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。
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
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1 | output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root |
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1 | output_dir = '%s/tests/lua-empty-test/project/Classes/auto' % project_root |
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1 2 3 4 5 6 7 | 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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1 | cmd_args = { 'myclass.ini' : ( 'myclass' , 'lua_myclass_auto' ) } |
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1 2 3 4 5 6 7 8 9 10 @H_815_301@ 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 @H_419_347@ 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | @H_221_403@[myclass] # the prefix to be added to the generated functions. You might or might not use this in your own # templates @H_221_403@prefix = myclass @H_769_419@ # 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 @H_221_403@target_namespace = @H_769_419@ @H_221_403@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 @H_815_301@ @H_221_403@androID_flags = -D_SIZE_T_defineD_ @H_769_419@ @H_221_403@clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include @H_221_403@clang_flags = -nostdinc -x c++ -std=c++11 @H_769_419@ @H_221_403@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 @H_769_419@ @H_221_403@cocos_flags = -DANDROID -DCOCOS2D_JavaScript @H_769_419@ @H_221_403@cxxgenerator_headers = @H_769_419@ # extra arguments for clang @H_221_403@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 @H_769_419@ # what headers to parse @H_221_403@headers = %(cocosdir)s/tests/lua-empty- test @H_221_403@/project/Classes/HelloWorldScene.h @H_769_419@ # what classes to produce code for. You can use regular Expressions here. When testing the regular # Expression,it will be enclosed in "^$",like this: "^Menu*$". @H_221_403@classes = HelloWorld @H_769_419@ # what should we skip? in the format Classname::[function function] # Classname is a regular Expression,but will be used like this: "^Classname$" functions are also @H_419_347@ # regular Expressions,they will not be surrounded by "^$". 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. @H_769_419@ @H_221_403@skip = @H_769_419@ @H_221_403@rename_functions = @H_769_419@ @H_221_403@rename_classes = @H_769_419@ # for all class names,should we remove something when registering in the target VM? @H_221_403@remove_prefix = @H_769_419@ # classes for which there will be no "parent" lookup @H_221_403@classes_have_no_parents = @H_769_419@ # base classes which will be skipped when their sub-classes found them. @H_221_403@base_classes_to_skip = Ref ProcessBase @H_769_419@ # classes that create no constructor # Set is special and we will use a hand-written constructor @H_221_403@abstract_classes = @H_769_419@ # 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'. @H_221_403@script_control_cpp = no |
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1 2 3 4 5 6 7 | @H_221_403@[myclass] @H_221_403@prefix = myclass @H_221_403@target_namespace = @H_221_403@headers = %(cocosdir)s/tests/lua-empty- test @H_221_403@/project/Classes/HelloWorldScene.h @H_221_403@classes = HelloWorld @H_221_403@skip = @H_221_403@abstract_classes = |
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1 | @H_221_403@python genbindings_myclass.py |
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
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1 | LuaEngine* engine = LuaEngine::getInstance(); |
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1 | 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
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1 2 3 4 5 6 7 8 9 10 @H_815_301@ 11 12 13 14 15 | 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) @H_815_301@ if (1==1) then return end …… …… |
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