Cocos2dx-JS绑定C++大致流程

转自:https://www.jianshu.com/p/347feb55cee9

Cococs2dx-JS 版本3.12,环境:Mac
。这里有两种情况,为修改引擎底层方法和自定义新的C++类。

首先为了保证genbindings.py 正常运行 你需要下3样东西 已安装的请略过

  1. python 2.7.x:目前引擎里面的bindings-generator只支持python2.7.x版本
  2. py-ymal(http://pyyaml.org/wiki/PyYAML):这是python的一个第三方包,下载页有不同系统的安装方式,可以参考generator.py会调用到这个包。
  3. cheetah(http://www.cheetahtemplate.org/):这也是python的一个第三方包,一个模板,generator.py会调用到这个包.

安装目录执行 python setup.py install 进行安装.

修改引擎底层方法

这个比较简单,这里做的是给UIImageView添加了一个public方法。然后在js中用一个UIImageView对象去调用这个方法。
首先在UIImageView.cpp中添加如下方法:

 

void ImageView::getImageDes()
{
    CCLOG("this is getImageDes!!");
}

然后到工程/frameworks/cocos2d-x/tools/tojs目录下执行python脚本genbindings.py。(可以对这个脚本修改,然后只是重新绑定UIImageView相关的文件)。然后就可以在/frameworks/cocos2d-x/cocos/scripting/js-bindings/auto目录下的jsb_cocos2dx_ui_auto.cpp文件中看到相应的绑定内容。如下:

 

bool js_cocos2dx_ui_ImageView_getImageDes(JSContext *cx, uint32_t argc, jsval *vp)
{
    JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
    JS::RootedObject obj(cx, args.thisv().toObjectOrNull());
    js_proxy_t *proxy = jsb_get_js_proxy(obj);
    cocos2d::ui::ImageView* cobj = (cocos2d::ui::ImageView *)(proxy ? proxy->ptr : NULL);
    JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_ui_ImageView_getImageDes : Invalid Native Object");
    if (argc == 0) {
        cobj->getImageDes();
        args.rval().setUndefined();
        return true;
    }

    JS_ReportError(cx, "js_cocos2dx_ui_ImageView_getImageDes : wrong number of arguments: %d, was expecting %d", argc, 0);
    return false;
}

然后在js脚本中就可以调用getImageDes方法了,如下:

 

this._image.getImageDes();

控制台就可以看到打印。这种方式还是比较简单的绑定。

添加自定义的C++类

这里我创建了一个简单的C++类,CustomClass:
CustomClass.h

 

#ifndef CUSTOMCLASS
#define CUSTOMCLASS
#include "cocos2d.h"
namespace cocos2d {
  class CustomClass : public cocos2d::Ref
  {
    public:
      CustomClass();
      ~CustomClass();
      bool init();
      std::string helloMsg();
      CREATE_FUNC(CustomClass);
  };
} //namespace cocos2d
#endif // CUSTOMCLASS

CustomClass.cpp

 

#include "CustomClass.h"
USING_NS_CC;
CustomClass::CustomClass(){
}
CustomClass::~CustomClass(){
}
bool CustomClass::init(){
  return true;
}
std::string CustomClass::helloMsg(){
  return "this is CustomClass Msg!";
}

然后把这个类放在游戏工程目录/frameworks/cocos2d-x/cocos/my/下。

 

Cocos2dx-JS绑定C++大致流程

file.png

 

然后把my文件夹导入到cocos2d_libs工程中,

 

Cocos2dx-JS绑定C++大致流程

structure.png

并为cocos2d_libs工程的 User Header Searcher Paths,添加目录,指定到my目录下,$(SRCROOT)/../../../../cocos/my

Cocos2dx-JS绑定C++大致流程

add_header_search_path.png

 

同时,我也为游戏工程添加了这个目录(这个觉得是没有必要的)。
然后在tojs文件夹下添加cocos2dx_custom.ini文件。这个可以复制一份,然后修改相应的位置,主要是
headers = %(cocosdir)s/cocos/my/CustomClass.h 这个是头文件的路径,然后是
classes = CustomClass.* 这个是要包含进来的类
classes_need_extend = CustomClass 需要在js里面派生的类

然后修改 genbindings.py这个文件,151行的位置,添加刚才的cocos2dx_custom.init文件,如下:

 

cmd_args = {'cocos2dx.ini': ('cocos2d-x', 'jsb_cocos2dx_auto'),
            'cocos2dx_custom.ini': ('cocos2dx_custom', 'jsb_cocos2dx_custom_auto'),
            }

这是一份完整的cocos2dx_custom.ini:

 

[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 = ccext

android_headers = -I%(androidndkdir)s/platforms/android-19/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 -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/%(clang_version)s/include 
clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__


cocos_headers = -I%(cocosdir)s -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s/cocos/network -I%(cocosdir)s/cocos/ui/UIEditBox -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/jsext -I%(cocosdir)s/jsext/system -I%(cocosdir)s/jsext/alipay  -I%(cocosdir)s/jsext/video -I%(cocosdir)s/jsext/webview -I%(cocosdir)s/jsext/umeng
#cocos_headers = -I%(cocosdir)s -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 头文件路径
headers = %(cocosdir)s/cocos/extra/CustomClass.h

# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
#包含的类,新添加文件需要修改
classes = CustomClass.*

#需要在js里面派生的类
#classes_need_extend = 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 = Ref

# 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

剩下的就是运行 python genbindings.py,绑定成功之后可以在项目/frameworks/cocos2d-x/cocos/scripting/js-bindings/auto目录下看到对应的jsb_cocos2dx_custom_auto.hpp和jsb_cocos2dx_custom_auto.cpp,同时在这个目录下有一个api文件夹,jsb_cocos2dx_custom_api.js也相应的生成了。
然后把这两个文件导入到cocos2d_js_bindings工程的auto文件夹下。

 

Cocos2dx-JS绑定C++大致流程

jsb_binding_structure.png

然后在AppDelegate.cpp文件中注册,如下:

 

//jsbinding test
sc->addRegisterCallback(register_all_cocos2dx_custom);

然后我们就可以在js代码中使用我们的C++类了

 

var customClass = ccext.CustomClass.create();
var msg = customClass.helloMsg()
cc.log("customClass's msg is========>>>" + msg)

此时可以在控制台看到打印log。至此,js绑定C++已经完成 。

然后就是 Android 下面的处理。主要是把我们新添加的类,包含到Android.mk中。首先到项目/frameworks/cocos2d-x/cocos/scripting/js-bindings/proj.android/目录下,找到Android.mk ,然后在 LOCAL_C_INCLUDES下,包含我们的新添加的类的路径。在 LOCAL_SRC_FILES下包含,我们的cpp文件,如下: ../auto/jsb_cocos2dx_custom_auto.cpp \ 。同时,要保证我们的原始的C++类也包含到mk文件中,保证变异的时候能找到我们的原始C++文件。然后这样Android下面编译也没什么问题了。



作者:咸鱼而已
链接:https://www.jianshu.com/p/347feb55cee9
来源:简书
著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。

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