Cocos2d-x-3.6学习(三)---- TestCpp学习

原创 2015年07月06日 20:34:33

一、C++

1.注释

/** 
 *  @class 类名
 *  @brief 类、函数功能简要说明
 *  @since 版本
 *  @param 参数及说明
 *  @return 返回值说明
 *  @note  使用说明
 */

2.C++ 11

(1)auto自动类型推导

auto a; // 错误,auto是通过初始化表达式进行类型推导,如果没有初始化表达式,就无法确定a的类型  
auto i = 1;                //int
auto d = 1.0;              //double
auto str = "Hello World";  //string
auto ch = 'A';             //char
auto func = less<int>();  
vector<int> iv;  
auto ite = iv.begin();  
auto p = new foo() // 对自定义类型进行类型推导 

vector迭代器

vector<int> vec;  
vector<int>::iterator itr = vec.iterator();  
//使用auto
vector<int> vec;  
auto itr = vec.iterator();  

(2)序列for循环

在C++中for循环可以使用类似java的简化的for循环,可以用于遍历数组,容器,string以及由begin和end函数定义的序列(即有Iterator),示例代码如下:
map<string, int> m{{"a", 1}, {"b", 2}, {"c", 3}};  
for (auto p : m)
{  
    cout<<p.first<<" : "<<p.second<<endl;  
} 

(3)成员变量初始化

      与Java和C#中的用法一样,可以对成员变量进行就地初始化。示例代码如下:
class CPerson
{
    private:
    int m_nAge = 10;
    string m_strName = "Mike";
};

(4)显式虚函数重载   

    在引入C++ 11之前,基类和派生类中的虚函数很容易产生错误使用的情况。比如:
    a、基类添加了一个虚函数,但该虚函数与派生类中的某个已有普通函数相同。
    b、派生类添加了一个普通函数,但该函数与基类中的某个已有虚函数相同。
    为了避免这些情况,在C++ 11中可以使用override来显式地表明需要进行虚函数重载。比如:
class Base 
{
    virtual void some_func(float);
};

class Derived : public Base
{
    virtual void some_func(int) override;        // 将产生编译错误
    virtual void some_func(float) override;    // 正确
};

二、3.x与2.x

1.新的callback

// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ...) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, ##__VA_ARGS__)

2.去掉所有CC前缀

3.getInstance()单例模式

在v3.0之前,单例类的构造方式是CocosClass::sharedCocosClass(),比如:TextureCache::sharedTextureCache()。

    /** 
     * Returns a shared instance of the director. 
     */
    static Director* getInstance();
    /**
     * @deprecated Use getInstance() instead.
     */
    CC_DEPRECATED_ATTRIBUTE static Director* sharedDirector() { return Director::getInstance(); }  

单例模式类:

Director    //导演类

FileUtils    // Helper class to handle file operations    

                   //处理文件操作的Helper类

LuaEngine    //The Lua engine integrated into the cocos2d-x to process the interactive operation between lua and c++

                         //Lua脚本集成到了cocos2d-x来处理lua和C++之间的交互操作

HttpClient    //Singleton that handles asynchrounous http requests.    

                      //处理异步HTTP请求

SocketIO     //provide static creation method as well as registry of all sockets.

UserDefault     //数据存储 bool, int, float, double, string

SimpleAudioEngine    //声音

Animation3DCache , AnimationCache ,  Sprite3DCache , Sprite3DMaterialCache , SpriteFrameCache , TextureCache ,

4.Ref

cocos2dx中所有对象都继承于Ref,或者继承于 Ref和Clonable
Ref中就是维护了一个计数器,用于判断该继承于Ref的对象是否应该delete
class CC_DLL Ref
{
public:
    //计数加1
    void retain();
    //计数减1,如果为0,删除对象
    void release();
    //添加到对象池中,别忘了PoolManager(对象池管理器) 管理AutoreleasePool(对象池),AutoreleasePool管理Ref
    Ref* autorelease();
    //得到当前的计数
    unsigned int getReferenceCount() const;
};

