Created
March 29, 2012 05:49
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call lua functions from c++ using with Cocos2dx
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// register lua engine | |
CCScriptEngineProtocol* pEngine = CCLuaEngine::engine(); | |
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); | |
string filename = "hello3.lua"; | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) | |
unsigned long size; | |
char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size); | |
if (pFileContent) | |
{ | |
// copy the file contents and add '\0' at the end, or the lua parser can not parse it | |
char *pCodes = new char[size + 1]; | |
pCodes[size] = '\0'; | |
memcpy(pCodes, pFileContent, size); | |
delete[] pFileContent; | |
pEngine->executeString(pCodes); | |
delete []pCodes; | |
} | |
#endif | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) | |
string path = CCFileUtils::fullPathFromRelativePath(filename.c_str()); | |
pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str()); | |
pEngine->executeScriptFile(path.c_str()); | |
#endif | |
CCLOG("running scripts"); | |
//test2p | |
lua_State *L = pEngine->getLuaState(); | |
lua_getglobal(L, "test"); | |
lua_call(L, 0, 0); | |
lua_getglobal(L, "test1r"); | |
lua_call(L, 0, 1); | |
int ret = lua_tointeger(L, -1); | |
CCLOG("ret=%d",ret); | |
lua_getglobal(L, "test2p"); | |
lua_pushstring(L, "This is an argument passed to a Lua function from C/C++"); | |
lua_pushstring(L, "Arg 2"); | |
lua_call(L, 2, 0); | |
lua_getglobal(L, "test1p2r"); | |
lua_pushinteger(L, 3); | |
lua_call(L, 1, 2); | |
int x = lua_tointeger(L, -2); | |
const char *y = lua_tostring(L, -1); | |
CCLOG("val=%d",x); | |
CCLOG("msg=%s",y); | |
return true; |
New version cocos2d-x there is no function called getLuaState() in class CCLuaEngine.h
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How can I set up the build environment? my project cannot find the lualib.h ....