cocos2dx3.2 lua的应用
写下来不要以后忘了手写c++调用lua是通过调用lua的api 上代码这些代码是参考别人稍微改了一下的 #ifndef __PublicSendLuaData__ #define __PublicSendLuaData__ #include "cocos2d.h" using namespace cocos2d; using namespace std; extern "C" { #include "lua.h" #include "lualib.h" #include "lauxlib.h" }; class PublicSendLuaData{ public: static PublicSendLuaData* getInstance(); /* 直接获取Lua中得变量名值 文件名 luaFileName 变量名 varName */ const cocos2d::String* getLuaVarString(const char* luaFileName,const char* varName); /* 获取Lua中一个表中得节点名,甚至方法 文件名luaFileName 方法名varName 节点名 */ const cocos2d::String* getLuaVarOneOfTable(const char* luaFileName,const char* varName,const char* keyName); /* 调用Lua全局Table lua文件名luaFileName table变量名varName */ const cocos2d::String* getLuaVarTable(const char* luaFileName,const char* varName); /* 带参数有返回 文件名luaFileName 方法名functionName 参数序列arraypar 参数类型arraypartype */ const cocos2d::String* callLuaFuncParReturn(const char* luaFileName,const char* functionName,CCArray* arraypar,CCArray* arraypartype); /* 带参数无返回 文件名luaFileName 方法名functionName 参数序列arraypar 参数类型arraypartype */ const void callLuaFuncPar(const char* luaFileName,CCArray* arraypartype); /* 执行一个无参有返回的 */ const cocos2d::String* callLuaFunc(const char* luaFileName,const char* functionName); private: static bool _isFirst; static PublicSendLuaData* m_instance; const char* getFileFullPath(const char* fileName); ~PublicSendLuaData(); }; #endif #include "PublicSendLuaData.h" #include "CCLuaEngine.h" PublicSendLuaData* PublicSendLuaData::m_instance = NULL; PublicSendLuaData* PublicSendLuaData::getInstance(){ if(!m_instance) { m_instance = new PublicSendLuaData(); } return m_instance; } //获取变量名值 const cocos2d::String* PublicSendLuaData::getLuaVarString(const char* luaFileName,const char* varName){ lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); //int isOpen = luaL_dofile(ls,luaFileName); log("lua1 :%s",FileUtils::getInstance()->fullPathForFilename(luaFileName).c_str()); int isOpen = luaL_dofile(ls,FileUtils::getInstance()->fullPathForFilename(luaFileName).c_str()); if(isOpen!=0){ CCLOG("Open Lua Error: %i",isOpen); return NULL; } lua_settop(ls,0); lua_getglobal(ls,varName); int statesCode = lua_isstring(ls,1); if(statesCode!=1){ CCLOG("Open Lua Error: %i",statesCode); return NULL; } const cocos2d::String* str =String::create(lua_tostring(ls,1)); lua_pop(ls,1); return str; } const cocos2d::String* PublicSendLuaData::getLuaVarOneOfTable(const char* luaFileName,const char* keyName){ lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls,FileUtils::getInstance()->fullPathForFilename(luaFileName).c_str()); //int isOpen = luaL_dofile(ls,luaFileName); if(isOpen!=0){ CCLOG("Open Lua Error: %i",isOpen); return NULL; } lua_getglobal(ls,varName); int statesCode = lua_istable(ls,-1); if(statesCode!=1){ CCLOG("Open Lua Error: %i",statesCode); return NULL; } lua_pushstring(ls,keyName); lua_gettable(ls,-2); const String* valueString = String::create(lua_tostring(ls,-1)); lua_pop(ls,-1); return valueString; } //执行Lua表,返回表结构 const cocos2d::String* PublicSendLuaData::getLuaVarTable(const char* luaFileName,const char* varName){ lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls,varName); int it = lua_gettop(ls); lua_pushnil(ls); string result=""; while(lua_next(ls,it)) { string key = lua_tostring(ls,-2); string value = lua_tostring(ls,-1); result=result+key+":"+value+"t"; lua_pop(ls,1); } lua_pop(ls,1); const String* res = String::create(result.c_str()); return res; } //带参执行Lua方法有返回值 const String* PublicSendLuaData::callLuaFuncParReturn(const char* luaFileName,CCArray* arraypartype){ lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls,isOpen); return NULL; } lua_getglobal(ls,functionName); int countnum = arraypar->count(); if(countnum>0) { for (int i = 0; i<arraypar->count(); i++) { CCString* typestr = (CCString*)arraypartype->objectAtIndex(i); CCString* strnr = (CCString*)arraypar->objectAtIndex(i); if(typestr->isEqual(CCString::create("string"))) { lua_pushstring(ls,strnr->getCString()); } else if(typestr->isEqual(CCString::create("int"))) { lua_pushnumber(ls,strnr->intValue()); } else if(typestr->isEqual(CCString::create("bool"))) { lua_pushboolean(ls,strnr->boolValue()); } } } /* lua_call 第一个参数:函数的参数个数 第二个参数:函数返回值个数 */ lua_call(ls,countnum,1); const String* iResult = String::create(lua_tostring(ls,-1)); return iResult; } //带参执行Lua方法无返回值 const void PublicSendLuaData::callLuaFuncPar(const char* luaFileName,CCArray* arraypartype){ lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls,luaFileName); if(isOpen!