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Lua调用自定义C++类 以及打包到Android

2015-02-21 17:49 363 查看
本人参照网址:http://cn.cocos2d-x.org/tutorial/show?id=1749,下面记录下过程以及自己遇到的问题。

我定义的类以及头文件如下:

#include "cocos2d.h"
USING_NS_CC;

class TestLua :
public cocos2d::Node
{
public:
TestLua(void);
~TestLua(void);
virtual bool init();
//CREATE_FUNC(TestLua);
static TestLua* create();
int show(int tag);
protected:
//bool init(){return true;};
};


cpp文件

#include "TestLua.h"

TestLua::TestLua(void)
{
}

TestLua::~TestLua(void)
{
}

TestLua * TestLua::create()
{
TestLua * pRect = new TestLua();
if (pRect && pRect->init())
{
pRect->autorelease();
return pRect;
}
CC_SAFE_DELETE(pRect);
return nullptr;
}

bool TestLua::init()
{
if (!Node::init()) {
return false;
}
return true;
}

int TestLua::show(int tag)
{
return tag + 100;
}
TestLua.ini文件

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

# 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
cpp_namespace =
target_namespace = cc

android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/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

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 = -I%(cocosdir)s/../../frameworks/runtime-src/Classes/TestLua.h
headers = %(cocosdir)s/../runtime-src/Classes/TestLua.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 = TestLua
# 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


TestLua.py

#!/usr/bin/python

# This script is used to generate luabinding glue codes.
# Android ndk version must be ndk-r9b.

import sys
import os, os.path
import shutil
import ConfigParser
import subprocess
import re
from contextlib import contextmanager

def _check_ndk_root_env():
''' Checking the environment NDK_ROOT, which will be used for building
'''

try:
NDK_ROOT = os.environ['NDK_ROOT']
except Exception:
print "NDK_ROOT not defined. Please define NDK_ROOT in your environment."
sys.exit(1)

return NDK_ROOT

def _check_python_bin_env():
''' Checking the environment PYTHON_BIN, which will be used for building
'''

try:
PYTHON_BIN = os.environ['PYTHON_BIN']
except Exception:
print "PYTHON_BIN not defined, use current python."
PYTHON_BIN = sys.executable

return PYTHON_BIN

class CmdError(Exception):
pass

@contextmanager
def _pushd(newDir):
previousDir = os.getcwd()
os.chdir(newDir)
yield
os.chdir(previousDir)

def _run_cmd(command):
ret = subprocess.call(command, shell=True)
if ret != 0:
message = "Error running command"
raise CmdError(message)

def main():

cur_platform= '??'
llvm_path = '??'
ndk_root = _check_ndk_root_env()
# del the " in the path
ndk_root = re.sub(r"\"", "", ndk_root)
python_bin = _check_python_bin_env()

platform = sys.platform
if platform == 'win32':
cur_platform = 'windows'
elif platform == 'darwin':
cur_platform = platform
elif 'linux' in platform:
cur_platform = 'linux'
else:
print 'Your platform is not supported!'
sys.exit(1)

if platform == 'win32':
x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s' % cur_platform))
else:
x86_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s-%s' % (cur_platform, 'x86')))
x64_llvm_path = os.path.abspath(os.path.join(ndk_root, 'toolchains/llvm-3.3/prebuilt', '%s-%s' % (cur_platform, 'x86_64')))

if os.path.isdir(x86_llvm_path):
llvm_path = x86_llvm_path
elif os.path.isdir(x64_llvm_path):
llvm_path = x64_llvm_path
else:
print 'llvm toolchain not found!'
print 'path: %s or path: %s are not valid! ' % (x86_llvm_path, x64_llvm_path)
sys.exit(1)

project_root = os.path.abspath(os.path.join(os.path.dirname(__file__), '..', '..'))
cocos_root = os.path.abspath(os.path.join(project_root, ''))
cxx_generator_root = os.path.abspath(os.path.join(project_root, 'tools/bindings-generator'))

# save config to file
config = ConfigParser.ConfigParser()
config.set('DEFAULT', 'androidndkdir', ndk_root)
config.set('DEFAULT', 'clangllvmdir', llvm_path)
config.set('DEFAULT', 'cocosdir', cocos_root)
config.set('DEFAULT', 'cxxgeneratordir', cxx_generator_root)
config.set('DEFAULT', 'extra_flags', '')

