进入导演类的头文件,首先看到的是一些头文件的引用:CCPlatformMacros(适配),CCRef(继承的父类),CCVector(3.0以后的新向量),CCScene(场景),CCMath(数学方法),CCGL(OpenGL);接下来是一堆类的声明:LabelAtlas(标签),DirectorDelegate(不知道),Node(节点),Scheduler(调度器),ActionManager(动作管理器),EventDispatcher(时间分发),EventCustom(自定义事件),EventListenerCustom(自定义事件监听),TextureCache(纹理缓存),Renderer(渲染队列),Camera(相机),Console(控制台),FrameBuffer(帧缓存);把OpenGL的类屏蔽掉了,可能是在别的渲染管理类中,后面分析渲染机制再看
#ifndef __CCDIRECTOR_H__ #define __CCDIRECTOR_H__ #include <stack> #include <thread> #include <chrono> #include "platform/CCPlatformMacros.h" #include "base/CCRef.h" #include "base/CCVector.h" #include "2d/CCScene.h" #include "math/CCMath.h" #include "platform/CCGL.h" #include "platform/CCGLView.h" NS_CC_BEGIN /** * @addtogroup base * @{ */ /* 提前声明. */ class LabelAtlas; //class GLView; class DirectorDelegate; class Node; class Scheduler; class ActionManager; class EventDispatcher; class EventCustom; class EventListenerCustom; class TextureCache; class Renderer; class Camera; class Console; namespace experimental { class FrameBuffer; }
之后看到导演类的定义,是继承于Ref父类的,进入父类查看它的作用,进入父类发现它的代码量并不多,有几个关键的函数retain(),release(),autorelease(),他们的作用在这个类中也很明显,就是cocos2dx的内存管理机制--计数机制;当对象被生成出来,就会被加入到对象池,计数为1,如果没有被加入对象,下一帧计数-1,当计数为0 就自动被对象池清理,retain()函数就是手动增加一次计数,相对应的release()就是手动释放一次。
/** Director will trigger an event before set next scene. */ static const char* EVENT_BEFORE_SET_NEXT_SCENE; /** Director will trigger an event after set next scene. */ static const char* EVENT_AFTER_SET_NEXT_SCENE; /** Director will trigger an event when projection type is changed. */ static const char* EVENT_PROJECTION_CHANGED; /** Director will trigger an event before Schedule::update() is invoked. */ static const char* EVENT_BEFORE_UPDATE; /** Director will trigger an event after Schedule::update() is invoked. */ static const char* EVENT_AFTER_UPDATE; /** Director will trigger an event while resetting Director */ static const char* EVENT_RESET; /** Director will trigger an event after Scene::render() is invoked. */ static const char* EVENT_AFTER_VISIT; /** Director will trigger an event after a scene is drawn, the data is sent to GPU. */ static const char* EVENT_AFTER_DRAW; /** Director will trigger an event before a scene is drawn, right after clear. */ static const char* EVENT_BEFORE_DRAW;
这些代码定义了导演类的事件,看名字定义,应该是导演在事件发生的时候的处理,具体再看。
enum class Projection { /// Sets a 2D projection (orthogonal projection). _2D, /// Sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500. _3D, /// It calls "updateProjection" on the projection delegate. CUSTOM, /// Default projection is 3D projection. DEFAULT = _3D, };
对于模型的的一个枚举变量,看这里的Projection定义,我猜测应该是这个模型发生改变的时候,导演上面定义的事件进行对应的改变。
static Director* getInstance(); /** * @deprecated Use getInstance() instead. * @js NA */ CC_DEPRECATED_ATTRIBUTE static Director* sharedDirector() { return Director::getInstance(); } /** * @js ctor */ Director(); /** * @js NA * @lua NA */ ~Director();
导演类是一个单实例,sharedDirector现在被getInstance方法代替
bool init(); // attribute /** Gets current running Scene. Director can only run one Scene at a time. */ Scene* getRunningScene() { return _runningScene; } /** Gets the FPS value. */ float getAnimationInterval() { return _animationInterval; } /** Sets the FPS value. FPS = 1/interval. */ void setAnimationInterval(float interval); /** Whether or not displaying the FPS on the bottom-left corner of the screen. */ bool isDisplayStats() { return _displayStats; } /** Display the FPS on the bottom-left corner of the screen. */ void setDisplayStats(bool displayStats) { _displayStats = displayStats; } /** Get seconds per frame. */ float getSecondsPerFrame() { return _secondsPerFrame; } /** * Get the GLView. * @lua NA */ GLView* getOpenGLView() { return _openGLView; } /** * Sets the GLView. * @lua NA */ void setOpenGLView(GLView *openGLView); /* * Gets singleton of TextureCache. * @js NA */ TextureCache* getTextureCache() const; /** Whether or not `_nextDeltaTimeZero` is set to 0. */ bool isNextDeltaTimeZero() { return _nextDeltaTimeZero; } /** * Sets the delta time between