5.CCPont->Vec2

ccp,CCPointZero替换为Vec2,Vec2::ZERO

setPosition(ccp(x,y))替换为setPosition(x,y)

inline Vec2::Vec2(float xx, float yy)
: x(xx), y(yy)
{
}

重载运算符

+    +=    -(减)    -=    *    *=    -(negation负)    /    <    >    ==    != 

Vec2(p1)+Vec2(p2)等价于Vec2(p1.x+p2.x,p1.y+p2.y)

6.事件触发机制

三、CocoStudio

//包含头文件、命名空间
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
using namespace cocostudio::timeline;
//使用 
bool HelloWorld::init()
{  
    auto rootNode = CSLoader::createNode("MainScene.csb");
    addChild(rootNode);

    return true;
} 

四、Cocos2d-x

1.两阶段构造器

第一阶段是运行C++类构造器。在C++类的默认构造器中,成员变量须设定为默认值。但我们不应在默认构造器中编写任何逻辑。例如
MyClass::MyClass()  // c++ class constructor
:_data(NULL)      // set all member variables to default values
,_flag(false)
,_count(0)
{
    memset(_array, 0, sizeof(_array));   // only set default values here, but not logics
}
我们之所以不应在这里编写任何逻辑,是因为C++默认构造器不能返回表明我们逻辑正确与否的bool 值。

第二阶段是调用MyClass::init()函数。





cocos2d-x v3.0 Release Notes

Highlights of v3.0

  • Replaced Objective-C patters with C++ (C++11) patterns and best practices
  • Improved Labels
  • Improved renderer
  • New Event Dispatcher
  • Physics integration
  • New GUI
  • JavaScript remote debugger
  • Remote Console support
  • Refactor Image - release memory in time and uniform the api of supported file format
  • Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
  • Templated containers

Features in detail

C++11 features

Feature added in v3.0-pre-alpha0

A subset of C++11 features are being used in cocos2d-x:

  • std::function, including lambda objects for callbacks
  • strongly typed enums, for most of the cocos2d-x enums and constants
  • std::thread for threading
  • override context keyword, for overriden methods

std::function

  • CallFunc can be created with an std::function<void()>
  • CallFuncN can be created with an std::function<void(Node*)>
  • CallFuncND and CallFuncO were removed since it can be created with simulated with CallFuncN and CallFunc. See ActionsTest.cpp for more examples
  • MenuItem supports std::function<void(Node*)> as callbacks

CallFunc example:

// in v2.1
CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );

// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));

// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( &MyClass::callback_0, this));
auto action2 = CallFunc::create( std::bind( &MyClass::callback_1, this, additional_parameters));

// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
                 [&](){
                     auto s = Director::sharedDirector()->getWinSize();
                     auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
                     label->setPosition(ccp( s.width/4*1,s.height/2-40));
                     this->addChild(label);
                 }  );

MenuItem example:

// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));

// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));

// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback, this, std::placeholders::_1));

// in v3.0 you can use lambdas or any other "Function" object
auto item = MenuItemLabel::create(label,
                 [&](Object *sender) {
                     // do something. Item "sender" clicked
                  });

strongly typed enums

Feature added in v3.0-pre-alpha0

Constants and enums that started with k, and that usually were defined as int or as simple enum where replaced with strongly typed enums ( enum class ) to prevent collisions and type errors. The new format is:

| v2.1       | v3.0        |
| kTypeValue | Type::VALUE |

Examples:

| v2.1                             | v3.0                             |
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom      | Director::Projection::CUSTOM     |
| ccGREEN                          | Color3B::GREEN                   |
| CCPointZero                      | Point::ZERO                      |
| CCSizeZero                       | Size::ZERO                       |

The old values can still be used, but are not deprecated.

override

To catch possible errors while overriding methods, subclasses with override methods have the override context keyword. Example:

class Sprite : public Node {
    bool isFlipY(void) const;
    void setFlipY(bool bFlipY);

    // Overrides
    virtual void setTexture(Texture2D *texture) override;
    virtual Texture2D* getTexture() const override;
    inline void setBlendFunc(const BlendFunc &blendFunc) override;
    inline const BlendFunc& getBlendFunc() const override;
}

Removed Objective-C patterns

Feature added in v3.0-pre-alpha0

No more 'CC' prefix for C++ classes and free functions

Changes in classes

Since cocos2d-x already uses the cocos2d namespace, there is not need to add the prefix CC to all its classes.

