第一步:看cocos2dx调用lua的最初切入点:
bool AppDelegate::applicationDidFinishLaunching()
{
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionNoBorder);
pDirector->setDisplayStats(true);
pDirector->setAnimationInterval(1.0 / 60);
// register lua engine
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();//从这里开始了lua旅程。
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);//保存刚才新建的lua引擎对象,以便别处调用。
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");//CCFileUtils工具类一定封装了文件的搜索路径。
//接下来直接执行了脚本,跟句helloCpp工程的实现,这里本该是类似
//CCScene *pScene = HelloWorld::scene();
//pDirector->runWithScene(pScene);
//这样的代码,但这里并没有这样的代码,可以猜测:hello.lua中一定是实现了类似这样的一些功能,事实上,一定是这样。
//---因为需要添加的这些东西scene、other nodes都是一些c++类的对象,
//既然hello.lua能完成这些工作,那么lua也一定是有能力访问并操作了这些类与对象,
//换句话说,也就是一定存在一种机制,让c++暴漏一些接口供lua调用,
//亦即:lua可以访问cocos2dx里面的东西,并且,一定封装的很好用,否则没人用了。
pEngine->executeScriptFile(path.c_str());
return true;
}
第二步:看看CCLuaEngine到底干了点啥
class CCLuaEngine : public CCScriptEngineProtocol
{
public:
static CCLuaEngine* defaultEngine(void);
virtual ~CCLuaEngine(void);
virtual ccScriptType getScriptType() {
return kScriptTypeLua;
};
CCLuaStack *getLuaStack(void) {
return m_stack;
}
//-----------new in me 1
virtual void addSearchPath(const char* path);
//-----------new in me 2
virtual void addLuaLoader(lua_CFunction func);
//----------------------------inherit from CCScriptEngineProtocol------------------
//==================这些函数好像都是纯虚函数在父类中===========================
//--------下面这几个函数基本都是调用【CCLuaStack *m_stack;】的成员方法来实现的
virtual void removeScriptObjectByCCObject(CCObject* pObj);
virtual void removeScriptHandler(int nHandler);
virtual int reallocateScriptHandler(int nHandler);
virtual int executeString(const char* codes);
virtual int executeScriptFile(const char* filename);
virtual int executeGlobalFunction(const char* functionName);
//--------------------------------end--------------------------------
virtual int executeNodeEvent(CCNode* pNode, int nAction);
virtual int executeMenuItemEvent(CCMenuItem* pMenuItem);
virtual int executeNotificationEvent(CCNotificationCenter* pNotificationCenter, const char* pszName);
virtual int executeCallFuncActionEvent(CCCallFunc* pAction, CCObject* pTarget = NULL);
virtual int executeSchedule(int nHandler, float dt, CCNode* pNode = NULL);
virtual int executeLayerTouchesEvent(CCLayer* pLayer, int eventType, CCSet *pTouches);
virtual int executeLayerTouchEvent(CCLayer* pLayer, int eventType, CCTouch *pTouch);
virtual int executeLayerKeypadEvent(CCLayer* pLayer, int eventType);
virtual int executeAccelerometerEvent(CCLayer* pLayer, CCAcceleration* pAccelerationValue);
virtual int executeEvent(int nHandler, const char* pEventName, CCObject* pEventSource = NULL, const char* pEventSourceClassName = NULL);
int executeTableViewEvent(int nEventType,cocos2d::extension::CCTableView* pTableView,void* pValue = NULL, CCArray* pResultArray = NULL);
virtual int executeEventWithArgs(int nHandler, CCArray* pArgs);
virtual bool handleAssert(const char *msg);
virtual bool parseConfig(CCScriptEngineProtocol::ConfigType type, const std::string& str);
//----------------------------inherit from CCScriptEngineProtocol end--------------
private:
CCLuaEngine(void)
: m_stack(NULL)
{}
bool init(void);
static CCLuaEngine* m_defaultEngine;
CCLuaStack *m_stack;
};第三步:CCLuaEngine类中有一个指针成员变量m_stack,我们先来看看它的定义,注意下CCLuaStack和CCLuaEngine的区别于联系
class CCLuaStack : public CCObject
{
public:
static CCLuaStack *create(void);
static CCLuaStack *attach(lua_State *L);
lua_State* getLuaState(void) {
return m_state;
}
virtual void addSearchPath(const char* path);
virtual void addLuaLoader(lua_CFunction func);
virtual void removeScriptObjectByCCObject(CCObject* pObj);
virtual void removeScriptHandler(int nHandler);
virtual int reallocateScriptHandler(int nHandler);
virtual int executeString(const char* codes);
virtual int executeScriptFile(const char* filename);
virtual int executeGlobalFunction(const char* functionName);
virtual void clean(void);
virtual void pushInt(int intValue);
virtual void pushFloat(float floatValue);
virtual void pushBoolean(bool boolValue);
virtual void pushString(const char* stringValue);
virtual void pushString(const char* stringValue, int length);
virtual void pushNil(void);
virtual void pushCCObject(CCObject* objectValue, const char* typeName);
virtual void pushCCLuaValue(const CCLuaValue& value);
virtual void pushCCLuaValueDict(const CCLuaValueDict& dict);
virtual void pushCCLuaValueArray(const CCLuaValueArray& array);
virtual bool pushFunctionByHandler(int nHandler);
virtual int executeFunction(int numArgs);
virtual int executeFunctionByHandler(int nHandler, int numArgs);
virtual int executeFunctionReturnArray(int nHandler,int nNumArgs,int nNummResults,CCArray* pResultArray);
virtual bool handleAssert(const char *msg);
protected:
CCLuaStack(void)
: m_state(NULL)
, m_callFromLua(0)
{}
bool init(void);
bool initWithLuaState(lua_State *L);
lua_State *m_state;
int m_callFromLua;
};
本文详细探讨了cocos2dx如何与lua引擎进行交互,从最初切入点开始,逐步解析CCLuaEngine的核心功能,尤其是CCLuaStack在其中的作用及其与CCLuaEngine的关系。

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