在用cocosLua 翻写 fairyGUIdemo的C++版本的代码时,发现在写到obj->getGroup()->name 的时候,运行找不到名字;
demo中的C++代码为
int cnt = _view->numChildren();
for (int i = 0; i )
{
GObject* obj = _view->getChildAt(i);
if (obj->getGroup() != nullptr && obj->getGroup()->name.compare("btns") == 0)
obj->addClickListener(CC_CALLBACK_1(BasicsScene::runDemo, this));
}
翻写的代码为
local cnt = _view:numChildren()
for i = 1, cnt do
local obj = _view:getChildAt(i - 1)
if (obj:getGroup() ~= nil and obj:getGroup().name == "btns") then
obj:addClickListener(handler(self, self.runDemo))
end
--end
end
打印的obj:getGroup().name 始终为nil。于是去修改源码,在libfairygui工程中GObject.h文件添加两行代码,就是为了把name和id作为函数导出,以便在lua中能被获取到。(id我顺手导出,如果你不用,可以不用导出)
std::string getName() const { return name; };
std::string getId() const { return id; };
然后打开lua_cocos2dx_fairygui_auto.cpp文件(上一章中导出的文件,可以去看),添加
int lua_cocos2dx_fairygui_GObject_getName(lua_State* tolua_S)
{
int argc = 0;
fairygui::GObject* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S, 1, "fgui.GObject", 0, &tolua_err)) goto tolua_lerror;
#endif
cobj = (fairygui::GObject*)tolua_tousertype(tolua_S, 1, 0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S, "invalid ‘cobj‘ in function ‘lua_cocos2dx_fairygui_GObject_getName‘", nullptr);
return 0;
}
#endif
argc = lua_gettop(tolua_S) - 1;
if (argc == 0)
{
if (!ok)
{
tolua_error(tolua_S, "invalid arguments in function ‘lua_cocos2dx_fairygui_GObject_getName‘", nullptr);
return 0;
}
std::string ret = cobj->getName();
lua_pushlstring(tolua_S, ret.c_str(), ret.length());
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "fgui.GObject:getName", argc, 0);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S, "#ferror in function ‘lua_cocos2dx_fairygui_GObject_getName‘.", &tolua_err);
#endif
return 0;
}
int lua_cocos2dx_fairygui_GObject_getId(lua_State* tolua_S)
{
int argc = 0;
fairygui::GObject* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S, 1, "fgui.GObject", 0, &tolua_err)) goto tolua_lerror;
#endif
cobj = (fairygui::GObject*)tolua_tousertype(tolua_S, 1, 0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S, "invalid ‘cobj‘ in function ‘lua_cocos2dx_fairygui_GObject_getId‘", nullptr);
return 0;
}
#endif
argc = lua_gettop(tolua_S) - 1;
if (argc == 0)
{
if (!ok)
{
tolua_error(tolua_S, "invalid arguments in function ‘lua_cocos2dx_fairygui_GObject_getId‘", nullptr);
return 0;
}
std::string ret = cobj->getId();
lua_pushlstring(tolua_S, ret.c_str(), ret.length());
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "fgui.GObject:getId", argc, 0);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S, "#ferror in function ‘lua_cocos2dx_fairygui_GObject_getId‘.", &tolua_err);
#endif
return 0;
}
并导出两个函数,找到int lua_register_cocos2dx_fairygui_GObject(lua_State* tolua_S) 函数在里面写入
int lua_register_cocos2dx_fairygui_GObject(lua_State* tolua_S)
{
...
...
tolua_function(tolua_S, "getName", lua_cocos2dx_fairygui_GObject_getName);
tolua_function(tolua_S, "getId", lua_cocos2dx_fairygui_GObject_getId);
....
}
至此 已完成导出
下面开始修改lua代码调用
local cnt = _view:numChildren()
print("cnt:", cnt)
for i = 1, cnt do
local obj = _view:getChildAt(i - 1)
if (obj:getGroup() ~= nil and obj:getGroup():getName() == "btns") then
print("name==>::", obj:getGroup():getName())
obj:addClickListener(handler(self, self.runDemo))
end
--end
end
编译,运行
完成!
Cocos2dLua3.17.2集成FairyGUI之 lua绑定 getGroup() 调用问题(三)