Android cocos2dx游戏开发——示例程序HelloCpp源码分析
我们从HelloCpp.java开始:
- package org.cocos2dx.hellocpp;
- import org.cocos2dx.lib.Cocos2dxActivity;
- import android.os.Bundle;
- public class HelloCpp extends Cocos2dxActivity{
- protected void onCreate(Bundle savedInstanceState){
- super.onCreate(savedInstanceState);
- }
- static {
- System.loadLibrary("hellocpp");
- }
- }
HelloCpp是一个Activity,首先会执行静态代码块,加载libhellocpp.so库,然后就是执行onCreate方法,这里调用了父类的onCreate方法。我们看看Cocos2dxActivity的onCreate方法,该类在cocos2dx的库工程libcocos2dx中:
- @Override
- protected void onCreate(final Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- sContext = this;
- this.mHandler = new Cocos2dxHandler(this);
- this.init();
- Cocos2dxHelper.init(this, this);
- }
这里主要是执行初始化过程,Cocos2dxHandler主要处理显示Dialog的消息,Cocos2dxHelper是个辅助类,我们主要看init()方法:
- public void init() {
- // FrameLayout
- ViewGroup.LayoutParams framelayout_params =
- new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
- ViewGroup.LayoutParams.FILL_PARENT);
- FrameLayout framelayout = new FrameLayout(this);
- framelayout.setLayoutParams(framelayout_params);
- // Cocos2dxEditText layout
- ViewGroup.LayoutParams edittext_layout_params =
- new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
- ViewGroup.LayoutParams.WRAP_CONTENT);
- Cocos2dxEditText edittext = new Cocos2dxEditText(this);
- edittext.setLayoutParams(edittext_layout_params);
- // ...add to FrameLayout
- framelayout.addView(edittext);
- // Cocos2dxGLSurfaceView
- this.mGLSurfaceView = this.onCreateView();
- // ...add to FrameLayout
- framelayout.addView(this.mGLSurfaceView);
- // Switch to supported OpenGL (ARGB888) mode on emulator
- if (isAndroidEmulator())
- this.mGLSurfaceView.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
- this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
- this.mGLSurfaceView.setCocos2dxEditText(edittext);
- // Set framelayout as the content view
- setContentView(framelayout);
- }
这里就是为Activity绑定View Hierarchy,大家做Android开发的对着一定很熟悉。View Hierarchy的根View是个FrameLayout,FrameLayout又包含一个EditText和一个GLSurfaceView,这个GLSurfaceView就是cocos引擎用来绘制游戏画面的关键View,我们来详细分析一下它。首先看一下Cocos2dxActivity的onCreateView方法:
- public Cocos2dxGLSurfaceView onCreateView() {
- return new Cocos2dxGLSurfaceView(this);
- }
该方法就是新建一个Cocos2dxGLSurfaceView,Cocos2dxGLSurfaceView又继承于GLSurfaceView。我们都知道GLSurfaceView的核心就是Renderer,初始化时会调用Renderer的onSurfaceCreated方法,每一帧的绘制是通过调用Renderer的onDrawFrame方法。Cocos2dxGLSurfaceView的Renderer是一个Cocos2dxRenderer对象,我们先来看Cocos2dxRenderer对象的onSurfaceCreated方法:
- @Override
- public void onSurfaceCreated(final GL10 pGL10, final EGLConfig pEGLConfig) {
- Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
- this.mLastTickInNanoSeconds = System.nanoTime();
- }
这里调用了一个本地方法nativeInit(final int pWidth, final int pHeight),本地方法的实现在jni/hellocpp/main.cpp中实现的:
- void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
- {
- if (!CCDirector::sharedDirector()->getOpenGLView())
- {
- CCEGLView *view = CCEGLView::sharedOpenGLView();
- view->setFrameSize(w, h);
- AppDelegate *pAppDelegate = new AppDelegate();
- CCApplication::sharedApplication()->run();
- }
- else
- {
- ......
