cocos2dx驱动lua
附带几篇交互方式
https://my.oschina.net/kkkkkkkkkkkkk/blog/825686
https://my.oschina.net/kkkkkkkkkkkkk/blog/518154
https://my.oschina.net/kkkkkkkkkkkkk/blog/746684
这里针对cocos2dx的实现
1…Scheduler::update 里面直接遍历lua层注册的事件 ,然后派发
#if CC_ENABLE_SCRIPT_BINDING // // Script callbacks // // Iterate over all the script callbacks if (!_scriptHandlerEntries.empty()) { for (auto i = _scriptHandlerEntries.size() - 1; i >= 0; i--) { SchedulerScriptHandlerEntry* eachEntry = _scriptHandlerEntries.at(i); if (eachEntry->isMarkedForDeletion()) { _scriptHandlerEntries.erase(i); } else if (!eachEntry->isPaused()) { eachEntry->getTimer()->update(dt); } } } #endif
2.Node 里面的事件
成员变量 #if CC_ENABLE_SCRIPT_BINDING int _scriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. int _updateScriptHandler; ///< script handler for update() callback per frame, which is invoked from lua & javascript. ccScriptType _scriptType; ///< type of script binding, lua or javascript #endif // override me void Node::update(float fDelta) { #if CC_ENABLE_SCRIPT_BINDING if (0 != _updateScriptHandler) {//派发事件消息到lua //only lua use SchedulerScriptData data(_updateScriptHandler,fDelta); ScriptEvent event(kScheduleEvent,&data); ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event); } #endif if (_componentContainer && !_componentContainer->isEmpty()) { _componentContainer->visit(fDelta); } }
其他还有很多派发手段,大体思路就是通过ScriptEngine 来派发事件,因为大部分C++类 都通过toLua导出到lua的,导出类自动把lua的handle通过接口ScriptHandlerMgr::getInstance()->addObjectHandler绑定到cpp对象,然后就能相互调用