自上一篇HelloCpp之后,demo(别人的Demo)是完成了,但是只是知其然而不是知其所以然,自己想要独立去完成还是欠缺很多的,所以结合网上的笔记摘抄一下该程序的入口如下:
package org.cocos2dx.hellocpp;
import org.cocos2dx.lib.Cocos2dxActivity;
import android.os.Bundle;
public class HelloCpp extends Cocos2dxActivity{
protected void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
}
static {
System.loadLibrary("hellocpp");
}
}
HelloCpp首先执行静态代码块,也即执行加载动态库,(个人理解,应该首先编译完成,我们书写的代码成为可执行代码,再进行onCreate等代码,再执行动态库里的内容,对吧?),加载完成后执行onCreate函数,而该函数执行的又是父类的onCreate也即Cocos2dxActivity的onCreate,代码如下:
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
sContext = this;
this.mHandler = new Cocos2dxHandler(this);
this.init();
Cocos2dxHelper.init(this, this);
}
cocos2dxHelper是一个辅助类,我们主要看一下cocos2dxActivity的Init函数,代码如下:
public void init() {
// FrameLayout
ViewGroup.LayoutParams framelayout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
ViewGroup.LayoutParams.FILL_PARENT);
FrameLayout framelayout = new FrameLayout(this);
framelayout.setLayoutParams(framelayout_params);
// Cocos2dxEditText layout
ViewGroup.LayoutParams edittext_layout_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
ViewGroup.LayoutParams.WRAP_CONTENT);
Cocos2dxEditText edittext = new Cocos2dxEditText(this);
edittext.setLayoutParams(edittext_layout_params);
// ...add to FrameLayout
framelayout.addView(edittext);
// Cocos2dxGLSurfaceView
this.mGLSurfaceView = this.onCreateView();
// ...add to FrameLayout
framelayout.addView(this.mGLSurfaceView);
// Switch to supported OpenGL (ARGB888) mode on emulator
if (isAndroidEmulator())
this.mGLSurfaceView.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
this.mGLSurfaceView.setCocos2dxEditText(edittext);
// Set framelayout as the content view
setContentView(framelayout);
}
这里就是为Activity绑定View Hierarchy,大家做Android开发的对着一定很熟悉。View Hierarchy的根View是个FrameLayout,FrameLayout又包含一个EditText和一个GLSurfaceView,这个GLSurfaceView就是cocos引擎用来绘制游戏画面的关键View,我们来详细分析一下它。首先看一下Cocos2dxActivity的onCreateView方法:
public Cocos2dxGLSurfaceView onCreateView() {
return new Cocos2dxGLSurfaceView(this);
}
该方法就是新建一个Cocos2dxGLSurfaceView,Cocos2dxGLSurfaceView又继承于GLSurfaceView。我们都知道GLSurfaceView的核心就是Renderer,初始化时会调用Renderer的onSurfaceCreated方法,每一帧的绘制是通过调用Renderer的onDrawFrame方法。Cocos2dxGLSurfaceView的Renderer是一个Cocos2dxRenderer对象,我们先来看Cocos2dxRenderer对象的onSurfaceCreated方法:
public void onSurfaceCreated(final GL10 pGL10, final EGLConfig pEGLConfig) {
Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
this.mLastTickInNanoSeconds = System.nanoTime();
}
这里调用了一个本地方法nativeInit(final int pWidth, final int pHeight),本地方法的实现在jni/hellocpp/main.cpp中实现的:
void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
{
if (!CCDirector::sharedDirector()->getOpenGLView())
{
CCEGLView *view = CCEGLView::sharedOpenGLView();
view->setFrameSize(w, h);
AppDelegate *pAppDelegate = new AppDelegate();
CCApplication::sharedApplication()->run();
}
else
{
ccGLInvalidateStateCache();
CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
ccDrawInit();
CCTextureCache::reloadAllTextures();
CCNotificationCenter::sharedNotificationCenter()->postNotification(EVENT_COME_TO_FOREGROUND, NULL);
CCDirector::sharedDirector()->setGLDefaultValues();
}
}
CCDirector是游戏的导演类,一个游戏只有一个导演类用来控制和管理场景。CCDirector::sharedDirector()是个静态方法,用来获取导演类的单例对象.
该方法返回用于游戏绘制的CCEGLView,在Android平台下,这个CCEGLView其实没有什么作用,因为游戏都是绘制在Cocos2dxGLSurfaceView上的。由于我们是初始化过程,所以此时m_pobOpenGLView为null,所以if (!CCDirector::sharedDirector()->getOpenGLView())条件成立,执行以下的代码:
CCEGLView *view = CCEGLView::sharedOpenGLView();
view->setFrameSize(w, h);
AppDelegate *pAppDelegate = new AppDelegate();
CCApplication::sharedApplication()->run();
而AppDelegate就是委托代理类,该类代理导演类执行所有操作
AppDelegate *pAppDelegate = new AppDelegate();
该代码的执行完成了一项操作,而该项操作则是将新建的AppDelegate指针赋给了全局变量
sm_pSharedApplication = this; 进而执行的CCApplication::ShareAppcation()->run();,而CCApplication::ShareAppcation()的返回值就是 sm_pSharedApplication,也即将要执行的是CCApplication的run函数
int CCApplication::run()
{
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
return 0;
}
return -1;
}
接下来要做的操作就是applicationDidFinishLaunching函数,而该函数则是定义在AppDelegate.cpp中的
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize frameSize = pEGLView->getFrameSize();
// Set the design resolution
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
#else
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
#endif
vector<string> searchPath;
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
searchPath.push_back(largeResource.directory);
pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
searchPath.push_back(mediumResource.directory);
pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
searchPath.push_back(smallResource.directory);
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// set searching path
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
// 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);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
所有操作完成后,我们只需要看一下接下来要做的事情,涉及到了runWithScene,查看HelloWorldScene.cpp我们可以看到init函数才是我们自己定义的布景函数,但是我们自己并未手动调用,对吧?现在看一下scene函数
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
而其中的create函数则是HelloWorldScene中有一个CREATE_FUNC(HelloWorld);的定义
#define CREATE_FUNC(__TYPE__) \
static __TYPE__* create() \
{ \
__TYPE__ *pRet = new __TYPE__(); \
if (pRet && pRet->init()) \
{ \
pRet->autorelease(); \
return pRet; \
} \
else \
{ \
delete pRet; \
pRet = NULL; \
return NULL; \
} \
}
也即内部调用了init()函数。最后runWithscene,就显示了我们之前设定的布景。嘿嘿到此结束了,完美顺畅的代码执行流程。。。