cocos2d-x 3.1.1 学习笔记[21]cocos2d-x 创建过程

时间:2023-02-06 19:03:18

文章出自于  http://blog.csdn.net/zhouyunxuan


RootViewController.h

#import <UIKit/UIKit.h>

@interface RootViewController : UIViewController {

}
- (BOOL) prefersStatusBarHidden;

@end


RootViewController.cpp


#import "RootViewController.h"
#import "cocos2d.h"
#import "CCEAGLView.h"

@implementation RootViewController

/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/

/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/

/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}

*/
// Override to allow orientations other than the default portrait orientation.
// This method is deprecated on ios6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}

// For ios6, use supportedInterfaceOrientations & shouldAutorotate instead
- (NSUInteger) supportedInterfaceOrientations{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskAllButUpsideDown;
#endif
}

//是否自动旋转
- (BOOL) shouldAutorotate {
return YES;
}

//这个函数时用来确定我们的应用所支持的旋转方向。如果想要支持每个方向则直接返回YES就行,还可以单独判断某一方向:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];

//设置旋转到某个地方
/*
UIInterfaceOrientationPortrait: 正常
UIInterfaceOrientationPortraitUpsideDown: 转180度
UIInterfaceOrientationLandscapeLeft: 向左转90度
UIInterfaceOrientationLandscapeRight: 向右转90度
*/
//处理转移到某个角度的时候要做的事情
if (fromInterfaceOrientation == UIInterfaceOrientationPortrait) {
//
}
else if (fromInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown){
//
}
else if (fromInterfaceOrientation == UIInterfaceOrientationLandscapeLeft){
//
}
else if (fromInterfaceOrientation == UIInterfaceOrientationLandscapeRight){
//
}



cocos2d::GLView *glview = cocos2d::Director::getInstance()->getOpenGLView();

if (glview)
{
CCEAGLView *eaglview = (CCEAGLView*) glview->getEAGLView();

if (eaglview)
{
CGSize s = CGSizeMake([eaglview getWidth], [eaglview getHeight]);
cocos2d::Application::getInstance()->applicationScreenSizeChanged((int) s.width, (int) s.height);
}
}
}

//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}

- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];

// Release any cached data, images, etc that aren't in use.
}

- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}


- (void)dealloc {
[super dealloc];
}


@end



AppController.h

#import <UIKit/UIKit.h>

@class RootViewController;

@interface AppController : NSObject <UIApplicationDelegate> {
UIWindow *window;
}

@property(nonatomic, readonly) RootViewController* viewController;

@end


AppController.mm

#import "AppController.h"
#import "CCEAGLView.h"
#import "cocos2d.h"
#import "AppDelegate.h"
#import "RootViewController.h"

@implementation AppController

#pragma mark -
#pragma mark Application lifecycle

// cocos2d application instance
static AppDelegate s_sharedApplication;

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {

// Override point for customization after application launch.

// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];

// Init the CCEAGLView
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0];

// Use RootViewController manage CCEAGLView
_viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
_viewController.wantsFullScreenLayout = YES;
_viewController.view = eaglView;

// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: _viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:_viewController];
}

[window makeKeyAndVisible];

[[UIApplication sharedApplication] setStatusBarHidden:true];

// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
cocos2d::Director::getInstance()->setOpenGLView(glview);

cocos2d::Application::getInstance()->run();

return YES;
}


- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
//We don't need to call this method any more. It will interupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->pause(); */
}

- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
//We don't need to call this method any more. It will interupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->resume(); */
}

- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::Application::getInstance()->applicationDidEnterBackground();
}

- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
cocos2d::Application::getInstance()->applicationWillEnterForeground();
}

- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}


#pragma mark -
#pragma mark Memory management

- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
}


- (void)dealloc {
[window release];
[super dealloc];
}


@end




didFinishLaunchingWithOptions
2014-07-28 10:07:41.247 SKT iOS[1024:60b] cocos2d: surface size: 1024x768
cocos2d: GLView End
cocos2d:
{
cocos2d.x.version: cocos2d-x 3.1.1 - modify by zyx
cocos2d.x.compiled_with_gl_state_cache: true
cocos2d.x.build_type: DEBUG
gl.supports_vertex_array_object: true
cocos2d.x.compiled_with_profiler: false
gl.renderer: Apple Software Renderer
gl.vendor: Apple Computer, Inc.
gl.max_texture_size: 4096
gl.max_samples_allowed: 4
gl.version: OpenGL ES 2.0 APPLE-9.4.3
gl.supports_S3TC: false
gl.supports_ATITC: false
gl.supports_ETC1: false
gl.max_texture_units: 8
gl.supports_PVRTC: true
gl.supports_NPOT: true
gl.supports_discard_framebuffer: true
gl.supports_BGRA8888: false
}


libpng warning: iCCP: known incorrect sRGB profile
cocos2d: GLProgramState::init
cocos2d: Director End
AppDelegate::applicationDidFinishLaunching()
cocos2d: Application End
applicationDidBecomeActive



Application 单例的实现方法
//静态函数调用的时候会执行一次构造函数,这个时候就初始化这个对象了。
Application* Application::getInstance()
{
CC_ASSERT(sm_pSharedApplication);
return sm_pSharedApplication;
}
//初始化
Application* Application::sm_pSharedApplication = 0;
//Application的构造函数
Application::Application()
{
//在构造函数里面初始化sm_pSharedApplication
CC_ASSERT(! sm_pSharedApplication);
sm_pSharedApplication = this;
}
//Application的析构函数
Application::~Application()
{
CC_ASSERT(this == sm_pSharedApplication);
sm_pSharedApplication = 0;
}



Director 单例实现方法
static DisplayLinkDirector *s_SharedDirector = nullptr;
static Director* getInstance();
Director* Director::getInstance()
{
if (!s_SharedDirector)
{
s_SharedDirector = new DisplayLinkDirector();
s_SharedDirector->init();
}

return s_SharedDirector;
}




void Director::setOpenGLView(GLView *openGLView)
{
CCASSERT(openGLView, "opengl view should not be null");

if (_openGLView != openGLView)
{
// Configuration. Gather GPU info
Configuration *conf = Configuration::getInstance();
conf->gatherGPUInfo();
CCLOG("%s\n",conf->getInfo().c_str());

if(_openGLView)
_openGLView->release();
_openGLView = openGLView;
_openGLView->retain();

// set size
_winSizeInPoints = _openGLView->getDesignResolutionSize();

createStatsLabel();

if (_openGLView)
{
setGLDefaultValues();
}

//初始化renderer
_renderer->initGLView();

CHECK_GL_ERROR_DEBUG();

if (_eventDispatcher)
{
_eventDispatcher->setEnabled(true);
}
}
}