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quick-3.5 lua调用c++

时间:2015-07-09 18:03:56      阅读:125      评论:0      收藏:0      [点我收藏+]

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1.生成Holo.cpp和Holo.h文件,具体实现省略。。。(Holo这个名字可以随意改)


2.在quick-3.5目录下的cocos文件夹里面新建my文件夹(my可以随意改名),然后把.cpp和.h文件放到quick-3.5/cocos/my


3.进入quick-3.5/tools/tolua文件夹下,复制cocos2dx_csloader.ini文件改名叫my_holo.ini然后修改my_holo.ini如下:

[my_holo]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = my_holo
# 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++/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/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/cocos/my/Holo.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 = Holo.*
# 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 = Clonable
# 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


4.修改genbindings.py文件,在136行-150行之间插入:‘my_holo.ini‘ : (‘my_holo‘,‘lua_my_holo_auto‘), \


5.打开终端,cd至quick-3.5/tools/tolua文件夹下 运行./genbindings.py,编译成功后会在quick-3.5/cocos/scripting/lua-bindings/auto目录下生成lua_my_holo_auto.cpp和lua_my_holo_auto.hpp


6.进入quick-3.5/tools/simulator/frameworks/runtime-src/proj.ios_mac目录,用xcode打开simulator.xcodeproj,点击左边目录结构,

在cocos2d_lua_bindings.xcodeproj目录下右键点击auto目录选择add fileds to "cocos2d_lua_bindings.xcodeproj",添加lua_my_holo_auto.cpp和lua_my_holo_auto.hpp

键点击cocos2d_libs.xcodeproj目录add fileds to "cocos2d_libs.xcodeproj",添加my文件夹


7.进入Classes文件夹,打开lua_module_register.h文件,在上面添加#include "lua_my_holo_auto.hpp"头文件,在lua_module_register方法下添加register_all_my_holo(L);


8.在xcode选择Simulator Mac 重新编译mac模拟器(注:1-8步骤只是改模拟器,9步骤才是改工程)


9.选择你的工程项目(工程名假如是:mydemo),按照上面的方法,

quick-3.5/tools/tolua改成mydemo/frameworks/cocos2d-x/tools/tolua

quick-3.5/cocos/scripting/lua-bindings/auto改成mydemo/frameworks/cocos2d-x/cocos/scripting/lua-bindings/auto

quick-3.5/tools/simulator/frameworks/runtime-src/proj.ios_mac改成mydemo/frameworks/runtime-src/proj.ios_mac

mydemo.xcodeproj按照上面1-7重新做一遍就可以了

版权声明:本文为博主原创文章,未经博主允许不得转载。

quick-3.5 lua调用c++

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原文地址:http://blog.csdn.net/xuyid/article/details/46817723

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