Examples:

| v2.1       | v3.0     |
| CCSprite   | Sprite   |
| CCNode     | Node     |
| CCDirector | Director |
| etc...                |

v2.1 class names are still available, but they were tagged as deprecated.

Changes in free functions

For the drawing primitives:

  • They were added in the DrawPrimitives namespace
  • The cc prefix was removed

For the gl proxy functions:

  • They were added in the GL namespace
  • The ccGL prefix was removed

Examples:

| v2.1                | v3.0                         |
| ccDrawPoint()       | DrawPrimitives::drawPoint()  |
| ccDrawCircle()      | DrawPrimitives::drawCircle() |
| ccGLBlendFunc()     | GL::blendFunc()              |
| ccGLBindTexture2D() | GL::bindTexture2D()          |
| etc...                                             |

v2.1 free functions are still available, but they were tagged as deprecated.

clone() instead of copy()

clone() returns an autoreleased version of the copy.

copy() is no longer supported. If you use it, it will compile, but the code will crash.

Example:

// v2.1
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();

// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();

Singletons use getInstance() and destroyInstance()

All singletons use getInstance() and destroyInstance() (if applicable) to get and destroy the instance.

Examples:

| v2.1                          | v3.0                        |
| CCDirector->sharedDirector()  | Director->getInstance()     |
| CCDirector->endDirector()     | Director->destroyInstance() |
| etc...                                                      |

v2.1 methods are still available, but they were tagged as deprecated.

getters

Getters now use the get prefix.

Examples:

| v2.1                            | v3.0*                              |
| node->boundingBox()             | node->getBoundingBox()             |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc...                                                               |

And getters were also tagged as const in their declaration. Example:

// v2.1
virtual float getScale();

// v3.0
virtual float getScale() const;

v2.1 methods are still available, but they were tagged as deprecated.

POD types

Methods that were receiving POD types as arguments (eg: TexParamsPointSize, etc.) are being passed as constreference.

Example:

// v2.1
void setTexParameters(ccTexParams* texParams);

// v3.0
void setTexParameters(const ccTexParams& texParams);

New Renderer

Feature added in v3.0-beta

The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called Renderer is responsible for rendering the object.

Auto-batching and auto-culling support has been added.

Please, see this document for detail information about its internal funcitonality:https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit

Improved LabelTTF / LabelBMFont

Feature added in v3.0-alpha0

New EventDispatcher

Feature added in v3.0-alpha0

All events like touch event, keyboard event, acceleration event and custom event are dispatched by EventDispatcher.TouchDispatcherKeypadDispatcherKeyboardDispatcherAccelerometerDispatcher were removed.

Adding Touch Event Listener

For TouchOneByOne:

auto sprite = Sprite::create("file.png");
...
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouch(true);
listener->onTouchBegan     = [](Touch* touch, Event* event) { do_some_thing();  return true;  };
listener->onTouchMoved     = [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchEnded     = [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchCancelled = [](Touch* touch, Event* event) { do_some_thing();  };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

For TouchAllAtOnce

auto sprite = Sprite::create("file.png");
...
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesMoved     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesEnded     = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
listener->onTouchesCancelled = [](const std::vector<Touch*>& touches, Event* event) { do_some_thing();  };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

Adding Mouse Event Listener

auto mouseListener = EventListenerMouse::create();
mouseListener->onMouseScroll = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
mouseListener->onMouseUp     = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
mouseListener->onMouseDown   = [](Event* event) { EventMouse* e = static_cast<EventMouse*>(event); do_some_thing(); };
dispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);

