在C++中写的方法,如果需要传递函数,当绑定到lua时,genbinding.py生成的绑定类会直接return 0,是的lua无法设置回调函数,但是widget子类,如button,sprite确能设置点击事件,触摸事件,所以我看了下cocos2dx自己的绑定方式,发现用的是ScriptHandlerMgr::getInstance()->addCustomHandler方法实现,如此,我们就直接拿来用吧
核心代码只有几行
1 hpp,cpp
#ifndef SDKManager_h
#define SDKManager_h
#include"cocos2d.h"
typedef std::function<void(int ,std::string)> sdkCallFunc;
class SDKManager {
SDKManager(){};
~SDKManager(){};
private:
sdkCallFunc sdkCallfunc;
public:
static SDKManager* getInstance();
int test(int number);
void setCallback(const sdkCallFunc& callfunc);
};
#endif /* SDKManager_h */
#include "SDKManager.hpp"
#include "scripting/lua-bindings/manual/CCLuaEngine.h"
SDKManager* g_instance = nullptr;
SDKManager* SDKManager::getInstance()
{
if (g_instance == nullptr) {
g_instance = new SDKManager();
}
return g_instance;
}
int SDKManager::test(int v)
{
if (this->sdkCallfunc) {
this->sdkCallfunc(v,"setcallback ==== ");
}
return v + 100;
}
2,修改生成的lua_sdkmanager_auto.cpp文件
int lua_sdkmanager_SDKManager_setCallback(lua_State* tolua_S)
{
...
...
argc = lua_gettop(tolua_S)-1;
if (argc == 1)
{
if(!toluafix_isfunction(tolua_S,2,"LUA_FUNCTION",0,&tolua_err))
{
goto tolua_lerror;
}
LUA_FUNCTION handler = ( toluafix_ref_function(tolua_S,2,0));
cobj->setCallback([=](int eventType,const std::string& param1){
LuaStack* stack = LuaEngine::getInstance()->getLuaStack();
stack->pushInt((int)eventType);
stack->pushString(param1.c_str());
stack->executeFunctionByHandler(handler, 2);
stack->clean();
});
ScriptHandlerMgr::getInstance()->addObjectHandler((void*)cobj, handler, ScriptHandlerMgr::HandlerType::EVENT_CUSTOM_BEGAN);
return 0;
// std::function<void (int, std::basic_string<char>)> arg0;
//
// do {
// // Lambda binding for lua is not supported.
// assert(false);
// } while(0)
// ;
// if(!ok)
// {
// tolua_error(tolua_S,"invalid arguments in function 'lua_sdkmanager_SDKManager_setCallback'", nullptr);
// return 0;
// }
// cobj->setCallback(arg0);
// lua_settop(tolua_S, 1);
// return 1;
}
...
...
}