This document targets to show how to bind a custom cpp class to lua runtime. Not for details of luabinding.
Processes of all platforms are similar, to facilitate this, let's choose Mac runtime as example.
This assumes you have a cocos lua project in Cocos Code IDE named CocosLuaGame.
- Source code of runtime is stored in <projectLocation>/frameworks/runtime-src, if this directory exist, skip next step.
- Otherwise, you need generate source code for runtime by following steps:
- Right click CocosLuaGame project
- Cocos Tools->Add Native Codes Support...
- click Generate in Create Native Source Wizard
- Now the source code have been generated
// 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";
}
open frameworks/runtime-src/proj.ios_mac/CocosLuaGame.xcodeproj, add CustomClass.h/CustomClass.cpp to cocos2d_libs.xcodeproj. Please check cocos2dx iOS on the bottom:
then you will see the new project structure:
add search path:
open tools/tolua
directory and add cocos2dx_custom.ini
file:
content of this file is, please leave target_namespace
blank, embed custom class in a namespace’s code auto-complete is not yet supported by Cocos Code IDE:
[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 =
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
android_flags = -D_SIZE_T_DEFINED_
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
clang_flags = -nostdinc -x c++ -std=c++11
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/my -I%(cocosdir)s/cocos/base -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/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 = 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 =
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
find cmd_args
in tools/tolua/genbindings.py and add a line:
'cocos2dx_custom.ini' : ('cocos2dx_custom', 'lua_cocos2dx_custom'), \
run tools/tolua/genbindings.py, then you would find lua_cocos2dx_custom.cpp
and lua_cocos2dx_custom.h
in cocos/scripting/lua-bindings/auto directory, and CustomClass.lua
in cocos/scripting/lua-bindings/auto/api:
add .h/.cpp in Xcode project:
open lua_cocos2dx_custom.h
, that is a global function declare --> register_all_cocos2dx_custom(lua_State* tolua_S);
call this function before CustomClass is used, for example, in AppDelegate.cpp before run Lua entry file:
...
#include "lua_cocos2dx_custom.hpp"
...
// register custom function
LuaStack* stack = engine->getLuaStack();
auto state = stack->getLuaState();
lua_getglobal(state, "_G");
register_all_cocos2dx_custom(state);
lua_pop(state, 1);
#if (COCOS2D_DEBUG>0)
if (startRuntime())
return true;
#endif
engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
return true;
In Cocos Code IDE:
- Right click CocosLuaGame project
- Cocos Tools->Build Runtime...
- Select target platforms then build
zip CustomClass.lua
to a zip file, such as CustomClass.zip by follow command:
zip CustomClass.zip CustomClass.lua
In Cocos Code IDE:
- Right click CocosLuaGame project
- Build Path->Configure Build Path...->Libraries->Add ZIPS...
- Select the
CustomClass.zip
and OK
Edit main.lua, using CustomClass where you want:
local customClass = CustomClass:create()
local msg = customClass:helloMsg()
cclog("customClass's msg is : " .. msg)
Run/Debug this project with new runtime named CocosLuaGame
, you would see log in console:
customClass's msg is : Hello from CustomClass::sayHello