1. 程式人生 > >Quick-Cocos2dx-Community lua繫結,lua呼叫C++ 類

Quick-Cocos2dx-Community lua繫結,lua呼叫C++ 類

這裡有篇文章,看三和四。

按上面操作,檔案都不缺少的,可以直接看  2. 和 3 .

記住:player3 來開啟專案, 的類格式化後,放到他的原始碼路徑下面, 解釋生成的lua 也要放到 api下面

player3  重新生成就可以了

player3    最後開啟可能會出現, a nil value。

其實,我們用cocos2d-x-3.10,

D:\cocos\setup\Cocos2d-x\cocos2d-x-3.10\tools\tolua

genbindings.py   **.ini  來轉換成 lua能夠呼叫的 類。

其實就是通過D:\cocos\setup\Cocos2d-x\cocos2d-x-3.10\tools\tolua下提供:

README.mdown.的說明來配置,最後生成lua  api函式。——這裡不妨稱這一套東西為c++ 轉成 lua 的 直譯器或者解釋工具,轉換工具也成。

我的環境:

win 7 64 位, Sublime Text 3, Quick-Cocos2dx-Community3.6(桌面快捷方式player3) vs 2013

Quick-Cocos2dx-Community 3.6 我沒有轉換成功,就用

cocos2d-x-3.10 轉換,成功了

========================================================

以上才只是編譯環境簡單說明:

Quick-Cocos2dx-Community  最好,現在這個下面試試, 我的是在


G:\Game\Quick-Cocos2dx-Community\tools\tolua

下面,按住shift + 右鍵點選選擇 “在此處開啟命令視窗”直接執行  python  genbindings.py。 試試你的Quick-Cocos2dx-Community 能不能轉換。

如果不行,也沒有關係,這個時候,需要 cocos2d-x 引擎來處理, 我的是 cocos2d-x-3.10。

1. 把自己的類,.h  .cpp  放到 G:\ademo\frameworks\runtime-src\Classes  這個下面 “runtime-src\Classes”,  這裡的工程是G:\下的 ademo,

(名字有點怪, demo 前面加個a 是便於 player3 開啟專案是 目錄 在最上面。)

接下來是 cocos2d-x-3.10解壓安裝目錄下

D:\cocos\setup\Cocos2d-x\cocos2d-x-3.10\tools\tolua  

cocos2dx.ini   , genbindings.py 各複製一份 修改名稱

修改下面的配置 :Pet.ini  Pet.py

[Pet]

prefix = Pet
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 -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/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 -U __SSE__

cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/platform/android

cocos_flags = -DANDROID

cxxgenerator_headers = 

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/cocos/scripting/lua-bindings/auto/Pet.h

#headers = G:/aatestlua/frameworks/runtime-src/Classes/Pet.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 = Pet

# 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 =

# 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

注意:headers = %(cocosdir)s/cocos/scripting/lua-bindings/auto/Pet.h

我使用絕對路徑沒有成功。

我就順便把自己的類 Pet.h 放到成才 lua 格式c++ 類同一目錄下(runtime-src\Classes自己的c++類)

%(cocosdir)s/cocos/scripting/lua-bindings/auto/  就是這個目錄

下面看Pet.py

這個裡面 改的地方不多:

try:

        tolua_root = '%s/tools/tolua' % project_root
        output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root

        cmd_args = {
					#'cocos2dx.ini' : ('cocos2d-x', 'lua_cocos2dx_auto'), \
					'Pet.ini' : ('Pet', 'lua_pet_auto'), \
                    #'cocos2dx_assetsmanager.ini' : ('cocos2dx_assetsmanager', 'lua_cocos2dx_assetsmanager_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'), \
                    #'cocos2dx_experimental_video.ini' : ('cocos2dx_experimental_video', 'lua_cocos2dx_experimental_video_auto'), \
                    #'cocos2dx_experimental.ini' : ('cocos2dx_experimental', 'lua_cocos2dx_experimental_auto'), \
                    #'cocos2dx_controller.ini' : ('cocos2dx_controller', 'lua_cocos2dx_controller_auto'), \
                    #'cocos2dx_cocosbuilder.ini': ('cocos2dx_cocosbuilder', 'lua_cocos2dx_cocosbuilder_auto'), \
                    #'cocos2dx_cocosdenshion.ini': ('cocos2dx_cocosdenshion', 'lua_cocos2dx_cocosdenshion_auto'), \
                    #'cocos2dx_3d.ini': ('cocos2dx_3d', 'lua_cocos2dx_3d_auto'), \
                    #'cocos2dx_audioengine.ini': ('cocos2dx_audioengine', 'lua_cocos2dx_audioengine_auto'), \
                    #'cocos2dx_csloader.ini' : ('cocos2dx_csloader', 'lua_cocos2dx_csloader_auto'), \
                    }
        target = 'lua'
        generator_py = '%s/generator.py' % cxx_generator_root		
        for key in cmd_args.keys():
            args = cmd_args[key]
            cfg = '%s/%s' % (tolua_root, key)
            print 'Generating bindings for %s...' % (key[:-4])
            command = '%s %s %s -s %s -t %s -o %s -n %s' % (python_bin, generator_py, cfg, args[0], target, output_dir, args[1])
            _run_cmd(command)

