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cocos2d-x c++ 导出lua

时间:2017-10-18 00:20:06      阅读:268      评论:0      收藏:0      [点我收藏+]

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使用脚本目录

python  genbindings.py

 

一.修改导出脚本

修改 genbindings.py 

cmd_args

添加

‘cocos2dx_nodehelp.ini‘ : (‘cocos2dx_nodehelp‘, ‘lua_cocos2dx_nodehelp_auto‘), \

导出路径修改 

 output_dir = ‘%s/tools/toluaself/auto‘ % project_root     

 

二.添加导出类配置

/Users/wangchengcheng/Documents/SelfZone/Cocos/MyGame/frameworks/cocos2d-x/tools/tolua

拷贝一份 cocos2dx_spine.ini 的配置

 

 

修改地方

[cocos2dx_nodehelp]

prefix = cocos2dx_nodehelp
target_namespace = cc
headers = %(cocosdir)s/tools/tolua/toluaclass/NodeHelp.h
classes = NodeHelp
skip =
abstract_classes =
extra_arguments = %(android_headers)s %(clang_headers)s %(android_flags)s %(clang_flags)s %(extral_tolua_class)s %(extra_flags)s
 
 
 
 
 
cocos2dx_nodehelp.ini

[cocos2dx_nodehelp]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_nodehelp

# 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

android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/%(gnu_libstdc_version)s/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/%(gnu_libstdc_version)s/include
android_flags = -D_SIZE_T_DEFINED_

clang_headers = -I%(clangllvmdir)s/%(clang_lib_version)s/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/tools/tolua/toluaclass/NodeHelp.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 = NodeHelp

# 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 = SkeletonRenderer::[findBone findSlot getAttachment setAttachment update draw createWithData],
*::[update draw drawSkeleton],
SkeletonAnimation::[setAnimationStateData createWithData addAnimation getCurrent setAnimation onAnimationStateEvent onTrackEntryEvent getState createWithFile]

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 = Skeleton SkeletonAnimation

# 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

 

 
 

cocos2d-x c++ 导出lua

标签:put   seve   can   wan   修改   tac   pytho   users   head   

原文地址:http://www.cnblogs.com/cci8go/p/7684392.html

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