tests run ok when it don't enable lua

This commit is contained in:
minggo 2011-06-01 20:29:05 +08:00
parent a8b6b850de
commit 83e1e0ebd1
16 changed files with 21 additions and 758 deletions

View File

@ -142,7 +142,7 @@ bool AppDelegate::applicationDidFinishLaunching()
// run // run
pDirector->runWithScene(pScene); pDirector->runWithScene(pScene);
#endif // CC_ENABLE_LUA #endif // 1
return true; return true;
} }

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@ -9,6 +9,7 @@ LOCAL_SRC_FILES := main.cpp \
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../../cocos2dx \ LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../../cocos2dx \
$(LOCAL_PATH)/../../../../cocos2dx/platform \ $(LOCAL_PATH)/../../../../cocos2dx/platform \
$(LOCAL_PATH)/../../../../cocos2dx/include \ $(LOCAL_PATH)/../../../../cocos2dx/include \
$(LOCAL_PATH)/../../../../cocos2dx/lua_support \
$(LOCAL_PATH)/../../../../CocosDenshion/include \ $(LOCAL_PATH)/../../../../CocosDenshion/include \
$(LOCAL_PATH)/../../.. \ $(LOCAL_PATH)/../../.. \
$(LOCAL_PATH)/../../../../lua/src \ $(LOCAL_PATH)/../../../../lua/src \
@ -36,4 +37,6 @@ LOCAL_LDLIBS := -llog -lGLESv1_CM -llog -lz \
LOCAL_STATIC_LIBRARIES := libcocos2d libcocosdenshion liblua LOCAL_STATIC_LIBRARIES := libcocos2d libcocosdenshion liblua
LOCAL_CFLAGS := -DENABLE_LUA
include $(BUILD_SHARED_LIBRARY) include $(BUILD_SHARED_LIBRARY)

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@ -1 +1 @@
6499d8743092fb19c5be28ecb550b21e1e6e014b b8a601e0b3a7e29e380e6a4f7edbe86275ed3751

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@ -42,7 +42,7 @@
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="0" Optimization="0"
AdditionalIncludeDirectories="..\..\lua\tolua;..\..\lua\src;"$(SolutionDir)cocos2dx\platform";"$(SolutionDir)cocos2dx\include";"$(SolutionDir)cocos2dx";"$(SolutionDir)cocos2dx\platform\third_party\win32\OGLES";..\;.\" AdditionalIncludeDirectories="..\..\lua\tolua;..\..\lua\src;"$(SolutionDir)cocos2dx\platform";"$(SolutionDir)cocos2dx\include";"$(SolutionDir)cocos2dx";"$(SolutionDir)cocos2dx\platform\third_party\win32\OGLES";..\;.\"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS" PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;ENABLE_LUA"
MinimalRebuild="true" MinimalRebuild="true"
BasicRuntimeChecks="3" BasicRuntimeChecks="3"
RuntimeLibrary="3" RuntimeLibrary="3"

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@ -19,6 +19,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tests", "tests\test.win32\t
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E} = {98A51BA8-FC3A-415B-AC8F-8C7BD464E93E} {98A51BA8-FC3A-415B-AC8F-8C7BD464E93E} = {98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}
{207BC7A9-CCF1-4F2F-A04D-45F72242AE25} = {207BC7A9-CCF1-4F2F-A04D-45F72242AE25} {207BC7A9-CCF1-4F2F-A04D-45F72242AE25} = {207BC7A9-CCF1-4F2F-A04D-45F72242AE25}
{A9376AC9-4D65-498F-885D-EEC3B41DD6E8} = {A9376AC9-4D65-498F-885D-EEC3B41DD6E8}
{929480E7-23C0-4DF6-8456-096D71547116} = {929480E7-23C0-4DF6-8456-096D71547116} {929480E7-23C0-4DF6-8456-096D71547116} = {929480E7-23C0-4DF6-8456-096D71547116}
{F8EDD7FA-9A51-4E80-BAEB-860825D2EAC6} = {F8EDD7FA-9A51-4E80-BAEB-860825D2EAC6} {F8EDD7FA-9A51-4E80-BAEB-860825D2EAC6} = {F8EDD7FA-9A51-4E80-BAEB-860825D2EAC6}
EndProjectSection EndProjectSection

