable(L, -1))
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -6;
}
lua_pushstring(L, "ContinueSession");
lua_gettable(L, -2);
if (!lua_isfunction(L, -1))
{
NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop(L, 2);
return -7;
}
lua_pushnumber(L, nThreadIndex);
s0 = lua_pcall(L, 1, 1, 0);
if (s0 != 0)
{NSLog(@"error: %s n" , lua_tostring(L, -1));
lua_pop( L, 1 );
return -8;
}
nResult = lua_tonumber(L, -1);
lua_pop(L, 1);
if (nResult)
return -9;
}
return 0;
}@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
dispatch_queue_t queue = dispatch_queue_create("com.example.dothis", NULL);
dispatch_async(queue, ^{
luaWork(NULL);
});
// Do any additional setup after loading the view, typically from a nib.
}
+(void)changeA:(int)as B:(int)bs
{
NSLog(@"hahaTHEA:%d",as);
}
以下为todo.lua的代码
require("/var/mobile/Applications/4FDA7C3C-984F-43C9-A306-6C95C758AF78/Documents/todo")
--上面是将todo.lua的路径交代给Engine.lua,以便调用todo.lua里的方法,每一个程序的路径不一样,要改成自己程序的路径
threadhandle = {}
handlecount = 0
ywyengine = {}
function ywyengine.Susport( )
coroutine.yield()
end
function ywyengine.ContinueSession( handleindex )
local status, err, result
if (type(threadhandle[handleindex]) ~= "thread") then
print( "ContinueSession error no thread" )
result = 1
return result
end
if (threadhandle[handleindex] == nil) then
print( "ContinueSession error thread nil" )
result = 2
return result
end
if (coroutine.status( threadhandle[handleindex] ) == "dead") then
result = 3
print( "ContinueSession error thread dead" )
threadhandle[handleindex] = nil
return result
end
status , err = coroutine.resume( threadhandle[handleindex] , 0 )
if status == false then
result = 4
print( "ContinueSession error" )
print(err)
else
result = 0
end
print( "ContinueSession ok" )
return result
end
function ywyengine.CreateSession()
local handle = coroutine.create( StartSession )
local status, err
local sessioninfo = {}
local coroutine_info = {
param = sessioninfo ,
}
handlecount = handlecount + 1
threadhandle[handlecount] = handle
status, err = coroutine.resume( threadhandle[handlecount] , coroutine_info )
if status == false then
print( "CreateSession error" )
print(err)
end
print("Start session ok")
return handle, handlecount
end
function StartSession(args)
while true do
logSomething(45,78);//这就是viewcontroll中注册的那个方法,对应的c++方法在上方已写
print("Continue ok");
ywyengine.Susport();
end
end