Cocos2D-x HelloWorld代码执行过程

先从入口main.cpp开始,main.cpp代码:

#include "main.h"
#include "AppDelegate.h"
#include "cocos2d.h"

USING_NS_CC;

int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR    lpCmdLine,int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    // create the application instance
    AppDelegate app;
    return Application::getInstance()->run();
}

代码很简单,主要就是定义了一个AppDelegate类型的类,然后调用了run,那么定义的AppDelegate类是如何被run起来的呢?
首先AppDelegate类继续自Application类,AppDelegate app会调用父类的构造函数也就是Application构造函数,Application构造函数如下

// sharedApplication pointer
Application * Application::sm_pSharedApplication = 0;
Application::Application()
: _instance(nullptr),_accelTable(nullptr)
{
    _instance    = GetModuleHandle(nullptr);
    _animationInterval.QuadPart = 0;
    CC_ASSERT(! sm_pSharedApplication);
    sm_pSharedApplication = this;
}

sm_pSharedApplication 是一个Application类型的指针,这里被赋值为刚定义的AppDelegate app,再看getInstance接口:

//////////////////////////////////////////////////////////////////////////
// static member function
//////////////////////////////////////////////////////////////////////////
Application* Application::getInstance()
{
    CC_ASSERT(sm_pSharedApplication);
    return sm_pSharedApplication;
}

返回的就是刚开始定义的AppDelegate app,然后找看run做了什么,run的代码如下:

int Application::run()
{
    PVRFrameEnableControlWindow(false);

    // Main message loop:
    LARGE_INTEGER nLast;
    LARGE_INTEGER nNow;

    QueryPerformanceCounter(&nLast);

    initGLContextAttrs();

    // Initialize instance and cocos2d.
    if (!applicationDidFinishLaunching())
    {
        return 1;
    }

    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();

    // Retain glview to avoid glview being released in the while loop
    glview->retain();

    while(!glview->windowShouldClose())
    {
        QueryPerformanceCounter(&nNow);
        if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
        {
            nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % _animationInterval.QuadPart);

            director->mainLoop();
            glview->pollEvents();
        }
        else
        {
            Sleep(1);
        }
    }

    // Director should still do a cleanup if the window was closed manually.
    if (glview->isOpenGLReady())
    {
        director->end();
        director->mainLoop();
        director = nullptr;
    }
    glview->release();
    return 0;
}

run函数首先调用了applicationDidFinishLaunching,这个函数在AppDelegate类里定义为:

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("MyFGame",Rect(0,0,designResolutionSize.width,designResolutionSize.height));
#else
        glview = GLViewImpl::create("MyFGame");
#endif
        director->setOpenGLView(glview);
    }

    // turn on display FPS
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width,designResolutionSize.height,ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height,largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height,mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height,smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}

也就是AppDelegate中最先被执行的函数,这个函数中通过调用HelloWorld::createScene()来执行具体的动作,createScene代码:

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

auto scene = Scene::create();中调用了HelloWorld的init函数,create()函数代码如下:

Scene* Scene::create()
{
    Scene *ret = new (std::nothrow) Scene();
    if (ret && ret->init())
    {
        ret->autorelease();
        return ret;
    }
    else
    {
        CC_SAFE_DELETE(ret);
        return nullptr;
    }
}

综上,以cocos2d-x的HelloWorld为例,代码的执行过程如下: main—->AppDelegate::applicationDidFinishLaunching()->HelloWorld::createScene()—->HelloWorld::init()

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