# To fix parse error on windows, we must difine __WCHAR_MAX__ and undefine __MINGW32__ .
if platform == 'win32':
config.set('DEFAULT', 'extra_flags', '-D__WCHAR_MAX__=0x7fffffff -U__MINGW32__')

conf_ini_file = os.path.abspath(os.path.join(os.path.dirname(__file__), 'userconf.ini'))

print 'generating userconf.ini...'
with open(conf_ini_file, 'w') as configfile:
config.write(configfile)

# set proper environment variables
if 'linux' in platform or platform == 'darwin':
os.putenv('LD_LIBRARY_PATH', '%s/libclang' % cxx_generator_root)
if platform == 'win32':
path_env = os.environ['PATH']
os.putenv('PATH', r'%s;%s\libclang;%s\tools\win32;' % (path_env, cxx_generator_root, cxx_generator_root))

try:

tolua_root = '%s/tools/tolua' % project_root
output_dir = '%s/cocos/scripting/lua-bindings/auto' % project_root

cmd_args = {'TestLua.ini' : ('TestLua', 'lua_TestLua_auto'), \
}
target = 'lua'
generator_py = '%s/generator.py' % cxx_generator_root
for key in cmd_args.keys():
args = cmd_args[key]
cfg = '%s/%s' % (tolua_root, key)
print 'Generating bindings for %s...' % (key[:-4])
command = '%s %s %s -s %s -t %s -o %s -n %s' % (python_bin, generator_py, cfg, args[0], target, output_dir, args[1])
_run_cmd(command)

if platform == 'win32':
with _pushd(output_dir):
_run_cmd('dos2unix *')

print '---------------------------------'
print 'Generating lua bindings succeeds.'
print '---------------------------------'

except Exception as e:
if e.__class__.__name__ == 'CmdError':
print '---------------------------------'
print 'Generating lua bindings fails.'
print '---------------------------------'
sys.exit(1)
else:
raise

# -------------- main --------------
if __name__ == '__main__':
main()


按照上面的配置,结果发现运行时总是提示erros in parsing headers 但是还是能跑到最后。一开始以为是哪里的环境配置错了,纠结了好久,到最后找到网上一个帖子说,这个好像是正常的,不影响。好吧,都error了。
用coco ide编译runtime exe文件,结果lua_TestLua_auto总是提示找不到testlua文件。解决办法是选中lua_TestLua_auto文件,右键属性->c/c++->常规->附加包换目录,添加路径$(EngineRoot)../runtime-src/Classes,在运行就可以了

一下内容是从上面的网址直接复制过来的,用于作为参照打包apk

2、编译到Android手机出错

上面的配置完成后iOS的部分是可以正常运行的,但是这个时候编译android时不通过的。

因为 AppDelegate.cpp 里面调用的 register_all_MyClass(L) 方法在android不存在,android的项目里并没有配置去编译对应的 PanZoomLayer.cpp 文件和后续生成的 lua_custom_api_auto.cpp。

所以需要在android端配置Android.mk文件,让项目编译时去编译这两个C++文件才行。

(1)首先配置JNI下面的Android.mk文件,让JNI部分编译时去编译PanZoomLayer.cpp:

编辑 frameworks/runtime-src/proj.android/jni/Android.mk

在 LOCAL_SRC_FILES 参数的后面添加:(注意后面的 \ ,仅最后一行不加斜杠)

../../Classes/PanZoomLayer.cpp



在 LOCAL_C_INCLUDES 参数的后面添加:(注意后面的 \ ,仅最后一行不加斜杠)

$(LOCAL_PATH)/../../Classes



(2)然后配置 frameworks/cocos2d-x/cocos/scripting/lua-bindings/Android.mk文件。

在 LOCAL_SRC_FILES 参数的后面添加:(注意后面的 \ ,仅最后一行不加斜杠)

auto/lua_custom_api_auto.cpp



在 LOCAL_C_INCLUDES 参数的后面添加:(注意后面的 \ ,仅最后一行不加斜杠)

$(LOCAL_PATH)/../../../../runtime-src/Classes



(3)然后 Build-Runtime,将项目在Android端编译一下。



(4)若编译成功,就可以在Android手机上测试了!

编译Android文件apk

按照上面的办法,认真点是会成功的,编译到手机上是可以正确运行的。我就写错了点东西,结果出现了undefine testlua的错误。总之,这次总算是成功了,这还真花了不少时间呢。
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