Cocos2d-x 3.1 Lua Binding
参考:
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.h// cocos2d_libs//// Created by Eleven Chen on 14-8-5.////#ifndef __cocos2d_libs__HNLuaTest__#define __cocos2d_libs__HNLuaTest__#include "cocos2d.h"#includeclass 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:$(PROJECT_ROOT)/frameworks/cocos2d-x/tools/tolua
在之前先看看README文件,并安装好环境。
README文件中提到必须要用android ndk r9b来编译,因为编译的时候用到了C++ std 4.7的头文件,而r9b包含了4.7,我用的是r9d,只有4.6和4.8。我把*.ini文件里面的4.7改成4.8来编译。
新建一个cocos2dx_custom.ini文件,然后从其他文件里面copy一份代码过来修改,代码里面每一个设置都有详细的注释。
[cocos2dx_custom]# the prefix to be added to the generated functions. You might or might not use this in your own# templatesprefix = cocos2dx_custom# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)# all classes will be embedded in that namespacetarget_namespace = cc# the native namespace in which this module locates, this parameter is used for avoid conflict of the same class name in different modules, as "cocos2d::Label" <-> "cocos2d::ui::Label".cpp_namespace = android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/includeandroid_flags = -D_SIZE_T_DEFINED_ clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include clang_flags = -nostdinc -x c++ -std=c++11cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/androidcocos_flags = -DANDROIDcxxgenerator_headers = # extra arguments for clangextra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s # what headers to parseheaders = %(cocosdir)s/cocos/my/HNLuaTest.h# what classes to produce code for. You can use regular expressions here. When testing the regular# expression, it will be enclosed in "^$", 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
mac和ios的集成
- 把生成的hpp和cpp拖到cocos2d_lua_bindings.xcodeproj/auto中
- 在cocos2d_lua_bindings.xcodeproj 的Build Settings中设置头文件搜索,添加
my
Android集成
- 在
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
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:
- auto engine = LuaEngine::getInstance();
- _defaultEngine->init();
- executeScriptFile("Deprecated.lua");
- _stack->clean();
- 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。
在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
测试
-- test custom local msg = cc.Test:helloMsg() print(msg)
输出
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."