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@ -99,13 +99,14 @@ touch_dispatcher/CCTouchDispatcher.cpp \
touch_dispatcher/CCTouchHandler.cpp touch_dispatcher/CCTouchHandler.cpp
ifeq ($(ENABLE_LUA), true) ifeq ($(ENABLE_LUA), true)
LOCAL_SRC_FILES += Ndscript/CCLuaSrcipt.cpp \ LOCAL_SRC_FILES += lua_support/CCLuaSrcipt.cpp \
Ndscript/LuaCocos2d.cpp \ lua_support/LuaCocos2d.cpp \
NdControls/NdCxList.cpp \ NdControls/NdCxList.cpp \
NdControls/NdCxListItem.cpp NdControls/NdCxListItem.cpp
LOCAL_CFLAGS := -DENABLE_LUA -DUSE_FILE32API LOCAL_CFLAGS := -DENABLE_LUA -DUSE_FILE32API
else else
# define the macro to compile through support/zip_support/ioapi.c
LOCAL_CFLAGS := -DUSE_FILE32API LOCAL_CFLAGS := -DUSE_FILE32API
endif endif
@ -132,7 +133,6 @@ LOCAL_C_INCLUDES := $(LOCAL_PATH)/ \
$(LOCAL_PATH)/../lua/src \ $(LOCAL_PATH)/../lua/src \
$(LOCAL_PATH)/../lua/tolua $(LOCAL_PATH)/../lua/tolua
# define the macro to compile through support/zip_support/ioapi.c
LOCAL_CFLAGS := -DUSE_FILE32API
include $(BUILD_STATIC_LIBRARY) include $(BUILD_STATIC_LIBRARY)

