cocos2d-x c++ 导出lua

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

cocos2dx_formatlabel

[cocos2dx_formatlabel]

# the prefix to be added to the generated functions. You might or might not use this in your own

# templates

prefix = cocos2dx_formatlabel

# 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/my -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s

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/toluaself/class/GUI/CCFormatLabel/CCFormatLabel.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 = CCFormatLabel.*

# 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

[cocos2dx_wrappernode]

# the prefix to be added to the generated functions. You might or might not use this in your own

# templates

prefix = cocos2dx_wrappernode

# 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/my -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s

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/toluaself/class/GUI/CCGUIWrapper/CCWrapperNode.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 = CCWrapperNode.* CCWrapperFormatLabel.* CCWrapperAnimation.* CCWrapperImageView.* CCWrapperSprite.* CCWrapperLabel.* CCWrapperLabelTTF.*

# 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