Cocos2d-x 3.1 Lua Binding

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http://my.oschina.net/skyhacker2/blog/298397



摘要 Cocos2d-x 3.1 Lua 绑定

目录[-]

  • Cocos2d-x 3.1 Lua Binding
  • 添加需要绑定的C++类
  • 在xcode中,把my文件夹拖到cocos2d_libs.xcodeproj中
  • HNLuaTest.h
  • HNLuaTest.cpp
  • 编写ini文件
  • 编写genbindings.py
  • 运行genbindings_custom.py
  • mac和ios的集成
  • Android集成
  • 注册到Lua
  • cocos code ide build custom runtime
  • 测试
  • 绑定时候使用自己的命名空间
  • Cocos2d-x 3.1 Lua Binding

    参考:http://www.cocos2d-x.org/docs/manual/code-ide/binding-custom-class-to-lua/en

    添加需要绑定的C++类

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    在xcode中,把my文件夹拖到cocos2d_libs.xcodeproj中

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    HNLuaTest.h

    ////  HNLuaTest.h//  cocos2d_libs////  Created by Eleven Chen on 14-8-5.////#ifndef __cocos2d_libs__HNLuaTest__#define __cocos2d_libs__HNLuaTest__#include "cocos2d.h"#include <string>class Test : public cocos2d::Ref{public:    static std::string helloMsg();    static Test* create();    bool init();    static cocos2d::Vec2 left();};#endif /* defined(__cocos2d_libs__HNLuaTest__) */

    HNLuaTest.cpp

    ////  HNLuaTest.cpp//  cocos2d_libs////  Created by Eleven Chen on 14-8-5.////#include "HNLuaTest.h"using namespace cocos2d;std::string Test::helloMsg(){    return "Hello from  HNLuaTest::helloMsg()";}Test* Test::create(){    return new Test();}bool Test::init(){    return true;}Vec2 Test::left(){    return Vec2(0, 0);}

    编写ini文件

    进入到tolua目录:$(PROJECT_ROOT)/frameworks/cocos2d-x/tools/tolua

    在之前先看看README文件,并安装好环境。

    README文件中提到必须要用android ndk r9b来编译,因为编译的时候用到了C++ std 4.7的头文件,而r9b包含了4.7,我用的是r9d,只有4.6和4.8。我把*.ini文件里面的4.7改成4.8来编译。 
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    新建一个cocos2dx_custom.ini文件,然后从其他文件里面copy一份代码过来修改,代码里面每一个设置都有详细的注释。

    clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include # 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 = cc# the native namespace in which this module locates, this parameter is used for avoid conflict of the same class name in different modules, as "cocos2d::Label" <-> "cocos2d::ui::Label".cpp_namespace = android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/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/cocos/editor-support -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/cocos/my/HNLuaTest.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 = Test.*# 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 = Test# 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 = no

    编写genbindings.py

    为了方便,每次绑定时不需要生成cocos2d-x的绑定代码,新建一个genbindings_custom.py文件,然后复制genbindings.py的代码过来,把下面的地方:

    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'), \                    'custom.ini': ('custom', 'lua_custom_auto'), \                    'cocos2dx_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom_auto'), \                    }

    改为

     cmd_args = {'cocos2dx_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom_auto'), \                    }

    运行genbindings_custom.py

     ./genbindings_custom.py 

    生成的代码在 cocos/scripting/lua-bindings/auto里面 
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    mac和ios的集成

    • 把生成的hpp和cpp拖到cocos2d_lua_bindings.xcodeproj/auto中

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    • 在cocos2d_lua_bindings.xcodeproj 的Build Settings中设置头文件搜索,添加my

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    Android集成

    • my文件夹中添加Android.mk文件,如下内容
    LOCAL_PATH := $(call my-dir)include $(CLEAR_VARS)LOCAL_MODULE := cocos_custom_staticLOCAL_MODULE_FILENAME := libmyLOCAL_SRC_FILES := \HNLuaTest.cppLOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH) \$(LOCAL_PATH)./LOCAL_C_INCLUDES := $(LOCAL_PATH) \$(LOCAL_PATH)./LOCAL_CFLAGS += -Wno-psabiLOCAL_EXPORT_CFLAGS += -Wno-psabiLOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_staticinclude $(BUILD_STATIC_LIBRARY)$(call import-module,.)
    • 打开lua-bindings文件夹的Android.mk文件,添加以下内容
      LOCAL_SRC_FILES := manual/CCLuaBridge.cpp \                            #省略                            auto/lua_cocos2dx_custom_auto.cpp \                            ../../../external/lua/tolua/tolua_event.c \                            #省略
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    注册到Lua

    修改AppDelegate.cpp

        //register custom function    //LuaStack* stack = engine->getLuaStack();    //register_custom_function(stack->getLuaState());    LuaStack *stack = engine->getLuaStack();    auto L = stack->getLuaState();    if (L)    {        lua_getglobal(L, "_G");        register_all_cocos2dx_custom(L);        lua_settop(L, 0);    }#if (COCOS2D_DEBUG>0)    if (startRuntime())        return true;#endif    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());    return true;

    这里不能按照原本代码注释的方法那样做,那样会出错。

    而且都是tolua_module这个函数里面的lua_rawget(L,-2);这一行出错。

    原因是:

    1. auto engine = LuaEngine::getInstance();
    2. _defaultEngine->init();
    3. executeScriptFile(“Deprecated.lua”);
    4. _stack->clean();
    5. lua_settop(_state, 0);

    LuaEngine初始化的时候会运行3个lua文件,把stack给清空了。

    tolua_module函数中,lua_pushstring(L,name);后,栈只有一个元素,所以lua_rawget(L,-2);就会出错。

    只需要把_G放到栈中,再运行register_all_cocos2dx_custom(L);,如果模块不在_G中,就添加到_G中,就可以全局访问了。

    cocos code ide build custom runtime

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    测试

     -- test custom local msg = cc.Test:helloMsg() print(msg)

    输出 
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    绑定时候使用自己的命名空间

    打开:cocos2d-x/tools/bindings-generator/targets/lua/conversions.yaml文件 
    在ns_map添加自己的命名空间:

      ns_map:    "cocos2d::extension::": "cc."    "cocos2d::ui::": "ccui."    "cocos2d::": "cc."    "spine::": "sp."    "cocostudio::": "ccs."    "cocosbuilder::": "cc."    "CocosDenshion::": "cc."    # 我自己的命名空间    "hunuo::": "hn."

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