绝对可行
转自:http://taox.l.blog.163.com/blog/static/4836557320121020749247/
Lua的目标是成为一个很容易嵌入其它语言中使用的语言。很多应用程序使用LUA作为自己的嵌入式脚本语言,以此来实现可配置性、可扩展性,以便程序更灵活和更好的扩展。
一、在Xcode中配置Lua
从
http://www.lua.org 下载Lua ,解压缩 打开你要添加使用lua的项目工程,选择点击左侧工程管理文件,点击右边资源栏下方Add Target,选择添加一个 static Libarary 工程.取名叫lua
将解压后的lua src文件 拖动到工程新生成的lua 文件夹下
去掉Create external build前面的勾
next 后选择targets里的 lua
编译静态库 lua 项目,这样就会生成一个libLua.a的静态库
选择原本项目工程 target 加入lua 静态库
现在Lua就成功的配置到Xcode中了。
二、使用Lua
使用Lua,首先要在本地新建Lua文件。比如要在iPhone中使用,可以将文件建立在App下的Documents文件夹下,或者可以放在服务器端,使用时下载下来。
比如此处我新建了两个Lua文件,一个叫
Engine.lua,用来驱动真正的lua执行方法的文件,另一个叫todo.lua,用来实现你要让IOS程序执行的方法。
要调用lua,首先你可以像正常那样建立一个ViewController,在
ViewController里写调用Engine.lua的方法,将这个方法放在
ViewController的一个线程里执行。
ViewController的代码:
// ViewController.m
// wwwwww
//
// Created by Tolecen 12-11-19.
// Copyright (c) 2012年 Tolecen . All rights reserved.
//
#import "ViewController.h"
#include "lua.hpp"
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#define NOERROR 0
#define LUA_PMCNT_CHECK(n)\
{ \
int nParamCnt = lua_gettop(L) ; \
if( nParamCnt != n ) \
{\
lua_pushnumber( L , -1 ) ; \
return 1 ; \
} \
}
#define LUA_RET_VALUE(n)\
{ \
lua_pushnumber( L , n ); \
return 1 ; \
}
#define LUA_OUT_ERROR(id) lua_pushnumber(L, id);if (id != 0) return 1;
int logYouWhat(lua_State *L) //你想要让Lua执行的方法,需用C++写
{
LUA_PMCNT_CHECK(2);
int aa = (int)lua_tonumber(L, 1);
int bb = (int)lua_tonumber(L, 2);
NSLog(@"aa:%d,bb:%d",aa,bb);
[ViewController changeA:aa B:bb]; //在此c++方法里通过这个ViewController的类方法调用OC方法,以实现设置UI等操作
return 0;
}
unsigned long luaWork(void* pParam) //此方法用来调用Engine.lua,以驱动Lua语句
{
int i;
int j;
int s0;
int s1;
int nResult;
lua_State *L;
int nThreadIndex;
lua_State *lLocal;
char strPathName[512];
char strLuaEngine[512];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
memset(strPathName, 0, 512);
const char * tmp= [documentsDirectory UTF8String];
strncpy(strPathName, (char*)tmp, strlen(tmp)); //这是查找本地App的Documents语句,以便将lua文件加到此处
L = luaL_newstate();
if (L == NULL)
{
NSLog(@"error: %s \n" , lua_tostring(L, -1)); //lua程序执行有错误,此处会打印lua的错误行数,下同
return -1;
}
luaL_openlibs(L);
j = 0;
for (i = 0;i < 260;i++)
{
if (strPathName[i] == 0)
break;
if (strPathName[i] == '\\')
j = i;
}
if (j != 0)
strPathName[j] = 0;
NSString *logPath = [documentsDirectory stringByAppendingPathComponent:@"Engine.lua"];
const char * tmp1= [logPath UTF8String];
strncpy(strLuaEngine, (char*)tmp1, strlen(tmp1));
NSLog(@"strLuaEngine %s \n",strLuaEngine);
s1 = luaL_loadfile(L, strLuaEngine); //通过Engine.lua的路径load lua文件,实现要将Engine.lua和todo.lua存入目录
if (s1 != 0)
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -10;
}
s1 = lua_pcall(L, 0, 0, 0);
if (s1 != 0)
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
getchar();
lua_pop(L, 1);
return -11;
}
lua_register(L, "logSomething", logYouWhat);//将这个Viewcontroller中的方法在Lua中注册,中间那个就是要在lua里执行的方 法名
lua_getglobal(L, "ywyengine");
if (!lua_istable(L, -1))
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -3;
}
lua_pushstring(L, "CreateSession");
lua_gettable(L, -2);
if (!lua_isfunction(L, -1))
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop(L, 2);
return -4;
}
s0 = lua_pcall(L, 0, 2, 0);
if (s0 != 0)
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop( L, 1 );
return -5;
}
lLocal = lua_tothread(L, -2);
nThreadIndex = lua_tonumber(L, -1);
lua_pop(L, 2);
while(1)
{
NSLog(@"run");
lua_getglobal(L, "ywyengine");
if (!lua_istable(L, -1))
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop(L, 1);
return -6;
}
lua_pushstring(L, "ContinueSession");
lua_gettable(L, -2);
if (!lua_isfunction(L, -1))
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop(L, 2);
return -7;
}
lua_pushnumber(L, nThreadIndex);
s0 = lua_pcall(L, 1, 1, 0);
if (s0 != 0)
{
NSLog(@"error: %s \n" , lua_tostring(L, -1));
lua_pop( L, 1 );
return -8;
}
nResult = lua_tonumber(L, -1);
lua_pop(L, 1);
if (nResult)
return -9;
}
return 0;
}
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
dispatch_queue_t queue = dispatch_queue_create("com.example.dothis", NULL);
dispatch_async(queue, ^{
luaWork(NULL);
});
// Do any additional setup after loading the view, typically from a nib.
