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  • cocos2dx3.0rc导出自定义类到lua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。

    转载请注明出处http://www.cnblogs.com/mrblue/p/3637910.html

    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 ools oluaREADME.mdown说得去做,不做赘述。

    2、写c++类(我测试用的是cocos2d-x-3.0rc0 estslua-empty-testprojectClassesHelloWorldScene.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 ools olua,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
    # templates
    prefix = 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 namespace
    target_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/include
    android_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 clang
    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 
    
    # what headers to parse
    headers = %(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" lookup
    classes_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 constructor
    abstract_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 = myclass
    target_namespace =
    headers = %(cocosdir)s/tests/lua-empty-test/project/Classes/HelloWorldScene.h
    classes = HelloWorld
    skip = 
    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 ools olua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 estslua-empty-testprojectClasses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
    
    ……
    ……

    运行(注意如果代码没变动是不是拷贝脚本资源的,要手动拷贝),你就会看到HelloWorld,而不是小松鼠了。

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  • 原文地址:https://www.cnblogs.com/mrblue/p/3637910.html
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