        if platform == 'win32':
            with _pushd(output_dir):
                _run_cmd('dos2unix *')


只需要 在 cmd_args = {  }中 把不需要的 註釋掉,這樣 解釋起來 快點

tolua_root = '%s/tools/tolua' % project_root
output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root

這裡的兩個目錄,上面的是 我修改 .ini  和 .py 的目錄,下面的是 生成的目錄, 我們需要 解釋的類放的目錄, 上面有提到這個目錄

好了貼一下這個配置,以免有遺漏的地方

#!/usr/bin/python

# This script is used to generate luabinding glue codes.
# Android ndk version must be ndk-r9b.


import sys
import os, os.path
import shutil
import ConfigParser
import subprocess
import re
from contextlib import contextmanager


def _check_ndk_root_env():
    ''' Checking the environment NDK_ROOT, which will be used for building
    '''

    try:
        NDK_ROOT = os.environ['NDK_ROOT']
    except Exception:
        print "NDK_ROOT not defined. Please define NDK_ROOT in your environment."
        sys.exit(1)

    return NDK_ROOT

def _check_python_bin_env():
    ''' Checking the environment PYTHON_BIN, which will be used for building
    '''

    try:
        PYTHON_BIN = os.environ['PYTHON_BIN']
    except Exception:
        print "PYTHON_BIN not defined, use current python."
        PYTHON_BIN = sys.executable

    return PYTHON_BIN


class CmdError(Exception):
    pass


@contextmanager
def _pushd(newDir):
    previousDir = os.getcwd()
    os.chdir(newDir)
    yield
    os.chdir(previousDir)

def _run_cmd(command):
    ret = subprocess.call(command, shell=True)
    if ret != 0:
        message = "Error running command"
        raise CmdError(message)

def main():

    cur_platform= '??'
    llvm_path = '??'
    ndk_root = _check_ndk_root_env()
    # del the " in the path
    ndk_root = re.sub(r"\"", "", ndk_root)
    python_bin = _check_python_bin_env()

    platform = sys.platform
    if platform == 'win32':
        cur_platform = 'windows'
    elif platform == 'darwin':
        cur_platform = platform
    elif 'linux' in platform:
        cur_platform = 'linux'
    else:
        print 'Your platform is not supported!'
        sys.exit(1)

    if platform == 'win32':
        x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s' % cur_platform))
        if not os.path.exists(x86_llvm_path):
            x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.4/prebuilt', '%s' % cur_platform))
    else:
        x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s-%s' % (cur_platform, 'x86')))
        if not os.path.exists(x86_llvm_path):
            x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.4/prebuilt', '%s-%s' % (cur_platform, 'x86')))

    x64_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s-%s' % (cur_platform, 'x86_64')))
    if not os.path.exists(x64_llvm_path):
        x64_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.4/prebuilt', '%s-%s' % (cur_platform, 'x86_64')))

    if os.path.isdir(x86_llvm_path):
        llvm_path = x86_llvm_path
    elif os.path.isdir(x64_llvm_path):
        llvm_path = x64_llvm_path
    else:
        print 'llvm toolchain not found!'
        print 'path: %s or path: %s are not valid! ' % (x86_llvm_path, x64_llvm_path)
        sys.exit(1)

    project_root = os.path.abspath(os.path.join(os.path.dirname(__file__), '..', '..'))
    cocos_root = os.path.abspath(os.path.join(project_root, ''))
    cxx_generator_root = os.path.abspath(os.path.join(project_root, 'tools/bindings-generator'))

    # save config to file
    config = ConfigParser.ConfigParser()
    config.set('DEFAULT', 'androidndkdir', ndk_root)
    config.set('DEFAULT', 'clangllvmdir', llvm_path)
    config.set('DEFAULT', 'cocosdir', cocos_root)
    config.set('DEFAULT', 'cxxgeneratordir', cxx_generator_root)
    config.set('DEFAULT', 'extra_flags', '')

