cocos code ide为ide测试cocos2dx lua-binding

<1>cocos new "Test" -p com.qingxue.game -l lua  创建lua项目


<2>根据tools/tolua/README.mdown下提示安装必要的库

brew install python

export PYTHON_BIN=/usr/local/Cellar/python/2.7.11/bin/python

export NDK_ROOT=/Users/jianan/Documents/android-ndk-r9b

sudo easy_install pip

sudo pip install PyYAML

sudo pip install Cheetah

LibclangError: dlopen(libclang.dylib, 6): image not found. To provide a path to libclang use Config.set_library_path() or Config.set_library_file().

方法1:
这样可以解决:./frameworks/cocos2d-x/tools/bindings-generator/clang/cindex.py 第 3395 行 改为 : library = cdll.LoadLibrary("../bindings-generator/libclang/" + self.get_filename()) 

错误信息提示 找不到libclang 需要调用一下 Config.set_library_path() 或者 Config.set_library_file() 方法


这个问题是因为生成Lua绑定的时候需要 libclang 这个库
查看目录 YOUR_PROJECT/frameworks/cocos2d-x/tools/bindings-generator/libclang 会发现Cocos引擎中提供了这个库
所以,只需要设置一下libchang路径就可以了。

修改 YOUR_PROJECT/frameworks/cocos2d-x/tools/bindings-generator/generator.py 

方法2:
在967行的位置:
class Generator(object):
    def __init__(self, opts):
        # 加入下面两行代码,注意缩进格式
        libchangPath = os.path.abspath(os.path.join(os.path.dirname(__file__), 'libclang'))
        cindex.Config.set_library_path(libchangPath)
        self.index = cindex.Index.create()
        ...

<3>建立要绑定的.h和.cpp文件

CustomClass.h

#ifndef __CUSTOM__CLASS  
  
#define __CUSTOM__CLASS  
  
#include "cocos2d.h"  
  
namespace cocos2d {  
class CustomClass : public cocos2d::Ref  
{  
public:  
  
    CustomClass();  
  
    ~CustomClass();  
  
    bool init();  
  
    std::string helloMsg();  
  
    CREATE_FUNC(CustomClass);  
};  
} //namespace cocos2d  
  
#endif // __CUSTOM__CLASS  
CustomClass.cpp

#include "CustomClass.h"  
  
USING_NS_CC;  
  
CustomClass::CustomClass(){  
  
}  
  
CustomClass::~CustomClass(){  
  
}  
  
bool CustomClass::init(){  
    return true;  
}  
  
std::string CustomClass::helloMsg() {  
    return "Hello from CustomClass::sayHello";  
}  


<4>tools/tolua下写ini配置文件

1,cocos2dx_custom.ini

[cocos2dx_custom]
# 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

macro_judgement  =

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 -D CC_USE_NAVMESH
clang_flags = -nostdinc -x c++ -std=c++11

win32_clang_flags = -U __SSE__

cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external -I%(cocosdir)s/external/recast/Detour -I%(cocosdir)s/external/recast/DetourCrowd -I%(cocosdir)s/external/recast/DetourTileCache -I%(cocosdir)s/external/recast/DebugUtils -I%(cocosdir)s/external/recast/fastlz -I%(cocosdir)s/external/recast/Recast -I%(cocosdir)s/external/lua/luajit/include -I%(cocosdir)s/external/lua/tolua -I%(cocosdir)s/cocos/scripting/lua-bindings/manual

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/cocos/navmesh/CCNavMesh.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/navmesh/lua_cocos2dx_navmesh_conversions.h
#headers = %(cocosdir)s/tests/LuabindingTest/frameworks/runtime-src/Classes/CustomClass.h %(cocosdir)s/cocos/scripting/lua-bindings/manual/navmesh/lua_cocos2dx_custom_class.h
headers = %(cocosdir)s/tests/LuabindingTest/frameworks/runtime-src/Classes/CustomClass.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 = NavMesh NavMeshAgent NavMeshObstacle
classes = CustomClass.*

# 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 = NavMesh::[findPath],
#	   NavMeshObstacle::[setRadius setHeight],
#	   NavMeshAgent::[move]
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


2,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))
    else:
        x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/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 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'), \
                    '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_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom'), \
                    }
        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()

<5>cd 到 frameworks/cocos2d-x/tools/tolua下面,运行./genbindings.py生成绑定文件

其中.hpp和.cpp在cocos/scripting/lua-bindings/auto中

生成的lua类名在cocos/scripting/lua-bindings/auto/api中


<6>xcode下:

1,

cocos2d_lua_bindings.xcodeproj下的auto文件夹里面添加生成的.hpp和.cpp文件


2,

Classes下添加导出的.hpp 和 .cpp文件及其对应的.h 和 .cpp文件


3,

TARGETS Mac下:

Header Search Paths中添加搜索路径:

$(SRCROOT)/../Classes
SRCROOT指的就是Classes

<7>注册C++代码到lua中,并且运行xcode.

2.使用C++导出的lua文件
编辑AppDelegate.cpp,包含lua_myclass_auto.hpp头文件,在

LuaEngine* engine = LuaEngine::getInstance();
后面加入

LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
register_all_cocos2dx_custom(engine->getLuaStack()->getLuaState());

<8>cocos code ide 下:

1.构建模拟器


2.模拟器构建成功


3.浏览选择刚构建的模拟器


4.新的模拟器路径


5.运行成功


local function main()
    collectgarbage("collect")
    -- avoid memory leak
    collectgarbage("setpause", 100)
    collectgarbage("setstepmul", 5000)

    cc.FileUtils:getInstance():addSearchPath("src")
    cc.FileUtils:getInstance():addSearchPath("res")
    cc.Director:getInstance():getOpenGLView():setDesignResolutionSize(480, 320, 0)

    local var = cc.CustomClass:create():helloMsg()
    print(var)

    --create scene
    local scene = require("GameScene")
    local gameScene = scene.create()
    gameScene:playBgMusic()

    if cc.Director:getInstance():getRunningScene() then
        cc.Director:getInstance():replaceScene(gameScene)
    else
        cc.Director:getInstance():runWithScene(gameScene)
    end

end

搞定!!!


参考:

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

http://www.cocos2d-x.org/wiki/Binding_Custom_Class_To_Lua_Runtime



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转载自blog.csdn.net/themagickeyjianan/article/details/46550895