使用cocos2d-x开发各种编辑器

感觉cocos2d/x的各种编辑器还是挺丰富的,但由于都是免费的软件,其中有各种隐患,cocos2d/x在不断的更新,但如果相应的编辑器没更新的话,这软件就不能用了,或者有些软件的bug层出不穷,所以自己能动手开发相应的编辑器还是有必要的。一开始想用windows的GDI开发,后来再想了一下为啥不直接用cocos2d-x来开发呢,将cocos2d-x嵌入到MFC里,就可以将windows各种强大的控件跟cocos2d-x各种动画结合起来了。

原理很简单,cocos2d-x在windows上运行的时候其实也是依赖于窗口的,但那是一个顶层窗口,要稍微修改一下,将cocos2d-x运行在一个子窗口里,这样就能嵌入到编辑器里。

打开cocos2d-x的libcoco2d库里的platform/win32/CCEGLView.cpp,替换bool CCEGLView::Create()的代码:

bool bRet = false;
    do
    {
        CC_BREAK_IF(m_hWnd);

        HINSTANCE hInstance = GetModuleHandle( NULL );
        WNDCLASS  wc;        // Windows Class Structure

        // Redraw On Size, And Own DC For Window.
        wc.style          = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
        wc.lpfnWndProc    = _WindowProc;                    // WndProc Handles Messages
        wc.cbClsExtra     = 0;                              // No Extra Window Data
        wc.cbWndExtra     = 0;                                // No Extra Window Data
        wc.hInstance      = hInstance;                        // Set The Instance
        wc.hIcon          = LoadIcon( NULL, IDI_WINLOGO );    // Load The Default Icon
        wc.hCursor        = LoadCursor( NULL, IDC_ARROW );    // Load The Arrow Pointer
        wc.hbrBackground  = NULL;                           // No Background Required For GL
        wc.lpszMenuName   = m_menu;                         //
        wc.lpszClassName  = kWindowClassName;               // Set The Class Name

        CC_BREAK_IF(! RegisterClass(&wc) && 1410 != GetLastError());

        // center window position
        RECT rcDesktop;
        GetWindowRect(GetDesktopWindow(), &rcDesktop);

        WCHAR wszBuf[50] = {0};
        MultiByteToWideChar(CP_UTF8, 0, m_szViewName, -1, wszBuf, sizeof(wszBuf));

        // create window
        m_hWnd = CreateWindowEx(
            WS_EX_APPWINDOW | WS_EX_WINDOWEDGE,    // Extended Style For The Window
            kWindowClassName,                                    // Class Name
            wszBuf,                                                // Window Title
            WS_CAPTION | WS_POPUPWINDOW | WS_MINIMIZEBOX,        // Defined Window Style
            0, 0,                                                // Window Position
            //TODO: Initializing width with a large value to avoid getting a wrong client area by 'GetClientRect' function.
            1000,                                               // Window Width
            1000,                                               // Window Height
            NULL,                                                // No Parent Window
            NULL,                                                // No Menu
            hInstance,                                            // Instance
            NULL );

        CC_BREAK_IF(! m_hWnd);

        bRet = initGL();
		if(!bRet) destroyGL();
        CC_BREAK_IF(!bRet);

        s_pMainWindow = this;
        bRet = true;
    } while (0);

#if(_MSC_VER >= 1600)
    m_bSupportTouch = CheckTouchSupport();
    if(m_bSupportTouch)
	{
	    m_bSupportTouch = (s_pfRegisterTouchWindowFunction(m_hWnd, 0) != 0);
    }
#endif /* #if(_MSC_VER >= 1600) */

    return bRet;

替换为

bool bRet = false;
    do
    {
        CC_BREAK_IF(m_hWnd);

        HINSTANCE hInstance = GetModuleHandle( NULL );
        WNDCLASS  wc;        // Windows Class Structure