    # To fix parse error on windows, we must difine __WCHAR_MAX__ and undefine __MINGW32__ .
    if platform == 'win32':
        config.set('DEFAULT', 'extra_flags', '-D__WCHAR_MAX__=0x7fffffff -U__MINGW32__')

    conf_ini_file = os.path.abspath(os.path.join(os.path.dirname(__file__), 'userconf.ini'))

    print 'generating userconf.ini...'
    with open(conf_ini_file, 'w') as configfile:
      config.write(configfile)


    # set proper environment variables
    if 'linux' in platform or platform == 'darwin':
        os.putenv('LD_LIBRARY_PATH', '%s/libclang' % cxx_generator_root)
    if platform == 'win32':
        path_env = os.environ['PATH']
        os.putenv('PATH', r'%s;%s\libclang;%s\tools\win32;' % (path_env, cxx_generator_root, cxx_generator_root))


    try:

        tolua_root = '%s/tools/tolua' % project_root
        output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root

        cmd_args = {
					#'cocos2dx.ini' : ('cocos2d-x', 'lua_cocos2dx_auto'), \
					'Pet.ini' : ('Pet', 'lua_pet_auto'), \
                    #'cocos2dx_assetsmanager.ini' : ('cocos2dx_assetsmanager', 'lua_cocos2dx_assetsmanager_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'), \
                    #'cocos2dx_experimental_video.ini' : ('cocos2dx_experimental_video', 'lua_cocos2dx_experimental_video_auto'), \
                    #'cocos2dx_experimental.ini' : ('cocos2dx_experimental', 'lua_cocos2dx_experimental_auto'), \
                    #'cocos2dx_controller.ini' : ('cocos2dx_controller', 'lua_cocos2dx_controller_auto'), \
                    #'cocos2dx_cocosbuilder.ini': ('cocos2dx_cocosbuilder', 'lua_cocos2dx_cocosbuilder_auto'), \
                    #'cocos2dx_cocosdenshion.ini': ('cocos2dx_cocosdenshion', 'lua_cocos2dx_cocosdenshion_auto'), \
                    #'cocos2dx_3d.ini': ('cocos2dx_3d', 'lua_cocos2dx_3d_auto'), \
                    #'cocos2dx_audioengine.ini': ('cocos2dx_audioengine', 'lua_cocos2dx_audioengine_auto'), \
                    #'cocos2dx_csloader.ini' : ('cocos2dx_csloader', 'lua_cocos2dx_csloader_auto'), \
                    }
        target = 'lua'
        generator_py = '%s/generator.py' % cxx_generator_root		
        for key in cmd_args.keys():
            args = cmd_args[key]
            cfg = '%s/%s' % (tolua_root, key)
            print 'Generating bindings for %s...' % (key[:-4])
            command = '%s %s %s -s %s -t %s -o %s -n %s' % (python_bin, generator_py, cfg, args[0], target, output_dir, args[1])
            _run_cmd(command)

        if platform == 'win32':
            with _pushd(output_dir):
                _run_cmd('dos2unix *')

        print '---------------------------------'
        print 'Generating lua bindings succeeds.'
        print '---------------------------------'

    except Exception as e:
        if e.__class__.__name__ == 'CmdError':
            print '---------------------------------'
            print 'Generating lua bindings fails.'
            print '---------------------------------'
            sys.exit(1)
        else:
            raise


# -------------- main --------------
if __name__ == '__main__':
    main()


接下來, 開始 按住 shift鍵  右鍵 單擊當前 資料夾 空白  選中 “當前視窗開啟命令視窗”

輸入:  python Pet.py

成功是 會出現 lua binding succeeds.

接下來 會出現 四個檔案,

D:\cocos\setup\Cocos2d-x\cocos2d-x-3.10\cocos\scripting\lua-bindings\auto  

lua格式的c++ 類 lua_pet_auto.hpp  lua_pet_auto.cpp

D:\cocos\setup\Cocos2d-x\cocos2d-x-3.10\cocos\scripting\lua-bindings\auto\api

lua_pet_auto_api.lua    Pet.lua

這裡需要注意:有的 沒有生成Pet.lua  是因為你的 .ini 下面 class=  Pet  沒有指定要生成的類。

2. 需要用 vs 2013 來檢驗  ,呼叫 。 本文開頭的連結 將的很清楚,這裡就不囉嗦了。

可能到最後,vs 2013 開啟執行 沒有問題,但是 lua 直接用 player3  開啟工程  會有問題******(a nil value).