=0){ CCLOG("Open Lua Error: %i",isOpen); } lua_getglobal(ls,0); } //无参执行Lua方法有返回值 const cocos2d::String* callLuaFunc(const char* luaFileName,const char* functionName) { lua_State* ls = LuaEngine::defaultEngine()->getLuaStack()->getLuaState(); int isOpen = luaL_dofile(ls,luaFileName); if (isOpen != 0){ CCLOG("Open Lua Error: %i",isOpen); } lua_getglobal(ls,functionName); /* lua_call 第一个参数:函数的参数个数 第二个参数:函数返回值个数 */ lua_call(ls,1); const String* iResult = String::create(lua_tostring(ls,-1)); return iResult; } const char* PublicSendLuaData::getFileFullPath(const char* fileName){ log("lua :%s",FileUtils::getInstance()->fullPathForFilename(fileName).c_str()); return FileUtils::getInstance()->fullPathForFilename(fileName).c_str(); } PublicSendLuaData::~PublicSendLuaData(){ CC_SAFE_DELETE(m_instance); m_instance=NULL; } 测试代码 /*获取静态string*/ auto fefe = FileUtils::getInstance()->fullPathForFilename("src/hello2.lua"); auto sss = FileUtils::getInstance()->getWritablePath(); auto ss = sss+"hello2.lua"; const String* stringtest = PublicSendLuaData::getInstance()->getLuaVarString("src/hello2.lua","lustring"); auto scsc1 = CCFileUtils::sharedFileUtils()->fullPathForFilename("D:cocos2d-x-3.2cocos2d-x-3.2projectsluatestsrchello2.lua").c_str(); log("patch1 :%s",scsc1); log("patch :%s",ss.c_str()); log("wode :%s",stringtest->getCString()); /*获取静态table*/ const String* stirngonetable = PublicSendLuaData::getInstance()->getLuaVarOneOfTable("src/hello2.lua","table1","name"); log("stirngtable :%s",stirngonetable->getCString()); /*调用有返回的方法*/ CCArray* arraypar = CCArray::create(); arraypar->addObject(CCString::create("2")); arraypar->addObject(CCString::create("4")); CCArray* arraytype = CCArray::create(); arraytype->addObject(CCString::create("int")); arraytype->addObject(CCString::create("int")); const String* callfun = PublicSendLuaData::getInstance()->callLuaFuncParReturn("src/hello2.lua","myadd",arraypar,arraytype); log("callfun :%d",callfun->intValue()); /*调用无参有返回*/ const String* callfunwu = PublicSendLuaData::getInstance()->callLuaFuncParReturn("src/hello2.lua","wucan",CCArray::create(),CCArray::create()); log("callfunwu :%d",callfunwu->intValue()); lua代码 function myadd(x,y) return asd(x,y) end function asd(x,y) return x*x+x+y end function wucan() return 5 end lustring="woshihaoren" lustring1="woshihaoren1" table1={age=23,name="aaa",sex="男"} 好了之后是LUA调用C++代码 下面的是转载()地址http://www.cocoachina.com/bbs/read.php?tid=226362 工具:
舀鱙A类中有函数参数或返回值用到State类型的,在生成过程中汇报错,报错消息称没有A的命名空间。。。那么这时候就得到第一点提及的地方加入一行:"A::":"A."的信息。在有命名空间的情况下,生成器直接通过。这里是个奇怪的问题。 headers 填入你所编写的代码的头文件 classes 填入要生成的类,支持多个类,支持正则表达式,如classes = A,^A,^A$ skip 指定屏蔽函数,即不需要暴露给lua的函数,支持正则表达式,如 skip = Sprite::[getQuad getBlendFunc ^setPosition$ setBlendFunc] rename_functions 重新命名暴露到lua中函数名(一般以C++编写函数名暴露到lua),如 rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame], 等号前是原函数名,等号后是lua中的新函数名 rename_classes重命名类,如 rename_classes = SimpleAudioEngine::AudioEngine。前面是原名,后面是lua新名。这个好像没效果,生成后还是那个名字 classes_have_no_parents 指定一些没有父类的类 base_classes_to_skip 指定一些需要跳过的基类 abstract_classes 指定一些抽象类或者没有构造函数的类,以手动方式编写注册到lua函数 编写完后,把只要执行修改过的自定义的或者修改过的genbindings.py( http://www.cocoachina.com/bbs/read.php?tid=196416 提及)就可以生成出相关的代码 3、自动生成的代码会自动过滤掉C++中的protect、private属性、重载父类的函数、带省略号参数的函数(如Menu::create(MenuItem* item,...) ) 五、嵌入到CPP代码中 1、一般情况下,我们会在AppDelegate.cpp下注册自己的函数,如
但是在3.0中,LuaEngine初始化过程中会加载几个lua文件,把lua栈清空,导致程序崩溃。这里参考 http://www.cocoachina.com/bbs/read.php?tid=226180&page=1#1042506 建议是把那几个文件放到注册完自己函数后加载,如
好了下面是lua的绑定这个要在mac下 3.2以上版本cocos2dx 具体看着个http://cocos2d-x.org/wiki/Cocos_luacompile cmd下输会自动在该目录下生产.luac
之后再AppDelegate中 OK (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |