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March 29, 2012 05:49
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call lua functions from c++ using with Cocos2dx
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#include "cocos2d.h" | |
#include "AppDelegate.h" | |
#include "SimpleAudioEngine.h" | |
#include "CCScriptSupport.h" | |
#include "CCLuaEngine.h" | |
#include "tolua++.h" | |
extern "C" { | |
#include "lualib.h" | |
#include "lauxlib.h" | |
#include "tolua_fix.h" | |
} | |
#define IPAD 0 | |
#if IPAD | |
#define CC_WIDTH 1024 | |
#define CC_HEIGHT 768 | |
#elif IPHONE_4 | |
#define CC_WIDTH 960 | |
#define CC_HEIGHT 640 | |
#else | |
#define CC_WIDTH 480 | |
#define CC_HEIGHT 320 | |
#endif | |
USING_NS_CC; | |
using namespace CocosDenshion; | |
AppDelegate::AppDelegate() | |
{ | |
// fixed me | |
//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF); | |
} | |
AppDelegate::~AppDelegate() | |
{ | |
// end simple audio engine here, or it may crashed on win32 | |
SimpleAudioEngine::sharedEngine()->end(); | |
//CCScriptEngineManager::purgeSharedManager(); | |
} | |
bool AppDelegate::initInstance() | |
{ | |
bool bRet = false; | |
do | |
{ | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) | |
// Initialize OpenGLView instance, that release by CCDirector when application terminate. | |
// The HelloWorld is designed as HVGA. | |
CCEGLView * pMainWnd = new CCEGLView(); | |
CC_BREAK_IF(! pMainWnd | |
|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), CC_WIDTH, CC_HEIGHT)); | |
#endif // CC_PLATFORM_WIN32 | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) | |
// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here. | |
#endif // CC_PLATFORM_IOS | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) | |
// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp | |
// the default setting is to create a fullscreen view | |
// if you want to use auto-scale, please enable view->create(320,480) in main.cpp | |
#endif // CC_PLATFORM_ANDROID | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE) | |
// Initialize OpenGLView instance, that release by CCDirector when application terminate. | |
// The HelloWorld is designed as HVGA. | |
CCEGLView* pMainWnd = new CCEGLView(this); | |
CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW)); | |
#ifndef _TRANZDA_VM_ | |
// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file | |
cocos2d::CCFileUtils::setResource("HelloWorld.zip"); | |
#endif | |
#endif // CC_PLATFORM_WOPHONE | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) | |
// MaxAksenov said it's NOT a very elegant solution. I agree, haha | |
CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); | |
#endif | |
bRet = true; | |
} while (0); | |
return bRet; | |
} | |
bool AppDelegate::applicationDidFinishLaunching() | |
{ | |
// initialize director | |
CCDirector *pDirector = CCDirector::sharedDirector(); | |
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); | |
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. | |
// pDirector->enableRetinaDisplay(true); | |
// turn on display FPS | |
pDirector->setDisplayFPS(true); | |
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); | |
// set FPS. the default value is 1.0/60 if you don't call this | |
pDirector->setAnimationInterval(1.0 / 60); | |
// 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; | |
} | |
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too | |
void AppDelegate::applicationDidEnterBackground() | |
{ | |
CCDirector::sharedDirector()->pause(); | |
// if you use SimpleAudioEngine, it must be pause | |
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); | |
} | |
// this function will be called when the app is active again | |
void AppDelegate::applicationWillEnterForeground() | |
{ | |
CCDirector::sharedDirector()->resume(); | |
// if you use SimpleAudioEngine, it must resume here | |
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); | |
} |
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#include "cocos2d.h" | |
#include "AppDelegate.h" | |
#include "SimpleAudioEngine.h" | |
#include "CCScriptSupport.h" | |
#include "CCLuaEngine.h" | |
#include "tolua++.h" | |
extern "C" { | |
#include "lualib.h" | |
#include "lauxlib.h" | |
#include "tolua_fix.h" | |
} | |
#define IPAD 0 | |
#if IPAD | |
#define CC_WIDTH 1024 | |
#define CC_HEIGHT 768 | |
#elif IPHONE_4 | |
#define CC_WIDTH 960 | |
#define CC_HEIGHT 640 | |
#else | |
#define CC_WIDTH 480 | |
#define CC_HEIGHT 320 | |
#endif | |
USING_NS_CC; | |
using namespace CocosDenshion; | |
AppDelegate::AppDelegate() | |
{ | |
// fixed me | |
//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF); | |
} | |
AppDelegate::~AppDelegate() | |
{ | |
// end simple audio engine here, or it may crashed on win32 | |
SimpleAudioEngine::sharedEngine()->end(); | |
//CCScriptEngineManager::purgeSharedManager(); | |
} | |
bool AppDelegate::initInstance() | |
{ | |
bool bRet = false; | |
do | |
{ | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) | |
// Initialize OpenGLView instance, that release by CCDirector when application terminate. | |
// The HelloWorld is designed as HVGA. | |
CCEGLView * pMainWnd = new CCEGLView(); | |
CC_BREAK_IF(! pMainWnd | |
|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), CC_WIDTH, CC_HEIGHT)); | |
#endif // CC_PLATFORM_WIN32 | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) | |
// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here. | |
#endif // CC_PLATFORM_IOS | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) | |
// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp | |
// the default setting is to create a fullscreen view | |
// if you want to use auto-scale, please enable view->create(320,480) in main.cpp | |
#endif // CC_PLATFORM_ANDROID | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE) | |
// Initialize OpenGLView instance, that release by CCDirector when application terminate. | |
// The HelloWorld is designed as HVGA. | |
CCEGLView* pMainWnd = new CCEGLView(this); | |
CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW)); | |
#ifndef _TRANZDA_VM_ | |
// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file | |
cocos2d::CCFileUtils::setResource("HelloWorld.zip"); | |
#endif | |
#endif // CC_PLATFORM_WOPHONE | |
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) | |
// MaxAksenov said it's NOT a very elegant solution. I agree, haha | |
CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); | |
#endif | |
bRet = true; | |
} while (0); | |
return bRet; | |
} | |
bool AppDelegate::applicationDidFinishLaunching() | |
{ | |
// initialize director | |
CCDirector *pDirector = CCDirector::sharedDirector(); | |
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); | |
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. | |
// pDirector->enableRetinaDisplay(true); | |
// turn on display FPS | |
pDirector->setDisplayFPS(true); | |
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); | |
// set FPS. the default value is 1.0/60 if you don't call this | |
pDirector->setAnimationInterval(1.0 / 60); | |
// 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; | |
} | |
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too | |
void AppDelegate::applicationDidEnterBackground() | |
{ | |
CCDirector::sharedDirector()->pause(); | |
// if you use SimpleAudioEngine, it must be pause | |
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); | |
} | |
// this function will be called when the app is active again | |
void AppDelegate::applicationWillEnterForeground() | |
{ | |
CCDirector::sharedDirector()->resume(); | |
// if you use SimpleAudioEngine, it must resume here | |
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); | |
} |
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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); |
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local cclog = function(...) | |
print(string.format(...)) | |
end | |
function add(x, y) | |
return x + y | |
end | |
function test() | |
print "test" | |
end | |
function test1r() | |
return add(3,45) | |
end | |
function test2p(a,b) | |
print ("test passed " .. a .. " and " .. (b)) | |
end | |
function test1p2r(a) | |
print ("test2p2r with " .. a) | |
return 4, "steve" | |
end |
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 ....