Adding A Keyboard Event Listener

auto listener = EventListenerKeyboard::create();
listener->onKeyPressed = CC_CALLBACK_2(SomeClass::onKeyPressed, this);
listener->onKeyReleased = CC_CALLBACK_2(SomeClass::onKeyReleased, this);
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding An Acceleration Event Listener

auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(SomeClass::onAcceleration, this));
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding A Custom Event Listener

auto listener = EventListenerCustom::create("game_custom_event", [=](EventCustom* event){
    void* userData= event->getUserData();
    do_some_with_user_data();
});
dispatcher->addEventListenerWithFixedPriority(listener, 1);

Dispatching A Custom Event

EventCustom event("game_custom_event");
event.setUserData(some_data);
dispatcher->dispatchEvent(&event);

Setting Fixed Priority For A Listener

dispatcher->setPriority(fixedPriorityListener, 200);

Removing Event Listener

Removing A Specified Event Listener

dispatcher->removeEventListener(listener);

Removing Custom Event Listener

dispatcher->removeCustomEventListener("my_custom_event_listener_name");

Removing All Listeners For An Event Listener Type

dispatcher->removeEventListeners(EventListener::Type::TOUCH_ONE_BY_ONE);

Removing All Listeners

dispatcher->removeAllListeners();

Physics Integration

Feature added in v3.0-pre-alpha0

Physics integration have five concepts: PhysicsWorldPhysicsBodyPhysicsShapePhysicsJoint and PhysicsContact. You must define CC_USE_PHYSICS macro in ccConfig.h to use the physics API.

PhysicsWorld

PhysicsWorld object simulates collisions and other physical properties, you do not create it directly, you can get it from scene which create with physics.

Scene* scene = Scene::createWithPhysics();
PhysicsWorld* world = scene->getPhysicsWorld();

PhysicsBody

PhysicsBody object is used to add physics simulation to a node. If you create a PhysicsBody and set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation when update.

PhysicsBody* body = PhysicsBody::createCircle(5.0f);
Node* node = Node::create();
node->setPhysicsBody(body);
scene->addChild(node);

PhysicsShape

PhysicsShape object is a shape that make the body can have collisions. you can add one or more PhysicsShape to aPhysicsBody. Shape classes: PhysicsShapeCirclePhysicsShapeBoxPhysicsShapePolygonPhysicsShapeEdgeSegment,PhysicsShapeEdgeBoxPhysicsShapeEdgePolygonPhysicsShapeEdgeChain.

PhysicsShape* shape = PhysicsShapeBox::create(Size(5.0f, 10.0f);
body->addShape(shape);

PhysicsJoint

PhysicsJoint object connects two physics bodies together so that they are simulated together by the physics world. Joint classes: PhysicsJointFixedPhysicsJointLimitPhysicsJointPinPhysicsJointDistancePhysicsJointSpring,PhysicsJointGroovePhysicsJointRotarySpringPhysicsJointRotaryLimitPhysicsJointRatchetPhysicsJointGear,PhysicsJointMotor.

PhysicsJoint* joint = PhysicsJointDistance::construct(bodyA, bodyB, Point::ZERO, Point::ZERO);
world->addJoint(joint);

PhysicsContact

PhysicsContact object is created automatically to describes a contact between two physical bodies in a PhysicsWorld. you can control the contact behavior from the physics contact event listener. Other classes contain the contact information:PhysicsContactPreSolvePhysicsContactPostSolve. The event listener for physics: EventListenerPhysicsContact,EventListenerPhysicsContactWithBodiesEventListenerPhysicsContactWithShapesEventListenerPhysicsContactWithGroup.

auto contactListener = EventListenerPhysicsContactWithBodies::create(bodyA, bodyB);
contactListener->onContactBegin = [](EventCustom* event, const PhysicsContact& contact) -> bool
{
doSomething();
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);

Misc API Changes

ccTypes.h

Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.