current frame and next frame is 0. * This value will be used in Schedule, and will affect all functions that are using frame delta time, such as Actions. * This value will take effect only one time. */ void setNextDeltaTimeZero(bool nextDeltaTimeZero); /** Whether or not the Director is paused. */ bool isPaused() { return _paused; } /** How many frames were called since the director started */ unsigned int getTotalFrames() { return _totalFrames; } /** Gets an OpenGL projection. * @since v0.8.2 * @lua NA */ Projection getProjection() { return _projection; } /** Sets OpenGL projection. */ void setProjection(Projection projection); /** Sets the glViewport.*/ void setViewport(); /** Whether or not the replaced scene will receive the cleanup message. * If the new scene is pushed, then the old scene won‘t receive the "cleanup" message. * If the new scene replaces the old one, the it will receive the "cleanup" message. * @since v0.99.0 */ bool isSendCleanupToScene() { return _sendCleanupToScene; } /** This object will be visited after the main scene is visited. * This object MUST implement the "visit" function. * Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications) * @since v0.99.5 */ Node* getNotificationNode() const { return _notificationNode; } /** * Sets the notification node. * @see Director::getNotificationNode() */ void setNotificationNode(Node *node); // window size /** Returns the size of the OpenGL view in points. */ const Size& getWinSize() const; /** Returns the size of the OpenGL view in pixels. */ Size getWinSizeInPixels() const; /** * Returns visible size of the OpenGL view in points. * The value is equal to `Director::getWinSize()` if don‘t invoke `GLView::setDesignResolutionSize()`. */ Size getVisibleSize() const; /** Returns visible origin coordinate of the OpenGL view in points. */ Vec2 getVisibleOrigin() const; /** * Returns safe area rectangle of the OpenGL view in points. */ Rect getSafeAreaRect() const; /** * Converts a screen coordinate to an OpenGL coordinate. * Useful to convert (multi) touch coordinates to the current layout (portrait or landscape). */ Vec2 convertToGL(const Vec2& point); /** * Converts an OpenGL coordinate to a screen coordinate. * Useful to convert node points to window points for calls such as glScissor. */ Vec2 convertToUI(const Vec2& point); /** * Gets the distance between camera and near clipping frame. * It is correct for default camera that near clipping frame is same as the screen. */ float getZEye() const;
这里定义了很多获取方法,首先一个init()方法,在cpp文件里面去看,init整个director对象的初始化工作都在这里面,初始化了 ActionManager 动作管理器 并将 _actionManager加到了定时器里,初始化了EventDispatcher EventCustom 等事件,初始化了纹理 和渲染器 Renderer
bool Director::init(void) { setDefaultValues(); _scenesStack.reserve(15); // FPS _lastUpdate = std::chrono::steady_clock::now(); _console = new (std::nothrow) Console; // scheduler _scheduler = new (std::nothrow) Scheduler(); // action manager _actionManager = new (std::nothrow) ActionManager(); _scheduler->scheduleUpdate(_actionManager, Scheduler::PRIORITY_SYSTEM, false); _eventDispatcher = new (std::nothrow) EventDispatcher(); _beforeSetNextScene = new (std::nothrow) EventCustom(EVENT_BEFORE_SET_NEXT_SCENE); _beforeSetNextScene->setUserData(this); _afterSetNextScene = new (std::nothrow) EventCustom(EVENT_AFTER_SET_NEXT_SCENE); _afterSetNextScene->setUserData(this); _eventAfterDraw = new (std::nothrow) EventCustom(EVENT_AFTER_DRAW); _eventAfterDraw->setUserData(this); _eventBeforeDraw = new (std::nothrow) EventCustom(EVENT_BEFORE_DRAW); _eventBeforeDraw->setUserData(this); _eventAfterVisit = new (std::nothrow) EventCustom(EVENT_AFTER_VISIT); _eventAfterVisit->setUserData(this); _eventBeforeUpdate = new (std::nothrow) EventCustom(EVENT_BEFORE_UPDATE); _eventBeforeUpdate->setUserData(this); _eventAfterUpdate = new (std::nothrow) EventCustom(EVENT_AFTER_UPDATE); _eventAfterUpdate->setUserData(this); _eventProjectionChanged = new (std::nothrow) EventCustom(EVENT_PROJECTION_CHANGED); _eventProjectionChanged->setUserData(this); _eventResetDirector = new (std::nothrow) EventCustom(EVENT_RESET); //init TextureCache initTextureCache(); initMatrixStack(); _renderer = new (std::nothrow) Renderer; RenderState::initialize(); #if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID EngineDataManager::init(); #endif return true; }