        // Redraw On Size, And Own DC For Window.
        wc.style          = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
        wc.lpfnWndProc    = _WindowProc;                    // WndProc Handles Messages
        wc.cbClsExtra     = 0;                              // No Extra Window Data
        wc.cbWndExtra     = 0;                                // No Extra Window Data
        wc.hInstance      = hInstance;                        // Set The Instance
        wc.hIcon          = LoadIcon( NULL, IDI_WINLOGO );    // Load The Default Icon
        wc.hCursor        = LoadCursor( NULL, IDC_ARROW );    // Load The Arrow Pointer
        wc.hbrBackground  = NULL;                           // No Background Required For GL
        wc.lpszMenuName   = NULL;                         //
        wc.lpszClassName  = kWindowClassName;               // Set The Class Name

        CC_BREAK_IF(! RegisterClass(&wc) && 1410 != GetLastError());

        // center window position
        RECT rcDesktop;
        //GetWindowRect(GetDesktopWindow(), &rcDesktop);
		GetClientRect(mParentHwnd,&rcDesktop);

        WCHAR wszBuf[50] = {0};
        MultiByteToWideChar(CP_UTF8, 0, m_szViewName, -1, wszBuf, sizeof(wszBuf));

        // create window
        m_hWnd = CreateWindowEx(
            WS_EX_APPWINDOW | WS_EX_WINDOWEDGE,    // Extended Style For The Window
            kWindowClassName,                                    // Class Name
            wszBuf,                                                // Window Title
            WS_CHILDWINDOW|WS_VISIBLE,        // Defined Window Style
            0, 0,                                                // Window Position
            //TODO: Initializing width with a large value to avoid getting a wrong client area by 'GetClientRect' function.
            1000,                                               // Window Width
            1000,                                               // Window Height
            mParentHwnd,                                                // No Parent Window
            NULL,                                                // No Menu
            hInstance,                                            // Instance
            NULL );

        CC_BREAK_IF(! m_hWnd);

        bRet = initGL();
		if(!bRet) destroyGL();
        CC_BREAK_IF(!bRet);

        s_pMainWindow = this;
        bRet = true;
    } while (0);

#if(_MSC_VER >= 1600)
    m_bSupportTouch = CheckTouchSupport();
    if(m_bSupportTouch)
	{
	    m_bSupportTouch = (s_pfRegisterTouchWindowFunction(m_hWnd, 0) != 0);
    }
#endif /* #if(_MSC_VER >= 1600) */

    return bRet;

在libcocos2d项目下增加一个文件,里面存放MFC跟cocos2d-x交互的C函数。

extern "C"
{
	CC_DLL bool M2InitializeApplication( HWND hwnd )
	{
		cocos2d::CCEGLView::SetParentHwnd(hwnd);

		// create the application instance
		AppDelegate app;
		cocos2d::CCEGLView* eglView = cocos2d::CCEGLView::sharedOpenGLView();
		eglView->setFrameSize(480, 320);
		// The resolution of ipad3 is very large. In general, PC's resolution is smaller than it.
		// So we need to invoke 'setFrameZoomFactor'(only valid on desktop(win32, mac, linux)) to make the window smaller.
		//eglView->setFrameZoomFactor(0.4f);
		cocos2d::CCApplication::sharedApplication()->run();
		return true;
	}


	CC_DLL bool M2GameCleanUp()
	{
		cocos2d::CCDirector::sharedDirector()->end();
		cocos2d::CCEGLView* eglView = cocos2d::CCEGLView::sharedOpenGLView();
		eglView->Destroy();
		return true;
	}


	CC_DLL bool M2GameLoop( float interval )
	{
		cocos2d::CCDirector::sharedDirector()->mainLoop();
		return true;
	}
}

后在MFC的对话框或View的初始化函数里增加如下代码,以绑定cocos2d的句柄并设置cocos2d视口的大小:

HWND hCocos = ::GetDlgItem(this->m_hWnd, IDC_PANEL);
	CRect rect;
	::GetWindowRect(hCocos, &rect);
	ScreenToClient(&rect);
	::MoveWindow(hCocos, rect.left, rect.top, 480, 320, TRUE);
	::M2InitializeApplication(hCocos);

增加一个定时器辅助cocos2d进行重绘:

SetTimer(1,16,NULL);

OnTimer函数里刷新cocos2d-x:

::M2GameLoop(16);

DEMO可以在这里下载:http://download.csdn.net/detail/visualcatsharp/4947482
About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复
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