| v2.1 struct names | v3.0 struct names |
| ccColor3B         | Color3B |
| ccColor4B         | Color4B |
| ccColor4F         | Color4F |
| ccVertex2F        | Vertex2F |
| ccVertex3F        | Vertex3F |
| ccTex2F           | Tex2F |
| ccPointSprite     | PointSprite |
| ccQuad2           | Quad2 |
| ccQuad3           | Quad3 |
| ccV2F_C4B_T2F     | V2F_C4B_T2F |
| ccV2F_C4F_T2F     | V2F_C4F_T2F |
| ccV3F_C4B_T2F     | V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
| ccBlendFunc       | BlendFunc |
| ccT2F_Quad        | T2F_Quad |
| ccAnimationFrameData | AnimationFrameData |

Global functions changed example

// in v2.1
ccColor3B color3B = ccc3(0, 0, 0);
ccc3BEqual(color3B, ccc3(1, 1, 1));
ccColor4B color4B = ccc4(0, 0, 0, 0);
ccColor4F color4F = ccc4f(0, 0, 0, 0);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));
color4B = ccc4BFromccc4F(color4F);

color3B = ccWHITE;

// in v3.0
Color3B color3B = Color3B(0, 0, 0);
color3B.equals(Color3B(1, 1, 1));
Color4B color4B = Color4B(0, 0, 0, 0);
Color4F color4F = Color4F(0, 0, 0, 0);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(1, 1, 1, 1));
color4B = Color4B(color4F);

color3B = Color3B::WHITE;

deprecated functions and global variables

| v2.1 names    | v3.0 names |
| ccp           | Point |
| ccpNeg        | Point::- |
| ccpAdd        | Point::+ |
| ccpSub        | Point::- |
| ccpMult       | Point::* |
| ccpMidpoint   | Point::getMidpoint |
| ccpDot        | Point::dot |
| ccpCrosss     | Point::cross |
| ccpPerp       | Point::getPerp |
| ccpRPerp      | Point::getRPerp |
| ccpProject    | Point::project |
| ccpRotate     | Point::rotate |
| ccpUnrotate   | Point::unrotate |
| ccpLengthSQ   | Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength     | Point::getLength |
| ccpDistance   | Point::getDistance |
| ccpNormalize  | Point::normalize |
| ccpForAngle   | Point::forAngle |
| ccpToAngle    | Point::getAngle |
| ccpClamp      | Point::getClampPoint |
| ccpFromSize   | Point::Point |
| ccpCompOp     | Point::compOp |
| ccpLerp       | Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult   | Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle      | Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake   | Point::Point |
| CCSizeMake    | Size::Size |
| CCRectMake    | Rect::Rect |
| PointZero     | Point::ZERO |
| SizeZero      | Size::ZERO |
| RectZero      | Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
| EGLView::sharedOpenGLView | EGLView::getInstance |
| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3()        | Color3B() |
| ccc3BEqual()  | Color3B::equals() |
| ccc4()        | Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f()       | Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual()  | Color4F::equals() |
| ccWHITE       | Color3B::WHITE |
| ccYELLOW      | Color3B::YELLOW |
| ccBLUE        | Color3B::BLUE |
| ccGREEN       | Color3B::GREEN |
| ccRED         | Color3B::RED |
| ccMAGENTA     | Color3B::MAGENTA |
| ccBLACK       | Color3B::BLACK |
| ccORANGE      | Color3B::ORANGE |
| ccGRAY        | Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |

Changes in the Lua bindings

Use bindings-generator tool for Lua binding

Only configurating the *.ini files in the tools/tolua folder,not to write a lot of *.pkg files

Use ScriptHandlerMgr to manage the register and unregister of Lua function

When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua. In v3.0, we use the ScriptHandlerMgr. As an example, lets see the MenuItem class: In the 2.x version, we needed to add a declaration in the MenuItem header file:

 virtual void registerScriptTapHandler(int nHandler);
 virtual void unregisterScriptTapHandler(void);

then implement them in the .cpp file. In the Lua script ,we use it as follow:

menuItem:registerScriptTapHandler(luafunction)