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@ -1,535 +0,0 @@
#include "CCLuaSrcipt.h"
#ifdef ENABLE_LUA
extern "C" {
#include "lualib.h"
#include "lauxlib.h"
}
#include "tolua++.h"
#include "CCTouch.h"
#include "CCNode.h"
#include "CCObject.h"
#include "LuaCocos2d.h"
namespace cocos2d
{
CCLuaScriptModule* CCLuaScriptModule::s_luaScriptModule = NULL;
CCLuaScriptModule* CCLuaScriptModule::sharedLuaScriptModule(void)
{
if (s_luaScriptModule == NULL)
{
s_luaScriptModule = new CCLuaScriptModule();
}
return s_luaScriptModule;
}
void CCLuaScriptModule::purgeSharedLuaScriptModule()
{
s_luaScriptModule->release();
s_luaScriptModule = NULL;
}
/*************************************************************************
Constructor (creates Lua state)
*************************************************************************/
CCLuaScriptModule::CCLuaScriptModule()
{
d_ownsState = true;
d_state = lua_open();
luaL_openlibs(d_state);
int nOpen = tolua_Cocos2d_open(d_state);
// init all standard libraries
/*luaopen_base(d_state);
luaopen_io(d_state);
luaopen_string(d_state);
luaopen_table(d_state);
luaopen_math(d_state);
*/
//luaopen_debug(d_state);
}
/*************************************************************************
Constructor (uses given Lua state)
*************************************************************************/
CCLuaScriptModule::CCLuaScriptModule(lua_State* state)
{
// just use the given state
d_ownsState = false;
d_state = state;
}
/*************************************************************************
Destructor
*************************************************************************/
CCLuaScriptModule::~CCLuaScriptModule()
{
if ( d_ownsState && d_state )
{
lua_close( d_state );
}
s_luaScriptModule = NULL;
}
/*************************************************************************
Execute script file
*************************************************************************/
void CCLuaScriptModule::executeScriptFile(const std::string& filename)
{
int nRet = luaL_dofile(d_state,filename.c_str());
if (nRet != 0)
{
CCLog("executeScriptFile Error nRet = %d", nRet);
}
}
/*************************************************************************
Execute global script function
*************************************************************************/
int CCLuaScriptModule::executeScriptGlobal(const std::string& function_name)
{
// get the function from lua
lua_getglobal(d_state, function_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
CCLog("name does not represent a Lua function");
lua_settop( d_state, 0 );
return 0;
}
// call it
int error = lua_pcall(d_state,0,1,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
CCLog("%s", msg.c_str());
lua_settop( d_state, 0 );
return 0;
}
// get return value
if ( !lua_isnumber(d_state,-1) )
{
CCLog("return value is not a number %s", function_name.c_str());
lua_settop( d_state, 0 );
return 0;
}
int ret = (int)lua_tonumber(d_state,-1);
lua_pop(d_state,1);
// return it
return ret;
}
/*************************************************************************
Execute scripted event handler
*************************************************************************/
bool CCLuaScriptModule::executeSchedule(const std::string& handler_name, ccTime cc)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+"name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __FILE__);
return false;
}
// push EventArgs as the first parameter
//tolua_pushusertype(d_state,(void*)&cc,"dFloat");
lua_pushfstring(d_state, "%f", cc);
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+msg+"\n";
CCLog("%s %d", msgerror.c_str(), __FILE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeCallFunc(const std::string& handler_name)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler:handler_name == NULL\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name + "name does not represent a Lua functio"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
//tolua_pushusertype(d_state,(void*)&cc,"cocos2d::ccTime");
// call it
int error = lua_pcall(d_state,0,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name + msg +"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeCallFuncN(const std::string& handler_name, CCNode* pNode)
{
if (handler_name.size() == 0)
{
std::string msg = "(executeCallFuncN) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s %d ", msg.c_str(), __LINE__);
return false;
}
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(executeCallFuncN) Unable to execute scripted event handler: "+handler_name +"name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pNode,"cocos2d::CCNode");
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(executeCallFuncN) Unable to execute scripted event handler: "+handler_name +msg+"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeCallFuncND(const std::string& handler_name, CCNode* pNode, void*pData)
{
if (handler_name.size() == 0)
{
std::string msg = "(executeCallFuncND) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(executeCallFuncND) Unable to execute scripted event handler: "+handler_name +"name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pNode,"cocos2d::CCNode");
tolua_pushusertype(d_state,(void*)pData,"void*");
// call it
int error = lua_pcall(d_state,2,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(executeCallFuncND) Unable to execute scripted event handler: "+handler_name +msg+"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeMenuHandler(const std::string& handler_name, CCObject* pobj)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name + "name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pobj,"cocos2d::CCObject");
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name +msg+"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeTouchesEvent(const std::string& handler_name, CCSet *pobj)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: handler_name == null\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pobj,"cocos2d::CCSet");
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+msg+"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeTouch(const std::string& handler_name, CCTouch *pobj)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: handler_name == null\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+"name does not represent a Lua function"+"\n";
CCLog("%s ", msg.c_str());
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pobj,"cocos2d::CCTouch");
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+msg+"\n";
CCLog("%s ", msgerror.c_str());
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeEventHandler(const std::string& handler_name, CCEvent* pEvent)
{
if (handler_name.size() == 0)
{
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s ", msg.c_str());
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+"name does not represent a Lua function"+"\n";
CCLog("%s ", msg.c_str());
return false;
}
// push EventArgs as the first parameter
tolua_pushusertype(d_state,(void*)pEvent,"cocos2d::CCEvent");
// call it
int error = lua_pcall(d_state,1,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(LuaScriptModule) Unable to execute scripted event handler: "+handler_name+"\n\n"+msg+"\n";
CCLog("%s ", msgerror.c_str());
return false;
}
// return it
return true;
}
bool CCLuaScriptModule::executeListItem(const std::string& handler_name, int index, CCObject* pobj)
{
if (handler_name.size() == 0)
{
std::string msg = "(CCLuaScriptModule) Unable to execute scripted event handler: handler_name == NULL\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// get the function from lua
lua_getglobal(d_state, handler_name.c_str());
// is it a function
if ( !lua_isfunction(d_state,-1) )
{
lua_settop( d_state, 0 );
std::string msg = "(CCLuaScriptModule) Unable to execute scripted event handler: "+handler_name +"name does not represent a Lua function"+"\n";
CCLog("%s %d", msg.c_str(), __LINE__);
return false;
}
// push EventArgs as the first parameter
lua_pushfstring(d_state, "%d", index);
tolua_pushusertype(d_state,(void*)pobj,"cocos2d::CCObject");
// call it
int error = lua_pcall(d_state,2,0,0);
// handle errors
if ( error )
{
std::string msg = lua_tostring(d_state,-1);
lua_pop(d_state,1);
lua_settop( d_state, 0 );
std::string msgerror = "(CCLuaScriptModule) Unable to execute scripted event handler: "+handler_name +msg+"\n";
CCLog("%s %d", msgerror.c_str(), __LINE__);
return false;
}
// return it
return true;
}
/*************************************************************************
Execute script code string
*************************************************************************/
void CCLuaScriptModule::executeString(const std::string& str)
{
// load code into lua and call it
int error = luaL_dostring(d_state, str.c_str());
// handle errors
if ( error )
{
CCLog("executeString %d", error);
}
}
/*************************************************************************
Create Lua bindings
*************************************************************************/
void CCLuaScriptModule::createBindings(void)
{
//tolua_Cocos2d_open(d_state);
}
/*************************************************************************
Destroy Lua bindings
*************************************************************************/
void CCLuaScriptModule::destroyBindings(void)
{
lua_pushnil(d_state);
lua_setglobal(d_state,"cocos2d");
}
} // namespace CEGUI
#endif //CC_ENABLE_LUA