function MainScene:ctor()
    cc.ui.UILabel.new({
            UILabelType = 2, text = "Hello, World", size = 64})
        :align(display.CENTER, display.cx, display.cy)
        :addTo(self)


	pet = Pet:new()
		print(strhello);
		strhello = pet:getTestText();
	    local  mPet = pet:addTo(self)       

	    print("===============呼叫成功===================")

	    cc.ui.UILabel.new({
	        UILabelType = 2, text = strhello, size = 32})
	    :align(display.CENTER, display.cx, display.cy + 100)
	    :addTo(self)

end
你要確保你的vs工程下面 libluacocos2d -auto   : lua_pet_auto.cpp 和 lua_pet_auto.hpp  存在。

這個我是放在 player3  原始碼 路徑下的:G:\Game\Quick-Cocos2dx-Community\cocos\scripting\lua-bindings\auto

可以直接 右鍵屬性, c++ 標頭檔案路徑匯入 絕對路徑 G:\ademo\frameworks\runtime-src\Classes\

Pet.h  Pet.cpp

這裡配置成功後, 後面需要開啟的另一個工程就不需要配置了。

你的工程 下(這裡我的是ademo) 下面 右鍵屬性 G:\Game\Quick-Cocos2dx-Community\cocos\scripting\lua-bindings\auto

lua_pet_auto.cpp 和 lua_pet_auto.hpp  存在

G:\Game\Quick-Cocos2dx-Community\cocos\scripting\lua-bindings\auto\api

lua_pet_auto_api.lua  和 Pet.lua   存在

就是 把 cocos2d-x-3.10 下成才的東西 player3 在放置一下,因為你是用 player3嗎,對吧!

注意:你用的是player3  ,但此時,為什麼沒有成功,這是為什麼呢?  嘿嘿。

雖說你的  lua_pet_auto.cpp 和 lua_pet_auto.hpp  也放到 player3 的資源目錄下啦(G:\Game\Quick-Cocos2dx-Community\cocos\scripting\lua-bindings\auto

lua_pet_auto_api.lua  和 Pet.lua

也在 G:\Game\Quick-Cocos2dx-Community\cocos\scripting\lua-bindings\auto\api 下了。

為什麼呢?  

—— vs  開啟工程   重新構建 ,build all 。 把所有的東西 整合。

因為 你用的 player3 ,是編譯生成好的 。

3. 那好,我們來操作....

G:\Game\Quick-Cocos2dx-Community\quick\player

找到   proj.win32  vs 開啟 解決方案 player.sln      重新 生成解決方案。

返回到上級目錄 :G:\Game\Quick-Cocos2dx-Community\quick\player

win32  資料夾  ,就是 你的player3(桌面沒有的 ,右鍵桌面快捷方式)

重新生成解決方案後,開啟看看,是不是成功了。

注意:vs 開啟 解決方案 player.sln  下 專案 libluacocos2d  和你工程的  應該是一樣的, 這也是上面我們提到的你會用到的。

只需要 player3 工程 下 class 右鍵新增 

G:\Game\Quick-Cocos2dx-Community\quick\player\Classes\ Pet.h  Pet.cpp   這裡是從你的工程下 “\frameworks\runtime-src\Classes” 下哪來的

這也是 為什麼 開始 讓你 Quick-Cocos2dx-Community 下試試 能不能執行成功的原因, 成功了,就不需要 cocos2d-x-3.10 來生成

直接 在G:\Game\Quick-Cocos2dx-Community\tools\tolua  生成, 後面不要 複製過來複制過去了。

好了完了。

補充:

http://www.cocoachina.com/bbs/read.php?tid=200145

vs 呼叫 自己的類注意事項:

bool AppDelegate::applicationDidFinishLaunching()
{
	LuaEngine * lua_engine = LuaEngine::getInstance();
	ScriptEngineManager::getInstance()->setScriptEngine(lua_engine);
	lua_State*  luaState = lua_engine->getLuaStack()->getLuaState();
	if (L)
	{
		lua_getglobal(luaState, "_G");
		register_all_Pet(luaState);
		lua_settop(luaState, 0);
	}
    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());
    
    //FileUtils::getInstance()->setResourceEncryptKeyAndSign("test", "XXTEA");
}

這裡補上資源:http://download.csdn.net/detail/bible521125/9539325

以上僅供參考,歡迎留言指正錯誤!  附上郵箱:[email protected]