- }
- }
CCDirector是游戏的导演类,一个游戏只有一个导演类用来控制和管理场景。CCDirector::sharedDirector()是个静态方法,用来获取导演类的单例对象:
- CCDirector* CCDirector::sharedDirector(void)
- {
- if (!s_SharedDirector)
- {
- s_SharedDirector = new CCDisplayLinkDirector();
- s_SharedDirector->init();
- }
- return s_SharedDirector;
- }
CCCCDisplayLinkDirector是CCDirector的子类。我们再回到nativeinit方法中,获取到导演类的单例对象后又调用了它的getOpenGLView()方法:
- inline CCEGLView* getOpenGLView(void) { return m_pobOpenGLView; }
该方法返回用于游戏绘制的CCEGLView,在Android平台下,这个CCEGLView其实没有什么作用,因为游戏都是绘制在Cocos2dxGLSurfaceView上的。由于我们是初始化过程,所以此时m_pobOpenGLView为null,所以if (!CCDirector::sharedDirector()->getOpenGLView())条件成立,执行以下的代码:
- CCEGLView *view = CCEGLView::sharedOpenGLView();
- view->setFrameSize(w, h);
- AppDelegate *pAppDelegate = new AppDelegate();
- CCApplication::sharedApplication()->run();
同样,我们先获取一个CCEGLView的单例对象,接下来又新建了一个AppDelegate对象,大家可能在工程中找不到AppDelegate类。我们打开工程目录的上一级目录:
我们的Android工程是在proj.android文件夹中,而AppDelegate类就在Classes文件夹中。因为cocos2dx是跨平台的,而AppDelegate在各个平台之间是通用的不需要修改的,所以就放在一个公用的目录下。
- #ifndef _APP_DELEGATE_H_
- #define _APP_DELEGATE_H_
- #include "cocos2d.h"
- /**
- @brief The cocos2d Application.
- The reason for implement as private inheritance is to hide some interface call by CCDirector.
- */
- class AppDelegate : private cocos2d::CCApplication
- {
- public:
- AppDelegate();
- virtual ~AppDelegate();
- /**
- @brief Implement CCDirector and CCScene init code here.
- @return true Initialize success, app continue.
- @return false Initialize failed, app terminate.
- */
- virtual bool applicationDidFinishLaunching();
- /**
- @brief The function be called when the application enter background
- @param the pointer of the application
- */
- virtual void applicationDidEnterBackground();
- /**
- @brief The function be called when the application enter foreground
- @param the pointer of the application
- */
- virtual void applicationWillEnterForeground();
- };
- #endif // _APP_DELEGATE_H_
AppDelegate是继承CCApplication类的,我们看一下CCApplication的构造方法:
- // sharedApplication pointer
- CCApplication * CCApplication::sm_pSharedApplication = 0;
- CCApplication::CCApplication()
- {
- CCAssert(! sm_pSharedApplication, "");
- sm_pSharedApplication = this;
- }
我们看到在新建CCApplication对象时,会把该对象赋给一个全局变量sm_pSharedApplication。所以我们在new AppDelegate()的时候,就把它象赋给全局变量sm_pSharedApplication。我们再看下CCApplication的CCApplication::sharedApplication方法:
- CCApplication* CCApplication::sharedApplication()
- {
- CCAssert(sm_pSharedApplication, "");
- return sm_pSharedApplication;
- }
此时,sm_pSharedApplication指向的是一个AppDelegate对象。所以我们执行CCApplication::sharedApplication()->run()时其实执行的是AppDelegate对象的run方法。现在我们应该明白这个类为什么叫AppDelegate了,因为CCApplication的工作实际都委托给了AppDelegate类了。看一下AppDelegate的方法:
- 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);
- CCSize frameSize = pEGLView->getFrameSize();
- // Set the design resolution
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
- pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
- #else
- pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
- #endif
- vector<string> searchPath;
- // In this demo, we select resource according to the frame‘s height.
- // If the resource size is different from design resolution size, you need to set contentScaleFactor.
- // We use the ratio of resource‘s height to the height of design resolution,
- // this can make sure that the resource‘s height could fit for the height of design resolution.
- // if the frame‘s height is larger than the height of medium resource size, select large resource.
- if (frameSize.height > mediumResource.size.height)
- {
- searchPath.push_back(largeResource.directory);
- pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
- }
- // if the frame‘s height is larger than the height of small resource size, select medium resource.
- else if (frameSize.height > smallResource.size.height)
- {
- searchPath.push_back(mediumResource.directory);
- pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
- }
- // if the frame‘s height is smaller than the height of medium resource size, select small resource.
- else
- {
- searchPath.push_back(smallResource.directory);
- pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
- }
- // set searching path
- CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
- // 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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