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@ -1,175 +0,0 @@
#ifndef _CCLUASRCIPT_H
#define _CCLUASRCIPT_H
#include "ccConfig.h"
#ifdef ENABLE_LUA
#include "CCCommon.h"
#include "CCObject.h"
#include <string>
#include "ccTypes.h"
// include Lua
extern "C" {
#include "lua.h"
}
namespace cocos2d
{
class CCEvent;
class CCNode;
class CCObject;
class CC_DLL CCLuaScriptModule : public CCObject
{
public:
/*************************************************************************
Construction and Destruction
*************************************************************************/
/*!
\brief
Constructor for LuaScriptModule class which create a lua_State
*/
CCLuaScriptModule();
/*!
\brief
Constructor for LuaScriptModule class which takes a lua_State
\param state
Pointer to the lua_State that the script module should attach to.
*/
CCLuaScriptModule(lua_State* state);
/*!
\brief
Destructor for LuaScriptModule class.
*/
virtual ~CCLuaScriptModule();
/*************************************************************************
Script Execution Functions
*************************************************************************/
/*!
\brief
Execute a script file.
\param filename
String object holding the filename of the script file that is to be executed
*/
void executeScriptFile(const std::string& filename);
/*!
\brief
Execute a scripted global function. The function should not take any parameters and should return an integer.
\param function_name
String object holding the name of the function, in the global script environment, that
is to be executed.
\return
The integer value returned from the script function.
*/
int executeScriptGlobal(const std::string& function_name);
/*!
\brief
Execute a scripted global 'event handler' function. The function should take some kind of EventArgs like parameter
that the concrete implementation of this function can create from the passed EventArgs based object. The function
should not return anything.
\param handler_name
String object holding the name of the scripted handler function.
\param e
EventArgs based object that should be passed, by any appropriate means, to the scripted function.
\return
- true if the event was handled.
- false if the event was not handled.
*/
bool executeSchedule(const std::string& handler_name, ccTime cc);
bool executeCallFunc(const std::string& handler_name);
bool executeCallFuncN(const std::string& handler_name, CCNode* pNode);
bool executeCallFuncND(const std::string& handler_name, CCNode* pNode, void*pData);
bool executeMenuHandler(const std::string& handler_name, CCObject* pobj);
bool executeEventHandler(const std::string& handler_name, CCEvent* pEvent);
bool executeTouchesEvent(const std::string& handler_name, CCSet *pobj);
bool executeTouch(const std::string& handler_name, CCTouch *pobj);
bool executeListItem(const std::string& handler_name, int index, CCObject* pobj);
/*!
\brief
Execute script code contained in the given CEGUI::String object.
\param str
String object holding the valid script code that should be executed.
\return
Nothing.
*/
void executeString(const std::string& str);
/*************************************************************************
Bindings creation / destruction
*************************************************************************/
/*!
\brief
Method called during system initialisation, prior to running any scripts via the ScriptModule, to enable the ScriptModule
to perform any operations required to complete initialisation or binding of the script language to the gui system objects.
\return
Nothing.
*/
void createBindings(void);
/*!
\brief
Method called during system destruction, after all scripts have been run via the ScriptModule, to enable the ScriptModule
to perform any operations required to cleanup bindings of the script language to the gui system objects, as set-up in the
earlier createBindings call.
\return
Nothing.
*/
void destroyBindings(void);
/*************************************************************************
Accessor type functions
*************************************************************************/
/*!
\brief
Method used to get a pointer to the lua_State that the script module is attached to.
\return
A pointer to the lua_State that the script module is attached to.
*/
lua_State* getLuaState(void) const {return d_state;}
static CCLuaScriptModule* sharedLuaScriptModule(void);
static void purgeSharedLuaScriptModule();
private:
static CCLuaScriptModule* s_luaScriptModule;
/*************************************************************************
Implementation Data
*************************************************************************/
bool d_ownsState; //!< true when the attached lua_State was created by this script module
lua_State* d_state; //!< The lua_State that this script module uses.
};
} // namespace cocos2d
#endif //CC_ENABLE_LUA
#endif // end of guard _CCLUASRCIPT_H