init做的事情
接下来继续看,都是一些设置,获取,判断是否存在,转换坐标的方法,直到runScene():
void runWithScene(Scene *scene); /** *暂停正在运行的场景的执行,将其推送到暂停场景的堆栈上。 *将执行新场景。 *尽量避免大量推送场景以减少内存分配。 *只有在有运行场景时才调用它。 */ void pushScene(Scene *scene); /** *从堆栈中弹出一个场景。 *此场景将取代正在运行的场景。 *将删除正在运行的场景。 如果堆栈中没有更多场景,则终止执行。 *只有在有运行场景时才调用它 */ void popScene(); /** *弹出堆栈中的所有场景,直到队列中的根场景。 *此场景将取代正在运行的场景。 *在内部,它将调用`popToSceneStackLevel(1)`。 */ void popToRootScene(); /** 弹出堆栈中的所有场景,直到达到“level”。 如果level为0,它将结束导演。 如果level为1,它将弹出所有场景,直到它到达根场景。 如果level <=比当前堆栈级别,它将不会执行任何操作。 */ void popToSceneStackLevel(int level); /** 用新的替换正在运行的场景。 正在运行的场景已终止。 *只有在有运行场景时才调用它。 * @js NA */ void replaceScene(Scene *scene); /** 结束执行,释放运行场景。 * @lua endToLua */ void end(); /* * 暂停正在运行的场景。 *正在运行的场景将被_drawed_但所有预定的计时器将被暂停。 *暂停时,绘制速率为4 FPS以减少CPU消耗。 */ void pause(); /** 恢复暂停的场景。 *计划的计时器将再次激活。 *“增量时间”将为0(就好像游戏没有暂停一样)。 */ void resume(); /* * Restart the director.重启导演。 * @js NA */ void restart();
/** Stops the animation. Nothing will be drawn. The main loop won‘t be triggered anymore. * If you don‘t want to pause your animation call [pause] instead. *停止动画。 什么都不会被画出来。 主循环不再被触发。 *如果您不想暂停动画调用[暂停]。 */ void stopAnimation(); /** The main loop is triggered again. * Call this function only if [stopAnimation] was called earlier. * @warning Don‘t call this function to start the main loop. To run the main loop call runWithScene. *主循环再次被触发。 *仅在先前调用[stopAnimation]时调用此函数。 * @warning不要调用此函数来启动主循环。 要运行主循环,请调用runWithScene。 */ void startAnimation(); /** Draw the scene. * This method is called every frame. Don‘t call it manually. *画出场景。 *每帧调用此方法。 不要手动调用它。 */ void drawScene();
之后的方法都是设置,获取各个属性,在注释中看的很清楚
/** Removes all cocos2d cached data. * It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache * @since v0.99.3 *删除所有cocos2d缓存数据。 *它将清除TextureCache,SpriteFrameCache,LabelBMFont缓存 * @since v0.99.3 */ void purgeCachedData(); /** Sets the default values based on the Configuration info.根据配置信息设置默认值 */ void setDefaultValues(); // OpenGL Helper /** Sets the OpenGL default values. * It will enable alpha blending, disable depth test. *设置OpenGL默认值。 *它将启用alpha混合,禁用深度测试。 * @js NA */ void setGLDefaultValues(); /** Enables/disables OpenGL alpha blending. */ void setAlphaBlending(bool on); /** Sets clear values for the color buffers, * value range of each element is [0.0, 1.0]. *设置颜色缓冲区的清除值, *每个元素的值范围是[0.0,1.0]。 * @js NA */ void setClearColor(const Color4F& clearColor); /** Enables/disables OpenGL depth test. */ void setDepthTest(bool on); void mainLoop(); /** Invoke main loop with delta time. Then `calculateDeltaTime` can just use the delta time directly. * The delta time paseed may include vsync time. See issue #17806 *使用增量时间调用主循环。 然后`calculateDeltaTime`可以直接使用delta时间。 *增量时间可能包括vsync时间。 请参阅问题#17806 * @since 3.16 */ void mainLoop(float dt); /** The size in pixels of the surface. It could be different than the screen size. * High-res devices might have a higher surface size than the screen size. * Only available when compiled using SDK >= 4.0. * @since v0.99.4 *他的表面像素大小。 它可能与屏幕尺寸不同。 *高分辨率设备的表面尺寸可能大于屏幕尺寸。 *仅在使用SDK> = 4.0编译时可用。 */ void setContentScaleFactor(float scaleFactor); /** * Gets content scale factor. * @see Director::setContentScaleFactor() *获取内容比例因子。 * @see Director :: setContentScaleFactor() */ float getContentScaleFactor() const { return _contentScaleFactor; } /** Gets the Scheduler associated with this director. * @since v2.0 */ Scheduler* getScheduler() const { return _scheduler; } /** Sets the Scheduler associated with this director. *设置与此director关联的Scheduler * @since v2.0 */ void setScheduler(Scheduler* scheduler); /** Gets the ActionManager associated with this director. *获取与此director关联的ActionManager。 * @since v2.0 */ ActionManager* getActionManager() const { return _actionManager; } /** Sets the ActionManager associated with this director. *设置与此导演关联的ActionManager。 * @since v2.0 */ void setActionManager(ActionManager* actionManager); /** Gets the EventDispatcher associated with this director. *获取与此director关联的EventDispatcher。 * @since v3.0 * @js NA */ EventDispatcher* getEventDispatcher() const { return _eventDispatcher; } /** Sets the EventDispatcher associated with this director.设置与此director关联的EventDispatcher。 * @since v3.0 * @js NA */ void setEventDispatcher(EventDispatcher* dispatcher); /** Returns the Renderer associated with this director.返回与此director关联的Renderer。 * @since v3.0 */ Renderer* getRenderer() const { return _renderer; } /** Returns the Console associated with this director. * @since v3.0 * @js NA */ Console* getConsole() const { return _console; } /* Gets delta time since last tick to main loop. */ float getDeltaTime() const; /** * Gets Frame Rate. * @js NA */ float getFrameRate() const { return _frameRate; } /** * Clones a specified type matrix and put it to the top of specified type of matrix stack. * @js NA */ void pushMatrix(MATRIX_STACK_TYPE type); /** * Clones a projection matrix and put it to the top of projection matrix stack. * @param index The index of projection matrix stack. * @js NA */ void pushProjectionMatrix(size_t index); /** Pops the top matrix of the specified type of matrix stack. * @js NA */ void popMatrix(MATRIX_STACK_TYPE type); /** Pops the top matrix of the projection matrix stack. * @param index The index of projection matrix stack. * @js NA */ void popProjectionMatrix(size_t index); /** Adds an identity matrix to the top of specified type of matrix stack. * @js NA */ void loadIdentityMatrix(MATRIX_STACK_TYPE type); /** Adds an identity matrix to the top of projection matrix stack. * @param index The index of projection matrix stack. * @js NA */ void loadProjectionIdentityMatrix(size_t index); /** * Adds a matrix to the top of specified type of matrix stack. * * @param type Matrix type. * @param mat The matrix that to be added. * @js NA */ void loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat); /** * Adds a matrix to the top of projection matrix stack. * * @param mat The matrix that to be added. * @param index The index of projection matrix stack. * @js NA */ void loadProjectionMatrix(const Mat4& mat, size_t index); /** * Multiplies a matrix to the top of specified type of matrix stack. * * @param type Matrix type. * @param mat The matrix that to be multiplied. * @js NA */ void multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat); /** * Multiplies a matrix to the top of projection matrix stack. * * @param mat The matrix that to be multiplied. * @param index The index of projection matrix stack. * @js NA */ void multiplyProjectionMatrix(const Mat4& mat, size_t index); /** * Gets the top matrix of specified type of matrix stack. * @js NA */ const Mat4& getMatrix(MATRIX_STACK_TYPE type) const; /** * Gets the top matrix of projection matrix stack. * @param index The index of projection matrix stack. * @js NA */ const Mat4& getProjectionMatrix(size_t index) const; /** * Clear all types of matrix stack, and add identity matrix to these matrix stacks. * @js NA */ void resetMatrixStack(); /** * Init the projection matrix stack. * @param stackCount The size of projection matrix stack. * @js NA */ void initProjectionMatrixStack(size_t stackCount); /** * Get the size of projection matrix stack. * @js NA */ size_t getProjectionMatrixStackSize(); /** * returns the cocos2d thread id. Useful to know if certain code is already running on the cocos2d thread */ const std::thread::id& getCocos2dThreadId() const { return _cocos2d_thread_id; } /** * returns whether or not the Director is in a valid state */ bool isValid() const { return !_invalid; }
Director主要管理了场景,以场景为单位来控制游戏的逻辑帧,通过场景的切换来实现游戏中不同界面的变化。mainloop这个函数 调用 了drawscene来实现每一帧的逻辑主要是渲染逻辑。application里面有一个run方法 ,在run方法里面有一个死循环,那个是游戏的主循环,在那个死循环里不断的调用 director->mainLoop这个就是在主游戏循环里不断的执行逻辑帧的操作.
原文地址:https://www.cnblogs.com/zhangthree/p/10515985.html