這裡記錄下我實現Lua綁定的全過程。
准備工作:
1、創一個一個Lua的2dx工程。(這個網上已經有好多了)
2、創一個C++類。
TestScene.h 這個只是一個簡單的場景
// // TestScene.h // uitestLua // // Created by 杜甲 on 14-5-17. // // #ifndef __uitestLua__TestScene__ #define __uitestLua__TestScene__ #include cocos2d.h USING_NS_CC; class TestScene :public Layer{ public: static Scene* createScene(); virtual bool init(); CREATE_FUNC(TestScene); }; #endif /* defined(__uitestLua__TestScene__) */
TestScene.cpp
// // TestScene.cpp // uitestLua // // Created by 杜甲 on 14-5-17. // // #include TestScene.h Scene* TestScene::createScene() { auto layer= TestScene::create(); auto scene = Scene::create(); scene->addChild(layer); return scene; } bool TestScene::init() { bool bRet = false; do { CC_BREAK_IF(!Layer::init()); auto sprite = Sprite::create(res/dog.png); sprite->setPosition(Point(100, 200)); addChild(sprite); bRet = true; } while (0); return bRet; }
步驟:
1、綁定基本變量:這個按照readme中的去做,注意NDK要用:r9b一定要用這個。
2、編譯自己的ini文件。這個需要參照其他的ini。我參考的是cocos2dx_physics.ini
自己創建一個文本文件將cocos2dx_physics.ini中的內容全部粘過來,之後我們只需要修改幾個地方。
下面是修改好的腳本:
testscene.ini
[testscene] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = testscene # 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 = cc 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/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/cocos/physics cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT -DCC_USE_PHYSICS=1 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 = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.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 = TestScene # 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 = Layer # 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
[testscene] prefix = testscene target_namespace = headers = /Users/tokou/WORK/5-Cocos2dx/Project/UI/uitestLua/frameworks/runtime-src/Classes/TestScene.h --這裡我用的是絕對路徑用,如果用之前的變量路徑找不到 TestScene.h classes = TestScene skip = abstract_classes =
只要修改命令參數就OK。
將:
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'), }
cmd_args = {'testscene.ini': ('testscene','lua_testscene_auto') }
之後打開命令行工具:
cd 到tolua文件夾
./genbindings_testscene.py
編譯就完成了。
我們接下來使用以下我們自己的類。
首先,導入我們編譯出來的.hpp和.cpp文件。他們在哪裡呢?
見下圖:
1、
2、
之後在AppDelegate.cpp
加入頭文件:
#include lua_testscene_auto.hpp
在 bool AppDelegate::applicationDidFinishLaunching()中加入如下代碼。
auto engine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); engine->executeScriptFile(src/test2.lua); /***************這裡加入如下代碼*/ register_all_testscene(engine->getLuaStack()->getLuaState());
.lua
scene = TestScene:createScene() cc.Director:getInstance():runWithScene(scene)