}
+(void)changeA:(int)as B:(int)bs
{
NSLog(@"hahaTHEA:%d",as);
}
Engine.lua的代码
require("/var/mobile/Applications/4FDA7C3C-984F-43C9-A306-6C95C758AF78/Documents/todo")
--上面是将todo.lua的路径交代给Engine.lua,以便调用todo.lua里的方法,每一个程序的路径不一样,要改成自己程序的路径
threadhandle = {}
handlecount = 0
ywyengine = {}
function ywyengine.Susport( )
coroutine.yield()
end
function ywyengine.ContinueSession( handleindex )
local status, err, result
if (type(threadhandle[handleindex]) ~= "thread") then
print( "ContinueSession error no thread" )
result = 1
return result
end
if (threadhandle[handleindex] == nil) then
print( "ContinueSession error thread nil" )
result = 2
return result
end
if (coroutine.status( threadhandle[handleindex] ) == "dead") then
result = 3
print( "ContinueSession error thread dead" )
threadhandle[handleindex] = nil
return result
end
status , err = coroutine.resume( threadhandle[handleindex] , 0 )
if status == false then
result = 4
print( "ContinueSession error" )
print(err)
else
result = 0
end
print( "ContinueSession ok" )
return result
end
function ywyengine.CreateSession()
local handle = coroutine.create( StartSession )
local status, err
local sessioninfo = {}
local coroutine_info = {
param = sessioninfo ,
}
handlecount = handlecount + 1
threadhandle[handlecount] = handle
status, err = coroutine.resume( threadhandle[handlecount] , coroutine_info )
if status == false then
print( "CreateSession error" )
print(err)
end
print("Start session ok")
return handle, handlecount
end
以下为todo.lua的代码
function StartSession(args)
while true do
logSomething(45,78);//这就是viewcontroll中注册的那个方法,对应的c++方法在上方已写
print("Continue ok");
ywyengine.Susport();
end
end





// ViewController.m // wwwwww // // Created by Tolecen 12-11-19. // Copyright (c) 2012年 Tolecen . All rights reserved. // #import "ViewController.h" #include "lua.hpp" extern "C" { #include "lua.h" #include "lualib.h" #include "lauxlib.h" } #define NOERROR 0 #define LUA_PMCNT_CHECK(n)\ { \ int nParamCnt = lua_gettop(L) ; \ if( nParamCnt != n ) \ {\ lua_pushnumber( L , -1 ) ; \ return 1 ; \ } \ } #define LUA_RET_VALUE(n)\ { \ lua_pushnumber( L , n ); \ return 1 ; \ } #define LUA_OUT_ERROR(id) lua_pushnumber(L, id);if (id != 0) return 1; int logYouWhat(lua_State *L) //你想要让Lua执行的方法,需用C++写 { LUA_PMCNT_CHECK(2); int aa = (int)lua_tonumber(L, 1); int bb = (int)lua_tonumber(L, 2); NSLog(@"aa:%d,bb:%d",aa,bb); [ViewController changeA:aa B:bb]; //在此c++方法里通过这个ViewController的类方法调用OC方法,以实现设置UI等操作 return 0; } unsigned long luaWork(void* pParam) //此方法用来调用Engine.lua,以驱动Lua语句 { int i; int j; int s0; int s1; int nResult; lua_State *L; int nThreadIndex; lua_State *lLocal; char strPathName[512]; char strLuaEngine[512]; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; memset(strPathName, 0, 512); const char * tmp= [documentsDirectory UTF8String]; strncpy(strPathName, (char*)tmp, strlen(tmp)); //这是查找本地App的Documents语句,以便将lua文件加到此处 L = luaL_newstate(); if (L == NULL) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); //lua程序执行有错误,此处会打印lua的错误行数,下同 return -1; } luaL_openlibs(L); j = 0; for (i = 0;i < 260;i++) { if (strPathName[i] == 0) break; if (strPathName[i] == '\\') j = i; } if (j != 0) strPathName[j] = 0; NSString *logPath = [documentsDirectory stringByAppendingPathComponent:@"Engine.lua"]; const char * tmp1= [logPath UTF8String]; strncpy(strLuaEngine, (char*)tmp1, strlen(tmp1)); NSLog(@"strLuaEngine %s \n",strLuaEngine); s1 = luaL_loadfile(L, strLuaEngine); //通过Engine.lua的路径load lua文件,实现要将Engine.lua和todo.lua存入目录 if (s1 != 0) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop(L, 1); return -10; } s1 = lua_pcall(L, 0, 0, 0); if (s1 != 0) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); getchar(); lua_pop(L, 1); return -11; } lua_register(L, "logSomething", logYouWhat);//将这个Viewcontroller中的方法在Lua中注册,中间那个就是要在lua里执行的方 法名 lua_getglobal(L, "ywyengine"); if (!lua_istable(L, -1)) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop(L, 1); return -3; } lua_pushstring(L, "CreateSession"); lua_gettable(L, -2); if (!lua_isfunction(L, -1)) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop(L, 2); return -4; } s0 = lua_pcall(L, 0, 2, 0); if (s0 != 0) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop( L, 1 ); return -5; } lLocal = lua_tothread(L, -2); nThreadIndex = lua_tonumber(L, -1); lua_pop(L, 2); while(1) { NSLog(@"run"); lua_getglobal(L, "ywyengine"); if (!lua_istable(L, -1)) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop(L, 1); return -6; } lua_pushstring(L, "ContinueSession"); lua_gettable(L, -2); if (!lua_isfunction(L, -1)) { NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop(L, 2); return -7; } lua_pushnumber(L, nThreadIndex); s0 = lua_pcall(L, 1, 1, 0); if (s0 != 0) {
NSLog(@"error: %s \n" , lua_tostring(L, -1)); lua_pop( L, 1 ); return -8; } nResult = lua_tonumber(L, -1); lua_pop(L, 1); if (nResult) return -9; } return 0; }
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
dispatch_queue_t queue = dispatch_queue_create("com.example.dothis", NULL);
dispatch_async(queue, ^{
luaWork(NULL);
});
// Do any additional setup after loading the view, typically from a nib.
}
+(void)changeA:(int)as B:(int)bs
{
NSLog(@"hahaTHEA:%d",as);
}
以下为todo.lua的代码
require("/var/mobile/Applications/4FDA7C3C-984F-43C9-A306-6C95C758AF78/Documents/todo")
--上面是将todo.lua的路径交代给Engine.lua,以便调用todo.lua里的方法,每一个程序的路径不一样,要改成自己程序的路径
threadhandle = {}
handlecount = 0
ywyengine = {}
function ywyengine.Susport( )
coroutine.yield()
end
function ywyengine.ContinueSession( handleindex )
local status, err, result
if (type(threadhandle[handleindex]) ~= "thread") then
print( "ContinueSession error no thread" )
result = 1
return result
end
if (threadhandle[handleindex] == nil) then
print( "ContinueSession error thread nil" )
result = 2
return result
end
if (coroutine.status( threadhandle[handleindex] ) == "dead") then
result = 3
print( "ContinueSession error thread dead" )
threadhandle[handleindex] = nil
return result
end
status , err = coroutine.resume( threadhandle[handleindex] , 0 )
if status == false then
result = 4
print( "ContinueSession error" )
print(err)
else
result = 0
end
print( "ContinueSession ok" )
return result
end
function ywyengine.CreateSession()
local handle = coroutine.create( StartSession )
local status, err
local sessioninfo = {}
local coroutine_info = {
param = sessioninfo ,
}
handlecount = handlecount + 1
threadhandle[handlecount] = handle
status, err = coroutine.resume( threadhandle[handlecount] , coroutine_info )
if status == false then
print( "CreateSession error" )
print(err)
end
print("Start session ok")
return handle, handlecount
end
function StartSession(args)
while true do
logSomething(45,78);//这就是viewcontroll中注册的那个方法,对应的c++方法在上方已写
print("Continue ok");
ywyengine.Susport();
end
end