IOS应用入口文件main.mm
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil,@"AppController");
[pool release];
return retVal;
}
NSAutoreleasePool * pool =[[NSAutoreleasePool alloc] init]
……………..
[pool release]
该部分为Object-C中自动释放池,在此之间程序使用*.autorelease可以自动释放内存空间;
int retVal = UIApplicationMain(argc, argv,nil, @"AppController");会调用AppController类中的application: didFinishLaunchingWithOptions:方法;
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen]bounds]];
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat:GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0];
_viewController = [[RootViewController alloc] initWithNibName:nilbundle:nil];
_viewController.wantsFullScreenLayout = YES;
_viewController.view = eaglView;
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0) {
[window addSubview: _viewController.view];
}else{
[window setRootViewController:_viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden:true];
cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
cocos2d::Director::getInstance()->setOpenGLView(glview);
cocos2d::Application::getInstance()->run();
return YES;
}
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]初始化UIWindow变量,CCEAGLView *eaglView = [CCEAGLView viewWithFrame: …….. ];为游戏绘制的View;下面是将eaglView添加到UIWindow中,IOS6.0之前和IOS6.0之后添加方式不同;接着设置全屏模式;cocos2d::Application::getInstance()是获取的s_sharedApplication实例;
int Application::run()
{
if(applicationDidFinishLaunching()){
[[CCDirectorCaller sharedDirectorCaller] startMainLoop];
}
return 0;
}
applicationDidFinishLaunching()方法是AppDelegate中方法,这部分是C++程序;
-(void) startMainLoop
{
[self stopMainLoop];
displayLink = [NSClassFromString(@"CADisplayLink")displayLinkWithTarget: self
selector: @selector(doCaller:)];
[displayLink setFrameInterval: self.interval];
[displayLinkaddToRunLoop:[NSRunLoop currentRunLoop]
forMode:NSDefaultRunLoopMode];
}
displayLink =[NSClassFromString(@"CADisplayLink") displayLinkWithTarget: self
selector: @selector(doCaller:)];
作用是使用CADisplayLink周期性调用CCDirectorCaller类中的doCaller方法,紧接着使用[displayLink setFrameInterval: self.interval]设置调用的帧率;
-(void) doCaller: (id) sender
{
cocos2d::Director* director = cocos2d::Director::getInstance();
[EAGLContext setCurrentContext:[(CCEAGLView*)director->getOpenGLView()->getEAGLView() context]];
director->mainLoop();
}
director->mainLoop()调用的是Director类中的mainLoop()方法,往下的流程和Win32中流程一样这里就不多讲了;