cocos2d-x在iOS的接合简单记录
对比app;
一个app的启动流程是:
int main(int argc, char * argv[]) { @autoreleasepool { return UIApplicationMain(argc, argv, nil, @"AppDelegate"); } }
对应
@interface AppDelegate : UIResponder <UIApplicationDelegate> @property (strong, nonatomic) UIWindow *window; @end
中的
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after application launch. // create window self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds]; [self.window makeKeyAndVisible]; UIViewController *view = [[MainTableViewController alloc]init]; // root view self.window.rootViewController = view; return YES; }
可以看到关键是
window.rootViewController
cocos2d-x中的启动流程基本一致:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { cocos2d::Application *app = cocos2d::Application::getInstance(); ... CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds] ... // eaglView 继承 UIView [eaglView setMultipleTouchEnabled:YES]; viewController.view = eaglView; // 接合的地方 cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView(eaglView); // TODO:封装多一层的必要性,需要结合 android 实现理解 cocos2d::Director::getInstance()->setOpenGLView(glview); app->run(); // 这里跟进去就进入游戏循环 return YES; }
这里出现了3个有点混淆的类:
AppController是iOS的,比较好区分
Application 和 AppDelegate:
Application:个人理解是相当于 mfc中 App 类,也有类似的run接口,对应游戏主循环。
然后
class AppDelegate : private cocos2d::Application
然后还有 Director 主要是对应 glview 的操作。
run跟进去
-(void) startMainLoop { // Director::setAnimationInterval() is called, we should invalidate it first [self stopMainLoop]; displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(doCaller:)]; [displayLink setFrameInterval: self.interval]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; }
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
理解:
NSRunLoop是 Foundation framework 中
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