你好,我是这么写的,为什么lua中不能直接使用
//MyScene.h
#ifndef MY_SCENE
#define MY_SCENE
class MyScene
{
public:
bool test();
};
#endif
//MyScene.cpp
#include “MyScene.h”
bool MyScene::test()
{
return 1;
}
//ini
the prefix to be added to the generated functions. You might or might not use this in your own
templates
prefix = cocos2dx_my
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 = cc
android_headers = -I%(androidndkdir)s/platforms/android-14/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
android_flags = -D_SIZE_T_DEFINED_
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
clang_flags = -nostdinc -x c++ -std=c++11
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
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
headers = %(cocosdir)s/cocos/my/MyScene.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*”.
classes = MyScene.*
what should we skip? in the format ClassName::
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 =
classes that create no constructor
Set is special and we will use a hand-written constructor
abstract_classes = Skeleton SkeletonAnimation
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
//**.lua
lua中直接用:
local tt = MyScene:test()