cocos2d-x C++绑定lua tolua++使用

今天使用了一个OnlineImageSprite下载网络图片的类,需要导出给lua使用


千辛万苦,用了一上午加下午3个小时,读了一遍python的源码,饭也没吃成功使用tolua++导出给了lua使用


话不多说,tolua在../cocos2d-x/tools/tolua文件夹下,genbindings是python执行文件,导出的入口,
同层目录下有个README.mdown要求配置一下python的环境和一些配置,很重要
genbindings.py的NDK_ROOT要改为ndk 9,如果是10是不行的,cocos官方写的是10或10+,其实10是不行的,我的做法是直接代码里写死  NDK_ROOT = "E:/Cocos/android-ndk-r9b-windows-x86_64/android-ndk-r9b"


然后output_dir 写你想要的导出路径  output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root


cmd_args 是配置文件位置,在同层位置下


cmd_args =  {
                        'OnlineImageSprite.ini' : ('OnlineImageSprite', 'lua_OnlineImageSprite_auto'), \
                    }


然后在同层目录下配置OnlineImageSprite.ini


代码如下:


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




# 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/%(clang_version)s/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 -I%(cocosdir)s/external




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/../../runtime-src/Classes/OnlineImageSprite.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 = OnlineImageSprite




# 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




//////////////////////////////////////////////////////////////////


注意要配置的几个参数


[OnlineImageSprite]
prefix = OnlineImageSprite
target_namespace =
headers = %(cocosdir)s/cocos/../../runtime-src/Classes/OnlineImageSprite.h
classes = OnlineImageSprite
skip =
abstract_classes =


然后在tolua目录下,shift+右键在此处打开命令窗口,输入 python genbindings.py ,如果想保留旧的就新建一个别的名字的运行,然后在导出目录下就有啦!

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转载自blog.csdn.net/qq_37508511/article/details/79023653