• cocos2dx——lua自己主动和手动绑定


    【自己主动绑定】

    參考:http://my.oschina.net/skyhacker2/blog/298397

      主要是通过引擎自带的tools/tolua,主要过程例如以下:

    1.编写好要导出的c++类。假设是libcocos2d里加入,须要加入导出标记:class CC_DLL Test

    2.到tolua文件夹依据README.mdown配置好环境:

    * Make sure that you have installed `android-ndk-r9b`.
    * Download python2.7.3 (32bit) from (http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi).
    * Add the installed path of python (e.g. C:Python27) to windows environment variable named 'PATH'.
    * Download pyyaml from http://pyyaml.org/download/pyyaml/PyYAML-3.10.win32-py2.7.exe and install it.
    * Download pyCheetah from https://raw.github.com/dumganhar/my_old_cocos2d-x_backup/download/downloads/Cheetah.zip, unzip it to "C:Python27Libsite-packages"
    * Set environment variables (`NDK_ROOT`)
    * Go to "cocos2d-x/tools/tolua" folder, and run "genbindings.py". The generated codes will be under "cocosscriptingauto-generatedjs-bindings".

    3.创建一个ini文件,比方cocos2dx_custom.ini,參照其它的ini自己做一些改动:

    # the prefix to be added to the generated functions. You might or might not use this in your own
    # templates
    prefix = 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 namespace
    target_namespace = cc
    
    # what headers to parse
    headers = %(cocosdir)s/cocos/for_lua/Test.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.*
    
    skip = 
    
    # classes for which there will be no "parent" lookup
    classes_have_no_parents = Test
    
    abstract_classes =
    4.拷贝一份genbindings_custom.py。改动cmd_args:

    cmd_args = {'cocos2dx_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom_auto'),
                        }
    5.执行genbindings_custom.py会生成xx_auto.h/cpp到cocosscriptinglua-bindingsauto文件夹,然后你加入到引擎的libluacocos2dproject去

    6.要在lua中使用,还在启动时注冊。如今3.7的版本号里AppDelegate::applicationDidFinishLaunching会调用lua_module_register,所以:

    #include "lua_cocos2dx_custom_auto.hpp"
    #include "fun.h"
    
    int lua_module_register(lua_State* L)
    {
        register_cocosdenshion_module(L);
    	register_all_cocos2dx_custom(L);
    
    	register_foo(L);
    
        return 1;
    }
    7.然后你就能够在lua里使用了:

    -- test custom
     local msg = cc.Test:helloMsg()
     print(msg)

    【手动绑定】

    參考:http://www.tairan.com/archives/5493

    1.创建c++类(fun.h):

    #pragma once
    
    #include <iostream>
    #include <sstream>
    
    extern "C"
    {
    #include <lua.h>
    #include <lauxlib.h>
    #include <lualib.h>
    }
    
    class Foo
    {
    public:
    	Foo(const std::string & name) : name(name)
    	{
    		std::cout << "Foo is born" << std::endl;
    	}
    
    	std::string Add(int a, int b)
    	{
    		std::stringstream ss;
    		ss << name << ": " << a << " + " << b << " = " << (a + b);
    		return ss.str();
    	}
    
    	~Foo()
    	{
    		std::cout << "Foo is gone" << std::endl;
    	}
    
    private:
    	std::string name;
    };
    
    void register_foo(lua_State *L);
    2.导出到lua(fun.cpp):

    #include "fun.h"
    
    int l_Foo_constructor(lua_State *L) {
    	const char *name = luaL_checkstring(L, 1);
    	Foo **udata = (Foo**)lua_newuserdata(L, sizeof(Foo*));
    	*udata = new Foo(name);
    
    	luaL_getmetatable(L, "luaL_Foo");
    	// stack:
    	// -1	metatable "luaL_Foo"
    	// -2	userdata
    	// -3	string param
    	lua_setmetatable(L, -2);
    
    	return 1;
    }
    
    Foo* l_CheckFoo(lua_State *L, int n) {
    	return *(Foo**)luaL_checkudata(L, n, "luaL_Foo");
    }
    
    int l_Foo_Add(lua_State *L) {
    	Foo *foo = l_CheckFoo(L, 1);
    	int a = luaL_checknumber(L, 2);
    	int b = luaL_checknumber(L, 3);
    
    	std::string s = foo->Add(a, b);
    	lua_pushstring(L, s.c_str());
    
    	// stack:
    	// -1 result string
    	// -2 metatable "luaL_Foo"
    	// -3 userdata
    	// -4 string param
    
    	return 1;
    }
    
    int l_Foo_destructor(lua_State *L) {
    	Foo *foo = l_CheckFoo(L, 1);
    	delete foo;
    
    	return 0;
    }
    
    void register_foo(lua_State *L) {
    	luaL_Reg sFooRefs[] = {
    		{ "new", l_Foo_constructor },
    		{ "add", l_Foo_Add },
    		{ "__gc", l_Foo_destructor },
    		{ NULL, NULL }
    	};
    
    	luaL_newmetatable(L, "luaL_Foo");
    	luaL_register(L, NULL, sFooRefs);
    	lua_pushvalue(L, -1);
    
    	// stack:
    	// -1: metatable "luaL_Foo"
    	// -2: metatable "luaL_Foo"
    
    	// this pops the stack
    	lua_setfield(L, -1, "__index");
    
    	lua_setglobal(L, "Foo");
    }
    3.启动时注冊

    4.在lua中使用:

     function Foo:speak()
    	print("hello, i am a Foo")
     end
    
     local foo = Foo.new("adfan")
     local m = foo:add(3, 4)
     print(m)
    
     foo:speak()
     
     Foo.add_ = Foo.add
     function Foo:add(a, b)
    	return "magic: " .. self:add_(a, b)
     end
    
     m = foo:add(9, 8)
     print(m)

    说明:手动绑定的话。參照引擎导出的那些manual.cpp就可以,用tolua的那些接口非常方便。用上面的这样的方式主要是展示这个流程

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  • 原文地址:https://www.cnblogs.com/mfmdaoyou/p/7020082.html
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