In v3.0 version, we only need to add the HandlerType enum in the ScriptHandlerMgr, and the implementation in luascript as follow:

ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)

Use "cc" and "ccs" as module name

// v2.x
CCSprite:create(s_pPathGrossini)
CCEaseIn:create(createSimpleMoveBy(), 2.5)

UILayout:create()

// v3.0
cc.Director:getInstance():getWinSize()
cc.EaseIn:create(createSimpleMoveBy(), 2.5)

ccs.UILayer:create()

Deprecated funtions, tables and classes

Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible Note:Rect does not support the origin and size member variables

Use the Lua table instead of the some structs and classes binding

Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound. The difference is as follow:

// v2.x
local pt = CCPoint(0 , 0)
local rect = CCRect(0, 0, 0, 0)
// v3.0
local pt = cc.p(0, 0)
local rect = cc.rect(0,0,0,0)

Global functions about these classes are changed as follow:

// in v2.x
local pt = ccp(0,0)
local color3B = ccc3(0, 0, 0)
local color4B = ccc4(0, 0, 0, 0)

// in v3.0
local pt  = cc.p(0,0)
local color3B = cc.c3b(0,0,0)
local color4B = cc.c4b(0,0,0,0)

Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.


相关文章推荐

Cocos2d-x 3.2 Lua示例 ActionTest(动作测试)

Cocos2d-x 3.2 Lua示例 ActionTest(动作测试) Cocos2d-x官方真够给力的,3.1.1还没有熟悉完,3.2就出来,本篇博客继续介绍Cocos2d-x的Lua示例,关于3...
  • wwj_748
  • wwj_748
  • 2014年07月29日 23:43
  • 30258

Cocos2d-x学习笔记(17)(TestCpp源码分析-1)

TestCpp源码基于Cocos2d-x2

Cocos2d-x学习笔记(19)(TestCpp源码分析-3)

本章主要介绍

cocos2d-x-2.2.6_TestCpp.apk

  • 2015年06月11日 16:38
  • 86.67MB
  • 下载

Cocos2d-x 3.6版本学习笔记-热更新

Cocos 3.6版本热更新梳理   cocos热更新实现了项目资源和脚本文件的动态更新。当工程有新的改动时,用户无需重新下载完整的安装包,而是通过对比本地与最新的版本信息,仅下载有改动的文件到本地,...
  • itol925
  • itol925
  • 2015年05月25日 12:09
  • 2241

Cocos2d-x-3.6学习(二)----全平台配置

一、配置清单 Cocos2d-x-3.6 点击打开链接 VS2012+Visual Assitant X Python 2.7.3 Eclipse (Mars 4.5 for Windows x64 ...

Cocos2d-x-3.6学习(一)----创建项目

一、使用命令行创建项目 -h: 显示 cocos new 命令的帮助信息,该信息包含了 cocosnew 命令中每个命令行参数的含义(英文描述)。 -p: 包名(PACKAGE_NAME)。主要用于...

Cocos2d-x 2.0 TestCpp之场景切换动画深入分析

[Cocos2d-x相关教程来源于红孩儿的游戏编程之路CSDN博客地址:http://blog.csdn.net/honghaier] 红孩儿Cocos2d-X学习园地QQ2群:44208467加群...

Cocos2d-x基础:TestCpp之场景切换

TransitionsTest.h 文件:         有一个场景类TransitionsTestScene,还有两个布景层类TestLayer1、TestLayer2。         在主菜单...

cocos2d-x的TestCpp分析

我最近刚开始学coco2d-x 我就把我学习的经历写出来吧 首先TestCpp工程中有很多实例目录,而在这些目录之外还有一些文件 ,我就先研究了一下这些文件: controller.h/cpp:管理...
内容举报
返回顶部
收藏助手
不良信息举报
您举报文章:Cocos2d-x-3.6学习(三)---- TestCpp学习
举报原因:
原因补充:

(最多只允许输入30个字)