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@ -1 +0,0 @@
1139f1b8e60225b4e38fae58ee8da9c24e27d8c9

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@ -1,24 +0,0 @@
#ifndef LUACOCOS2D_H
#define LUACOCOS2D_H
#include "cocos2d.h"
#ifdef ENABLE_LUA
#include <stdio.h>
#include "lua.h"
#include "CCKeypadDispatcher.h"
#include "CCRibbon.h"
#include "CCParallaxNode.h"
#include "CCAutoreleasePool.h"
#include "CCIMEDispatcher.h"
#include "CCMutableArray.h"
#include "../NdControls/NdCxList.h"
#include "../NdControls/NdCxListItem.h"
#include "../NdControls/ControlDefine.h"
//#define TOLUA_RELEASE
#if defined(_WIN32) && defined(_DEBUG)
#pragma warning (disable:4800)
#endif
using namespace cocos2d;
using namespace NdCxControl;
int tolua_Cocos2d_open(lua_State* tolua_S);
#endif
#endif//LUACOCOS2D_H

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@ -31,7 +31,7 @@ THE SOFTWARE.
#ifdef ENABLE_LUA #ifdef ENABLE_LUA
#include "CCMutableDictionary.h" #include "CCMutableDictionary.h"
#include "CCString.h" #include "CCString.h"
#include "../Ndscript/CCLuaSrcipt.h" #include "../lua_support/CCLuaSrcipt.h"
#endif #endif
namespace cocos2d { namespace cocos2d {

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@ -271,6 +271,4 @@ To enable set it to a value different than 0. Disabled by default.
#define CC_IS_RETINA_DISPLAY_SUPPORTED 0 #define CC_IS_RETINA_DISPLAY_SUPPORTED 0
#endif #endif
#define CC_ENABLE_LUA 1
#endif // __CCCONFIG_H__ #endif // __CCCONFIG_H__

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@ -30,7 +30,7 @@ THE SOFTWARE.
#include <string> #include <string>
#ifdef ENABLE_LUA #ifdef ENABLE_LUA
#include "../Ndscript/CCLuaSrcipt.h" #include "../lua_support/CCLuaSrcipt.h"
#endif #endif

