所有testcpp里的widget示例都已实现,实现了一个GuiExample,其他的就留给大家去熟悉.其实无非就是将c代码拷贝到lua里然后修改一点...
使用步骤:
1.解压下载包
2.将extensions下的Cocostudio/GUI文件夹备份,然后用解压的GUI文件夹覆盖原文件夹
3.将tools/tolua++文件夹备份,将pkg.zip解压到tools/tolua++下,然后运行命令行编译出LuaCocos2d.cpp(这步编译不会的...去百度)
4.编译cocos2d-x工程,就可以在lua里使用Cocostudio的GUI里的类了
使用Hellolua工程跑示例程序:
将bin下面的所有文件夹和lua拷贝到samples\Lua\HelloLua\Resources下
将hellolua项目里的AppDelegate.cpp的函数applicationDidFinishLaunching()修改一下
- bool AppDelegate::applicationDidFinishLaunching()
- {
- // initialize director
- CCDirector *pDirector = CCDirector::sharedDirector();
- pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
- CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionNoBorder);
- // turn on display FPS
- pDirector->setDisplayStats(true);
- // set FPS. the default value is 1.0/60 if you don't call this
- pDirector->setAnimationInterval(1.0 / 60);
- // register lua engine
- CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
- CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
- std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hellogui.lua");
- pEngine->executeScriptFile(path.c_str());
- return true;
- }
然后run
lua中UIWidget注册回调函数的方法
UIWidget :registerEventScript
lua回调示例这样 (这里和v2.1.5不一样,多返回了一个调用者的UIWidget类型的指针)
- function HandleEvent(type,widget)
- if type == "pushDown" then
- -- do something
- end
- end
现有eventType为
"pushDown"
"move"
"releaseUp"
"cancelUp"
"longClick" (这个studio还未实现)
"selected"
"unSelected"
"percentChanged"
"attachWithIME"
"detachWithIME"
"insertText"
"deleteBackward"
"berthToLeftBottom"
"berthToLeftTop"
"berthToRightBottom"
"berthToRightTop"
"berthToLeft"
"berthToTop"
"berthToRight"
"berthToBottom"
"bounceOver"
"bounceToLeftBottom"
"bounceToLeftTop"
"bounceToRightBottom"
"bounceToRightTop"
"bounceToLeft"
"bounceToTop"
"bounceToRight"
"bounceToBottom"
"initChild"
"updateChild"
"scrollToTop"
"scrollToBottom"
"scrollToLeft"
"scrollToRight"
增加CCSSceneReader绑定
使用方法:
1.先备份tools/tolua++文件夹然后将补丁解压到tools/tolua++下
2.运行命令行编译出LuaCocos2d.cpp
3.将工作项目链接pthreadVCE2.lib和libchipmunk.lib库,编译即可
本文介绍如何在Cocos2d-x 2.2.0版本中使用Lua进行CocoStudio GUI绑定,包括步骤说明及示例代码。通过简单的几步操作,开发者可以轻松地在Lua中调用CocoStudio的GUI组件。
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