众所周知,cocos2d-x是一款基于c++/Opengl 的强劲跨平台引擎,通过一次编码,你可以同时用于android,iOS等大多数主流平台。这使得多平台的开发更加方便。
虽然比起cocos2d-x的有名的兄弟-cocos2d-iphone,-x还很年轻并缺少教程,但是由于团队的不懈努力,使得-x逐渐完善并不断被市场认可。
如果你想把UIKit折腾进Cocos2d-x,Github有一个开源工程,推荐给大家学习一下:open source project on GitHub .
相反,如果你想把coocs2d-x折腾进UIKit(UIVIewController),以下是详细步骤:
0. 废话少说,这里是本文的示例代码:Sample project Cocos2dxOnUikit.zip.
1.我们有一个UIKit工程,同时希望在某一个 view controller中显示Cocos2d-x (OpenGL view)。
2. 下载Cocos2d-x代码(哥说了句废话,你知道该去哪下载的)
3. 解压(废话again)
4. 创建工程,如果你不会,推荐看看泰然以往的教程。
5. 移除cocos2dx/platform/目录下的CCImage.cpp 和 CCThread.cpp
6. 打开xcode的项目配置,点击build Settings,在“Library Search Paths” 参数添加$(SRCROOT)/cocos2dx/platform/third_party/ios/libraries/(为了在cocos2dx中使用curl库)
7. 接着,在“Headers Search Paths”参数添加
$(SRCROOT)/cocos2dx and $(SDKROOT)/usr/include/libxml2 (为了使用libxml 库)
8. 在 “Other C++ Flags” 参数添加-DCC_UNDER_IOS
9.从HelloWorld示例工程中拷贝AppDelegate.cpp 和 AppDelegate.h并添加到我们现在这个工程中。
像上面截图那样注释掉applicationDidFinishLaunching()。这些代码我们稍后会转移到ViewController 中去。
译者注:确保AppDelegate 在你的UIKit工程中没有多次调用,不然你的项目会有两个AppDelegate.h头文件。
10. 修改你YourAppDelegate.m的扩展名为:YourAppDelegate.mm(.mm将其中代码变成Objective C++,这样使其被编译成用c++方式调用)
11. 在你的YourAppDelegate.mm添加:
- #import "AppDelegate.h"
- static AppDelegate s_sharedApplication;
12. 继续把YourViewController.m扩展名改为YourViewController.mm.
13. 修改一个文件:
在cocos2d-x的CCdirectorCaller.mm文件中
将代码
- +(void) destroy {
- [[s_sharedDirectorCaller release];
- }
修改为:
- +(void) destroy {
- [s_sharedDirectorCaller destroy];
- [s_sharedDirectorCaller release];
- s_sharedDirectorCaller=nil;
- }
- -(void) destroy {
- [displayLink invalidate];
- displayLink=nil;
- }
说明:在cocos2d-x中使用UIKit view,我们会常常使用到director 的create和end。当我们调用director->end()方法时,CCDirectorCaller 并没有真正释放(显示连接displayLink 依然存在),以上方法可以修复这个问题。这就相当于我们为了释放CCDirectorCaller,我们不得不先让显示连接(displayLink )无效。
14.在cocos2dx/support/zip_support/ioapi.cpp中,修改fopen64接口名称 为fopen,fseeko64 修改为fseeko,ftello64 修改为ftello。
15. 添加以下库:
OpenGLES.framework
libxml2.dylib
libz.1.2.5.dylib
QuartzCore.framework
16. 现在,只需最后一步,Cocos2d-x 的OpenGL view就整合进controller’s view了(类似modal view controller):
- -(void)loadOpenglScene:(CGRect)rect {
- cocos2d::CCApplication::sharedApplication().run();
- EAGLView *glView = [EAGLView viewWithFrame: rect
- pixelFormat: kEAGLColorFormatRGBA8
- depthFormat: GL_DEPTH_COMPONENT16_OES
- preserveBackbuffer: NO
- sharegroup:nil
- multiSampling:NO
- numberOfSamples:0];
- [self.view insertSubview:glView atIndex:0];
- cocos2d::CCDirector *pDirector = cocos2d::CCDirector::sharedDirector();
- pDirector->setOpenGLView(&cocos2d::CCEGLView::sharedOpenGLView());
- // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
- // pDirector->enableRetinaDisplay(true);
- // turn on display FPS
- //pDirector->setDisplayFPS(true);
- // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
- // 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
- cocos2d::CCScene *pScene_ = cocos2d::MyGraphicsEngine::scene(myparams);
- // run
- pDirector->runWithScene(pScene_);
- // Retained because if not, we get an BAD ACCESS exception when we try to release the Cocos2d-x environment later
- [[EAGLView sharedEGLView] retain];
- }
- - (void)viewDidLoad
- {
- [super viewDidLoad];
- // Do any additional setup after loading the view.
- // In this example we use a navigation bar and a "close" button, the Cocos2d-x view will be added below the navigation bar
- UINavigationBar *bar=[[[UINavigationBar alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, 49)]autorelease];
- [self.view insertSubview:bar atIndex:0];
- UIBarButtonItem *closeButton=[[[UIBarButtonItem alloc] initWithTitle:@"Close" style:UIBarButtonItemStyleDonetarget:self action:@selector(close)] autorelease];
- UINavigationItem *item = [[UINavigationItem alloc] initWithTitle:@""];
- item.rightBarButtonItem = closeButton;
- item.hidesBackButton = YES;
- [bar pushNavigationItem:item animated:NO];
- [item release];
- [self loadOpenglScene:CGRectMake(0, bar.frame.size.height, self.view.frame.size.width, self.view.frame.size.height-bar.frame.size.height)];
- }
- -(void)close {
- //TODO
- }
- -(void)viewDidDisappear:(BOOL)animated {
- //Release Cocos2d-x stack
- cocos2d::CCDirector *pDirector = cocos2d::CCDirector::sharedDirector();
- //CCDirector::end() is asynchronous. That's why you can't release [EAGLView sharedEGLView] here after (you'll get a BAD ACCESS exception), and that's why we put it un viewDidUnload.
- pDirector->end();
- [self checkWin];
- }
- - (void)viewDidUnload {
- [[EAGLView sharedEGLView] release];
- [super viewDidUnload];
- // Release any retained subviews of the main view.
- }