首先从main.m开始,
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, <strong>@"AppController"</strong>);
[pool release];
return retVal;
}
程序进入AppController,AppController继承自NSObject,并遵循UIApplicationDelegate协议
@interface AppController :<strong> NSObject</strong> <UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
AppController中开头创建了一个AppDelegate对象,
//创建一个AppDelegate对象
<strong>static AppDelegate s_sharedApplication;</strong>
AppDelegate对象的定义如下,AppDelegate继承自CCApplication:
class AppDelegate : private cocos2d::CCApplication
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual bool applicationDidFinishLaunching();
virtual void applicationDidEnterBackground();
virtual void applicationWillEnterForeground();
};
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
/////////////////////////////////////////////////////
class CC_DLL CCApplication : public CCApplicationProtocol
{
public:
CCApplication();
virtual ~CCApplication();
static CCApplication* sharedApplication();
protected:
static CCApplication * sm_pSharedApplication;
};
CCApplication* CCApplication::sm_pSharedApplication = 0;
CCApplication::CCApplication()
{
CC_ASSERT(! sm_pSharedApplication);
sm_pSharedApplication = this;
}
下面是AppController的实现:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// 窗口
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
// 创建EAGLView EAGLView主要负责创建程序在呈现屏幕图像时将会用到的OpenGL语境。
<strong>EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGB565
depthFormat: GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0];</strong>
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
[window addSubview: viewController.view];
}
else
{
[window setRootViewController:viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden:true];
<strong> cocos2d::CCApplication::sharedApplication()->run();</strong>
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
cocos2d::CCDirector::sharedDirector()->pause();
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
cocos2d::CCDirector::sharedDirector()->resume();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
cocos2d::CCApplication::sharedApplication()->applicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
cocos2d::CCApplication::sharedApplication()->applicationWillEnterForeground();
}
程序一开始就创建了一个EAGLView的对象__glView,__glView的frame被设置成[window bounds],EAGLView中定义了一个静态对象 static EAGLView *view=0,可以通过单例方法sharedEGLView获取,获取__glView可以通过调用[EGALView sharedView]得到。__glView创建完之后将其用作RootViewController的View,再添加到程序的window上。接下来通过语句:cocos2d::CCApplication::sharedApplicaiton()->run()让游戏跑起来;先来看看CCApplicaiton的run()函数的定义:
int CCApplication::run()
{
if (<strong>applicationDidFinishLaunching()</strong>)
{
<strong> [[CCDirectorCaller sharedDirectorCaller] startMainLoop];</strong>
}
return 0;
}
先执行applicaitonDidFinishLaunching()函数,其定义如下:
bool AppDelegate::applicationDidFinishLaunching()
{
CCConfiguration::sharedConfiguration()->loadConfigFile("configs/config-example.plist");
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
<strong> pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());</strong>
pDirector->setDisplayStats(true);
<strong> CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
CCSize designSize = CCSizeMake(480, 320);</strong>
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll);
#else
<strong> CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);</strong>
#endif
CCScene * pScene = CCScene::create();
CCLayer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
pDirector->runWithScene(pScene);
return true;
}
在applicationDidFinishLaunching()里先创建了一个CCDirector对象,然后设置其OpenGLView为单例CCEGLView::sharedOpenGLView(),
CCEGLView* CCEGLView::sharedOpenGLView()
{
static CCEGLView instance;
return &instance;
}
CCEGLView::CCEGLView()
{
//这里使用参数对两个变量进行了赋值,第一个就是屏幕的大小。第二个就是分辨率大小。
m_obScreenSize.width = m_obDesignResolutionSize.width = [[EAGLView sharedEGLView] getWidth];
m_obScreenSize.height = m_obDesignResolutionSize.height = [[EAGLView sharedEGLView] getHeight];
}
在创建CCEGLView的对象时会用 EGALView 的宽高去初始化其屏幕尺寸m_obScreeenSize和分辨率大小m_obDesignResolutionSize。我们回到Application的run(),在applicationDidFinishLaunching执行完返回true,程序会执行[[CCDirectorCaller sharedDirectorCaller] startMainLoop];
-(void) startMainLoop
{
// CCDirector::setAnimationInterval() is called, we should invalidate it first
[displayLink invalidate];
displayLink = nil;
displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(doCaller:)];
[displayLink setFrameInterval: self.interval];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
-(void) doCaller: (id) sender
{
[EAGLContext setCurrentContext: [[EAGLView sharedEGLView] context]];
cocos2d::CCDirector::sharedDirector()->mainLoop();
}
displayLink是一个CADisplayLink对象,是一个定时器,这里会不断调用doCaller,doCaller里会不断调用CCDirector的mainLoop().