<1>frameworks/runtime-src/Classes下:
建立要绑定的.h和.cpp文件
<2>建立后,发现文件不在Classes中,就复制一份到Classes中
<3>frameworks/cocos2d-x/tools/tolua下:
1,cocos2dx_custom.ini
[cocos2dx_custom]# the prefix to be added to the generated functions. You might or might not use this in your own# templatesprefix = cocos2dx_custom# 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 = ccandroID_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 -I%(androIDndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androIDndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/includeandroID_flags = -D_SIZE_T_defineD_ clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include clang_flags = -nostdinc -x c++ -std=c++11cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/my -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/platform/androIDcocos_flags = -DANDROIDcxxgenerator_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/../runtime-src/Classes/CustomClass.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 = CustomClass.*# 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 = # 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 = no2,genbindings.py
#!/usr/bin/python# This script is used to generate luabinding glue codes.# AndroID ndk version must be ndk-r9b.import sysimport os,os.pathimport shutilimport ConfigParserimport subprocessimport refrom contextlib import contextmanagerdef _check_ndk_root_env(): ''' Checking the environment NDK_ROOT,which will be used for building ''' try: NDK_ROOT = os.environ['NDK_ROOT'] except Exception: print "NDK_ROOT not defined. Please define NDK_ROOT in your environment." sys.exit(1) return NDK_ROOTdef _check_python_bin_env(): ''' Checking the environment PYTHON_BIN,which will be used for building ''' try: PYTHON_BIN = os.environ['PYTHON_BIN'] except Exception: print "PYTHON_BIN not defined,use current python." PYTHON_BIN = sys.executable return PYTHON_BINclass CmdError(Exception): pass@contextmanagerdef _pushd(newDir): prevIoUsDir = os.getcwd() os.chdir(newDir) yIEld os.chdir(prevIoUsDir)def _run_cmd(command): ret = subprocess.call(command,shell=True) if ret != 0: message = "Error running command" raise CmdError(message)def main(): cur_platform= '??' llvm_path = '??' ndk_root = _check_ndk_root_env() # del the " in the path ndk_root = re.sub(r"\"","",ndk_root) python_bin = _check_python_bin_env() platform = sys.platform if platform == 'win32': cur_platform = 'windows' elif platform == 'darwin': cur_platform = platform elif 'linux' in platform: cur_platform = 'linux' else: print 'Your platform is not supported!' sys.exit(1) if platform == 'win32': x86_llvm_path = os.path.abspath(os.path.join(ndk_root,'toolchains/llvm-3.3/prebuilt','%s' % cur_platform)) else: x86_llvm_path = os.path.abspath(os.path.join(ndk_root,'%s-%s' % (cur_platform,'x86'))) x64_llvm_path = os.path.abspath(os.path.join(ndk_root,'x86_64'))) if os.path.isdir(x86_llvm_path): llvm_path = x86_llvm_path elif os.path.isdir(x64_llvm_path): llvm_path = x64_llvm_path else: print 'llvm toolchain not found!' print 'path: %s or path: %s are not valID! ' % (x86_llvm_path,x64_llvm_path) sys.exit(1) project_root = os.path.abspath(os.path.join(os.path.dirname(__file__),'..','..')) cocos_root = os.path.abspath(os.path.join(project_root,'')) cxx_generator_root = os.path.abspath(os.path.join(project_root,'tools/bindings-generator')) # save config to file config = ConfigParser.ConfigParser() config.set('DEFAulT','androIDndkdir',ndk_root) config.set('DEFAulT','clangllvmdir',llvm_path) config.set('DEFAulT','cocosdir',cocos_root) config.set('DEFAulT','cxxgeneratordir',cxx_generator_root) config.set('DEFAulT','extra_flags','') # To fix parse error on windows,we must difine __WCHAR_MAX__ and undefine __MINGW32__ . if platform == 'win32': config.set('DEFAulT','-D__WCHAR_MAX__=0x7fffffff -U__MINGW32__') conf_ini_file = os.path.abspath(os.path.join(os.path.dirname(__file__),'userconf.ini')) print 'generating userconf.ini...' with open(conf_ini_file,'w') as configfile: config.write(configfile) # set proper environment variables if 'linux' in platform or platform == 'darwin': os.putenv('LD_liBRARY_PATH','%s/libclang' % cxx_generator_root) if platform == 'win32': path_env = os.environ['PATH'] os.putenv('PATH',r'%s;%s\libclang;%s\tools\win32;' % (path_env,cxx_generator_root,cxx_generator_root)) try: tolua_root = '%s/tools/tolua' % project_root output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root 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'),\ 'cocos2dx_experimental_vIDeo.ini' : ('cocos2dx_experimental_vIDeo','lua_cocos2dx_experimental_vIDeo_auto'),\ 'cocos2dx_experimental.ini' : ('cocos2dx_experimental','lua_cocos2dx_experimental_auto'),\ 'cocos2dx_controller.ini' : ('cocos2dx_controller','lua_cocos2dx_controller_auto'),\ 'cocos2dx_custom.ini' : ('cocos2dx_custom','lua_cocos2dx_custom'),\ } target = 'lua' generator_py = '%s/generator.py' % cxx_generator_root for key in cmd_args.keys(): args = cmd_args[key] cfg = '%s/%s' % (tolua_root,key) print 'Generating bindings for %s...' % (key[:-4]) command = '%s %s %s -s %s -t %s -o %s -n %s' % (python_bin,generator_py,cfg,args[0],target,output_dir,args[1]) _run_cmd(command) if platform == 'win32': with _pushd(output_dir): _run_cmd('dos2unix *') print '---------------------------------' print 'Generating lua bindings succeeds.' print '---------------------------------' except Exception as e: if e.__class__.__name__ == 'CmdError': print '---------------------------------' print 'Generating lua bindings fails.' print '---------------------------------' sys.exit(1) else: raise# -------------- main --------------if __name__ == '__main__': main()
<4>cd 到 frameworks/cocos2d-x/tools/tolua下面,运行./genbindings.py生成绑定文件
1,
cocos2d_lua_bindings.xcodeproj下的auto文件夹里面添加生成的.hpp和.cpp文件
2,
Classes下添加导出的.hpp 和 .cpp文件及其对应的.h 和 .cpp文件
3,
TARGETS Mac下:
header Search Paths中添加搜索路径:
<span >$(SRCROOT)/../../../../../runtime-src/Classes</span>
<6>cocos code IDe 下:
local function main() collectgarbage("collect") -- avoID memory leak collectgarbage("setpause",100) collectgarbage("setstepmul",5000) cc.fileUtils:getInstance():addSearchPath("src") cc.fileUtils:getInstance():addSearchPath("res") cc.Director:getInstance():getopenGLVIEw():setDesignResolutionSize(480,320,0) local var = cc.CustomClass:create():helloMsg() print(var) --create scene local scene = require("GameScene") local gameScene = scene.create() gameScene:playBgMusic() if cc.Director:getInstance():getRunningScene() then cc.Director:getInstance():replaceScene(gameScene) else cc.Director:getInstance():runWithScene(gameScene) endend
搞定!!! 总结
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