以下内容基于cocos2d-x 2.2.5+Visual Studio 2012,除特别注明外均为原创,如有纰漏,请m本人 -_-
步骤一、运行起始
打开.../cocos2d-x 2.2.5/cocos2d-win32.vc2012.sln,可以看到里面有个HelloCpp,右键“设为启动项目”,Ctrl+F5非调试运行之后可以看到运行成功界面。
这里我们主要来了解程序运行过程,首先c语言以main.cpp文件为程序入口(因为里面有_tWinMain函数),打开win32/main.cpp
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { ... ... // create the application instance AppDelegate app; CCEGLView* eglView = CCEGLView::sharedOpenGLView(); eglView->setViewName("HelloCpp"); eglView->setFrameSize(2048, 1536); // 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); return CCApplication::sharedApplication()->run(); }
首先,APIENTRY是一个宏定义,定义函数调用方式,_tWinMain是一个宏定义,定义入口函数名称wWinMain,接着跟一堆的函数参数(有兴趣深入了解的可baidu或F12)。
接着,通过
AppDelegate app;
实例化AppDelegate,这个东西强行翻译成中文就是“App委托”,是谁的委托呢?来详细看看AppDelegate
class AppDelegate : private cocos2d::CCApplication
我们可以看到AppDelegate是作为CCApplication的委托,每个程序顶层都会有个Application在统一管理,cocos2d-x也不例外,来看看CCApplication在管理什么
class AppDelegate : private cocos2d::CCApplication
class CC_DLL CCApplication : public CCApplicationProtocol
class CC_DLL CCApplicationProtocol { public: virtual ~CCApplicationProtocol() {} /** @brief Implement CCDirector and CCScene init code here. @return true Initialize success, app continue. @return false Initialize failed, app terminate. */ virtual bool applicationDidFinishLaunching() = 0; /** @brief The function be called when the application enter background @param the pointer of the application */ virtual void applicationDidEnterBackground() = 0; /** @brief The function be called when the application enter foreground @param the pointer of the application */ virtual void applicationWillEnterForeground() = 0; /** @brief Callback by CCDirector for limit FPS. @interval The time, expressed in seconds, between current frame and next. */ virtual void setAnimationInterval(double interval) = 0; /** @brief Get current language config @return Current language config */ virtual ccLanguageType getCurrentLanguage() = 0; /** @brief Get target platform */ virtual TargetPlatform getTargetPlatform() = 0; };
原来CCApplication把自身的生命周期事件applicationDidFinishLaunching等委托给了AppDelegate,所以在AppDelegate中必须重写这几个方法:
applicationDidFinishLaunching
applicationDidEnterBackground
applicationWillEnterForegroundok,上面解释了cocos2d-x为什么要有一个AppDelegate,我们继续看main.cpp
刚刚看到实例化了一个AppDelegate,接着
CCEGLView* eglView = CCEGLView::sharedOpenGLView(); eglView->setViewName("HelloCpp"); eglView->setFrameSize(2048, 1536); // 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);
实例化了一个单例对象CCEGLView
bool CCEGLView::Create() { ... 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 ... return bRet; }
return CCApplication::sharedApplication()->run();
int CCApplication::run() { // Initialize instance and cocos2d. if (! applicationDidFinishLaunching()) { return 0; } return -1; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); .... // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
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