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cocos2dx3.0rc导出自定义类到lua的方法详细步骤

发布时间:2020-12-14 17:07:08 所属栏目:百科 来源:网络整理
导读:原文地址:http://www.cocoachina.com/bbs/read.php?tid-196416.html 还有这个http://www.cnblogs.com/leisc/p/5361011.html 我写了一个用3.0的工具导出类到lua,自动生成代码的方法。 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
原文地址:http://www.cocoachina.com/bbs/read.php?tid-196416.html
还有这个http://www.cnblogs.com/leisc/p/5361011.html
我写了一个用3.0的工具导出类到lua,自动生成代码的方法。

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。

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-3.0rc0toolstoluaREADME.mdown说得去做,不做赘述。

2、写c++类(我测试用的是cocos2d-x-3.0rc0testslua-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-3.0rc0toolstolua,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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output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root
改成
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output_dir = '%s/tests/lua-empty-test/project/Classes/auto' % project_root
3)修改命令参数,把
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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
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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。
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[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
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[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-3.0rc0toolstolua下,敲入
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python genbindings_myclass.py
回车运行。如果前面没问题的话你会在cocos2d-x-3.0rc0testslua-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
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LuaEngine* engine = LuaEngine::getInstance();
后面加入
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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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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
……
……
[ 此帖被偶尔e网事在2014-04-01 15:03重新编辑 ]

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