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@stevetranby
Created March 29, 2012 05:49
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call lua functions from c++ using with Cocos2dx
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);
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
#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 = "test.lua";
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
unsigned long size;
char *pFileContent = (char*)CCFileUtils::getFileData(filename.c_str(), "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();
}
@einverne
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How can I set up the build environment? my project cannot find the lualib.h ....

@einverne
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New version cocos2d-x there is no function called getLuaState() in class CCLuaEngine.h

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