cocos2d-x 3.1.1 学习笔记[21]cocos2d-x 创建过程
2014-11-10 10:37
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文章出自于 http://blog.csdn.net/zhouyunxuan
RootViewController.h
RootViewController.cpp
AppController.h
AppController.mm
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 } //是否自己主动旋转 - (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。假设想要支持每一个方向则直接返回YES即可,还能够单独推断某一方向: - (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运行一次构造函数,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); } } }
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