示例#1
0
bool LuaStack::init(void)
{
    _state = lua_open();
    luaL_openlibs(_state);
    tolua_Cocos2d_open(_state);
    toluafix_open(_state);

    // Register our version of the global "print" function
    const luaL_reg global_functions [] = {
        {"print", lua_print},
        {NULL, NULL}
    };
    luaL_register(_state, "_G", global_functions);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    LuaObjcBridge::luaopen_luaoc(_state);
#endif
    tolua_extensions_ccb_open(_state);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
    tolua_web_socket_open(_state);
#endif
    tolua_opengl_open(_state);
    tolua_scroll_view_open(_state);
    tolua_script_handler_mgr_open(_state);
    
    // add cocos2dx loader
    addLuaLoader(cocos2dx_lua_loader);

    return true;
}
示例#2
0
bool CCLuaEngine::init(void)
{
    m_state = lua_open();
    luaL_openlibs(m_state);
    tolua_Cocos2d_open(m_state);
    tolua_prepare_ccobject_table(m_state);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    addLuaLoader(loader_Android);
#endif
    return true;
}
示例#3
0
bool CCLuaEngine::init(void)
{
    m_state = lua_open();
    luaL_openlibs(m_state);
    tolua_Cocos2d_open(m_state);
	tolua_UI_open(m_state);
    toluafix_open(m_state);
	luaopen_bit_custom(m_state);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	CCLOG("addLuaLoader!!");
    addLuaLoader(loader_Android);
#endif
    return true;
}
示例#4
0
bool CCLuaStack::init(void)
{
    m_state = lua_open();
    luaL_openlibs(m_state);
    tolua_Cocos2d_open(m_state);
    toluafix_open(m_state);

    // Register our version of the global "print" function
    const luaL_reg global_functions [] = {
        {"print", lua_print},
        {NULL, NULL}
    };
    luaL_register(m_state, "_G", global_functions);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    CCLuaObjcBridge::luaopen_luaoc(m_state);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    addLuaLoader(loader_Android);
#endif
    return true;
}
bool CCLuaStack::init(void)
{
    m_state = lua_open();
    luaL_openlibs(m_state);
    tolua_Cocos2d_open(m_state);
    toluafix_open(m_state);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    CCLuaObjcBridge::luaopen_luaoc(m_state);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    addLuaLoader(loader_Android);
#endif
    
    // register CCLuaLoadChunksFromZip
    lua_pushcfunction(m_state, loadChunksFromZip);
    lua_setglobal(m_state, "CCLuaLoadChunksFromZip");
    
    // register CCLuaStackSnapshot
    luaopen_snapshot(m_state);
    
    return true;
}
示例#6
0
bool CCLuaStack::init(void)
{
    m_state = lua_open();
    luaL_openlibs(m_state);
    tolua_Cocos2d_open(m_state);
    toluafix_open(m_state);

    // Register our version of the global "print" function
    const luaL_reg global_functions [] = {
        {"print", lua_print},
        {NULL, NULL}
    };
    luaL_register(m_state, "_G", global_functions);
    tolua_CocoStudio_open(m_state);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    CCLuaObjcBridge::luaopen_luaoc(m_state);
#endif
    register_all_cocos2dx_extension_manual(m_state);
    register_all_cocos2dx_studio_manual(m_state);
    // add cocos2dx loader
    addLuaLoader(cocos2dx_lua_loader);

    return true;
}