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@ -43,7 +43,7 @@
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="0" Optimization="0"
AdditionalIncludeDirectories="..\..\lua\tolua;..\..\lua\src;..\platform;..\platform\third_party\win32\iconv;..\platform\third_party\win32\zlib;..\platform\third_party\win32\libpng;..\platform\third_party\win32\libjpeg;..\platform\third_party\win32\libxml2;..\platform\third_party\win32\OGLES;..\include;.." AdditionalIncludeDirectories="..\..\lua\tolua;..\..\lua\src;..\platform;..\platform\third_party\win32\iconv;..\platform\third_party\win32\zlib;..\platform\third_party\win32\libpng;..\platform\third_party\win32\libjpeg;..\platform\third_party\win32\libxml2;..\platform\third_party\win32\OGLES;..\include;.."
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USRDLL;COCOS2DXWIN32_EXPORTS;GL_GLEXT_PROTOTYPES" PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USRDLL;COCOS2DXWIN32_EXPORTS;GL_GLEXT_PROTOTYPES;ENABLE_LUA"
MinimalRebuild="true" MinimalRebuild="true"
BasicRuntimeChecks="3" BasicRuntimeChecks="3"
RuntimeLibrary="3" RuntimeLibrary="3"
@ -1081,22 +1081,22 @@
</File> </File>
</Filter> </Filter>
<Filter <Filter
Name="NDScript" Name="lua_support"
> >
<File <File
RelativePath="..\Ndscript\CCLuaSrcipt.cpp" RelativePath="..\lua_support\CCLuaSrcipt.cpp"
> >
</File> </File>
<File <File
RelativePath="..\Ndscript\CCLuaSrcipt.h" RelativePath="..\lua_support\CCLuaSrcipt.h"
> >
</File> </File>
<File <File
RelativePath="..\Ndscript\LuaCocos2d.cpp" RelativePath="..\lua_support\LuaCocos2d.cpp"
> >
</File> </File>
<File <File
RelativePath="..\Ndscript\LuaCocos2d.h" RelativePath="..\lua_support\LuaCocos2d.h"
> >
</File> </File>
</Filter> </Filter>

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@ -46,10 +46,6 @@ public class TestsDemo extends Cocos2dxActivity{
} }
static { static {
System.loadLibrary("cocosdenshion");
System.loadLibrary("chipmunk");
System.loadLibrary("box2d");
System.loadLibrary("cocos2d");
System.loadLibrary("tests"); System.loadLibrary("tests");
} }
} }

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@ -41,7 +41,7 @@
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="0" Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)cocos2dx\platform\third_party\win32&quot;;&quot;$(SolutionDir)cocos2dx\platform&quot;;&quot;$(SolutionDir)cocos2dx&quot;;&quot;$(SolutionDir)cocos2dx\include&quot;;&quot;$(SolutionDir)&quot;;&quot;$(SolutionDir)chipmunk\include\chipmunk&quot;;&quot;$(SolutionDir)CocosDenshion\include&quot;;..\tests;&quot;$(SolutionDir)cocos2dx\platform\third_party\win32\OGLES&quot;;..\;.\" AdditionalIncludeDirectories="&quot;$(SolutionDir)cocos2dx\platform\third_party\win32&quot;;..\..\lua\tolua;..\..\lua\src;&quot;$(SolutionDir)cocos2dx\platform&quot;;&quot;$(SolutionDir)cocos2dx&quot;;&quot;$(SolutionDir)cocos2dx\include&quot;;&quot;$(SolutionDir)&quot;;&quot;$(SolutionDir)chipmunk\include\chipmunk&quot;;&quot;$(SolutionDir)CocosDenshion\include&quot;;..\tests;&quot;$(SolutionDir)cocos2dx\platform\third_party\win32\OGLES&quot;;..\;.\"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES" PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES"
MinimalRebuild="true" MinimalRebuild="true"
BasicRuntimeChecks="3" BasicRuntimeChecks="3"