您的位置:首页 > 移动开发 > Cocos引擎

quick-3.5 绑定自定义C++类到Lua并使用cocos code ide 调式

2015-09-14 17:39 661 查看
在这里主要记录怎么绑定自定义C++类到Lua

参考文章在这里【绑定自定义类至Lua】,在我操作过程中略有不同,现在把步骤记录下来。

1.打开引擎目录下\tools\tolua\README.mdown,安装相应软件

2.项目目录\frameworks\cocos2d-x\tools\tolua,复制cocos2dx_cocosbuilder->custom.ini,genbindings->custom-genbindings.py

 3.修改复制后的文件

custion.ini

[custom_socket]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = custom_socket

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

cocos_flags = -DANDROID

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/../runtime-src/Classes/net/SocketModule.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 = ClientSocket.* CMD_Command.* ConnectHandler.* RecvHandler.*

# 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

主要修改:

第1行:[custom_socket]

第4行:prefix = custom_socket

第8行:target_namespace =

第26行:headers = %(cocosdir)s/../runtime-src/Classes/net/SocketModule.h

第30行:classes = ClientSocket.* CMD_Command.* ConnectHandler.* RecvHandler.*

其余根据具体来设置,主要说一下第26行是创建一个头文件,包含导出类的相关头文件,30行是导出的类定义

custom-genbindings.py

#!/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/../runtime-src/Classes/lua-bindings/auto' % project_root

cmd_args = {'custom.ini' : ('custom_socket', 'lua_custom_socket_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)

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()

主要修改:

第134行: output_dir = '%s/../runtime-src/Classes/lua-bindings/auto' % project_root

第136行: cmd_args = {'custom.ini' : ('custom_socket', 'lua_custom_socket_auto'),\

        }

修改好后,在命令行执行:custom-genbindings.py

如果没有错误的话会生成lua_custom_socket_auto.hpp和lua_custom_socket_auto.cpp

接下来注册自定义模块:

1.添加到工程



2.引入到AppDelegate



3.注册模块



使用cocos code IDE 1.2.0断点调试,由于使用调试的模拟器是另外一个程序quick-3.5/tools/simulator,所以需要将脚本生成的文件在simulator工程再添加一遍:



生成新的模拟器,然后在lua中测试,就可以调用自定义的C++类了

--test
self.socket_ = ClientSocket:new()
self.socket_:retain()

print("create success")


QQ群:239759131 cocos 技术交流 欢迎您
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息