Cocos2dx引擎3-运行流程-基于IOS

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;

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