cocos2d-x 3.0 lua类的自定义和绑定

cocos2d-x 3.0 lua类的自定义和绑定 http://blog.sina.com.cn/s/blog_693de6100101ocg4.html用cocos2-x3.0的工具导出类到lua,自动生成代码的方法。以前要导出c++类到lua,就得手动维护pkg文件,那简直就是噩梦,3.0以后就会感觉生活很轻松了。下面我就在说下具体做法。 原文:自定义lua类 参考:C++绑定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,不赘述。2、写c++类(我测试用的是cocos2d-x-3.0rc0\tests\lua-empty-test\project\Classes\HelloWorldScene.cpp)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_myclass.py 2)把生成目录制定到咱工程里去,打开genbindings_myclass.py把 ----------------------------------------------output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root---------------------------------------------- 改成----------------------------------------------output_dir = '%s/tests/lua-empty-test/project/Classes/auto' % project_root---------------------------------------------- 3)修改命令参数,把----------------------------------------------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----------------------------------------------cmd_args = {'myclass.ini' : ('myclass', 'lua_myclass_auto') }---------------------------------------------- 4)这时你可能问myclass.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。----------------------------------------------[myclass]# the prefix to be added to the generated functions. You might or might not use this in your own# templatesprefix = myclass# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)# all classes will be embedded in that namespacetarget_namespace = 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/includeandroid_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 clangextra_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 parseheaders = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.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 = HelloWorld # 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" lookupclasses_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 constructorabstract_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----------------------------------------------[myclass]prefix = myclasstarget_namespace =headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.hclasses = HelloWorldskip =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----------------------------------------------python genbindings_myclass.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_myclass_auto.cpp和lua_myclass_auto.hpp加入拽如工程5、把我们生成的个module在脚本引擎初始化的时候加入lua。编辑AppDelegate.cpp,包含lua_myclass_auto.hpp头文件,在----------------------------------------------LuaEngine* engine = LuaEngine::getInstance();----------------------------------------------后面加入----------------------------------------------register_all_myclass(engine->getLuaStack()->getLuaState());----------------------------------------------6、编译运行。这样HelloWorld这个类就被导出到lua了。测试-------------打开hello.lua,编辑local function main()这个函数把前面改成----------------------------------------------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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