cocos2d 下的external\lua\cjson 怎么生成arm64-v8a/libcjson.a
我想要的是跟framework\cocos2d-x\external\lua\luajit\prebuilt\android 一样格式的
看看这篇博客是否有帮助
https://blog.csdn.net/u012278016/article/details/7964511
题主参考下
将cjson加入libluacocos2d中,并进行编译,否则导入失败;
修改lua_extensions.c
// cjson#include "cjson/lua_cjson.h"static luaL_Reg luax_exts[] = {{"socket.core", luaopen_socket_core},{"mime.core", luaopen_mime_core},{"cjson", luaopen_cjson},{NULL, NULL}};
在AppDelegate.cpp中注册
#include "scripting/lua-bindings/manual/network/lua_extensions.h"
// register lua moduleauto engine = LuaEngine::getInstance();ScriptEngineManager::getInstance()->setScriptEngine(engine);lua_State* L = engine->getLuaStack()->getLuaState();luaopen_lua_extensions(L);lua_module_register(L);
最后编译项目
题主参考下
将cjson加入libluacocos2d中,并进行编译,否则导入失败;
修改lua_extensions.c
// cjson#include "cjson/lua_cjson.h"static luaL_Reg luax_exts[] = {{"socket.core", luaopen_socket_core},{"mime.core", luaopen_mime_core},{"cjson", luaopen_cjson},{NULL, NULL}};
在AppDelegate.cpp中注册
#include "scripting/lua-bindings/manual/network/lua_extensions.h"
// register lua moduleauto engine = LuaEngine::getInstance();ScriptEngineManager::getInstance()->setScriptEngine(engine);lua_State* L = engine->getLuaStack()->getLuaState();luaopen_lua_extensions(L);lua_module_register(L);
最后编译项目
题主参考下
将cjson加入libluacocos2d中,并进行编译,否则导入失败;
修改lua_extensions.c
// cjson#include "cjson/lua_cjson.h"static luaL_Reg luax_exts[] = {{"socket.core", luaopen_socket_core},{"mime.core", luaopen_mime_core},{"cjson", luaopen_cjson},{NULL, NULL}};
在AppDelegate.cpp中注册
#include "scripting/lua-bindings/manual/network/lua_extensions.h"
// register lua moduleauto engine = LuaEngine::getInstance();ScriptEngineManager::getInstance()->setScriptEngine(engine);lua_State* L = engine->getLuaStack()->getLuaState();luaopen_lua_extensions(L);lua_module_register(L);
最后编译项目
放假了,年后再说~哈哈
参考
https://blog.csdn.net/qq_20751857/article/details/79139881
https://www.cnblogs.com/zhangdw/p/6824350.html
希望对你有帮助,请采纳