cocos2d-x 之quick-ini

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最近要学习在quick上用lua编写游戏了,在学习之前,很想知道lua与c++之间的关系,于是找到了tolua++,tolua++是一种第三方的软件包,可以为Lua提供面向对象的特性,这样我们就可以使用Lua来编写使用C++语言库的脚本文件。在cocos中,bindings-generator脚本代替了toLua++。更快的将C++类注册进Lua环境。

     首先在quick 3.5下新建一个项目,cd进入工具-bin目录下,输入:cocos new NB -l lua -d ./Projects。这样就新建了项目NB。进入:D:\NB\frameworks\cocos2d-x\tools\tolua 目录你会看见很多ini文件,首先打开README.mdown。这里面有环境的配置,为了方便以后的记忆,我还是写出来了。我是在win7下建的环境。

    第一步:确定电脑中有`android-ndk-r9b`.

   第二步:Download python2.7.3 (32bit) from (http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi).

   第三步: Add the installed path of python (e.g. C:\Python27) to windows environment variable named 'PATH'.

   第四步:Download pyyaml from http://pyyaml.org/download/pyyaml/PyYAML-3.10.win32-py2.7.exe and install it.(这个很重要,不然会执行python时报错,什么yaml的错)

   第五步: Download pyCheetah from https://raw.github.com/dumganhar/my_old_cocos2d-x_backup/download/downloads/Cheetah.zip, unzip it to "C:\Python27\Lib\site-packages"

   第六步:Set environment variables (`NDK_ROOT`)

   第七步:run "genbindings.py".

环境配好后,在D:\NB\frameworks\cocos2d-x\tools\tolua 目录下,看见genbindings.py,可以在里面改,也可以重新复制一份出来改。我是复制一份出来改的。

    1、先说ini,任意打开一份ini,

[cocos2dx_spine]  (ini文件名)
<span style="color: rgb(85, 85, 85); font-family: 'Microsoft Yahei', 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 15px; line-height: 26px; text-indent: 30px;"># prefix会被添加到生成的函数.你也可以选择不添加这个到你的模板</span>prefix = cocos2dx_spine # 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 (命名空间)target_namespace = spandroid_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++11 -U __SSE__cocos_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 parse (类所在路劲)headers = %(cocosdir)s/cocos/editor-support/spine/spine-cocos2dx.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 = SkeletonRenderer SkeletonAnimation (需要注册的类,有多个需要用空格空开)# 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.(在lua中不能访问的函数名,没有,=后面就不写)skip = SkeletonRenderer::[findBone findSlot getAttachment setAttachment update draw createWithData],*::[update draw drawSkeleton],        SkeletonAnimation::[setAnimationStateData createWithData addAnimation getCurrent setAnimation onAnimationStateEvent onTrackEntryEvent getState createWithFile](下面全空的默认OK)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 = Skeleton SkeletonAnimation# 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

2、在D:\NB\frameworks\runtime-src\Classes目录下编写自己的类,也可以在其他目录下。

(这个是引用:http://segmentfault.com/a/1190000000631630)

MyClass.h

#pragma once#include "cocos2d.h"using namespace cocos2d;class MyClass : public Ref{public:  MyClass()   {};  ~MyClass()  {};  bool init() { return true; };  CREATE_FUNC(MyClass);  int foo(int i);};
MyClass.cpp

#include "MyClass.h"int MyClass::foo(int i){  return i + 100;}

3、MyClass.ini

[MyClass] (改)prefix = MyClass (改)target_namespace = my (改)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 -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++11 -U __SSE__cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/androidcocos_flags = -DANDROIDcxxgenerator_headers = 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 headers = %(cocosdir)s/../runtime-src/Classes/MyClass.h (改,这是自己类路劲,可以自己改)classes = MyClass (改)skip =  (改)rename_functions = rename_classes =remove_prefix = classes_have_no_parents = base_classes_to_skip = Ref ProcessBaseabstract_classes = script_control_cpp = no
4、复制一份genbindings.py为genbindings_MyClass。类容如下:

  output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root (这个路径是生成lua_MyClass_auto 的路径,可以自己改
  cmd_args = { 'MyClass.ini' : ('MyClass', 'lua_MyClass_auto')} 只生成MyClass的注册类。

5、在D:\NB\frameworks\cocos2d-x\tools\tolua目录下,执行python genbindings_myclass.py。没问题的话,你会在output_dir 的路径下看见

lua_MyClass_auto.cpp 和 lua_MyClass_auto.hpp 两个文件。

在D:\NB\frameworks\cocos2d-x\cocos\scripting\lua-bindings\auto\api目录下看见MyClass.lua
6、在D:\NB\frameworks\runtime-src\Classes\AppDelegate.cpp中加入:#include "lua_MyClass_auto.hpp"

     在LuaEngine* engine = LuaEngine::getInstance();后面加入:register_all_myclass(engine->getLuaStack()->getLuaState());

7、编译运行,这样,MyClass这个类就被导出到lua了

8、在main.lua中尝试:

local test = my.MyClass:create()print("lua bind: " .. test:foo(99))

(仅个人理解,如有不对,还请指正)

参考链接:http://www.cocoachina.com/bbs/read.php?tid-196416.html

               http://segmentfault.com/a/1190000000631630

  

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