Cocos2dx Android工程的启动过程 - pxqwxl/myLearnPoject GitHub Wiki

Cocos2dx Android工程的启动过程 1、安卓工程下的设置启动activity为src下面的AppActivity,启动调用的onCreate并没有做过多的事情,只是调用了父类Cocos2dxActivity的onCreate。AppActivity代码如下: import org.cocos2dx.lib.Cocos2dxActivity;

public class AppActivity extends Cocos2dxActivity { @Override protected void onCreate(final Bundle savedInstanceState) { super.onCreate(savedInstanceState); ...... } } 2、Cocos2dxActivity在cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java里,查看onCreate,代码如下: @Override protected void onCreate(final Bundle savedInstanceState) { super.onCreate(savedInstanceState); initFMOD(); //加载声音库 try { Class.forName("android.os.AsyncTask"); } catch (Throwable ignor) { ignor.printStackTrace(); } sContext = this; PSNetwork.init(sContext); //初始化安卓网络连接服务 if (Build.VERSION.SDK_INT >= 23) { requestUserPermissions(); //系统的部分授权 } mMacAddress = MacAddressUtil.getMacAddress(sContext);//获取wifi的MAC地址 CocosPlayClient.init(this, false); //暂时无用 boolean isLoadOK = onLoadNativeLibraries(); //把工程中libs下面的so文件load进来,定义在AndroidManifest, meta-data标签下,android.app.lib_name. 最终在包的data/data/com.XXX.XXX/lib下面 if (false == isLoadOK) { return; }

    this.mHandler = new Cocos2dxHandler(this);//处理安卓的弹窗等

    Cocos2dxHelper.init(this);

    this.mGLContextAttrs = getGLContextAttrs();//获取OpenGLEs的相关属性
    this.init(); //说明如下文

    if (mVideoHelper == null) {
        mVideoHelper = new Cocos2dxVideoHelper(this, mFrameLayout);
    }

    if (mWebViewHelper == null) {
        mWebViewHelper = new Cocos2dxWebViewHelper(mFrameLayout);
    }

    if(mEditBoxHelper == null){
        mEditBoxHelper = new Cocos2dxEditBoxHelper(mFrameLayout);
    }
    if (null == mScreenListener) {
        mScreenListener = new ScreenListener(this);
        mScreenListener.begin(this);
    }
}

3、Cocos2dxActivity的init函数如下: public void init() { // FrameLayout ViewGroup.LayoutParams framelayout_params = new ViewGroup.LayoutParams( ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT); mFrameLayout = new ResizeLayout(this); //继承自FrameLayout,看成是一块画布(canvas),其他控件添加在上面 mFrameLayout.setLayoutParams(framelayout_params);

    // Cocos2dxEditText layout
    ViewGroup.LayoutParams edittext_layout_params = new ViewGroup.LayoutParams(
            ViewGroup.LayoutParams.MATCH_PARENT,
            ViewGroup.LayoutParams.WRAP_CONTENT);
    Cocos2dxEditBox edittext = new Cocos2dxEditBox(this);
    edittext.setLayoutParams(edittext_layout_params);//输入框

    // ...add to FrameLayout
    mFrameLayout.addView(edittext);

    // Cocos2dxGLSurfaceView
    this.mGLSurfaceView = this.onCreateView();//创建游戏的渲染,接受输入事件的OpenGL类

    // ...add to FrameLayout
    mFrameLayout.addView(this.mGLSurfaceView);//添加到画布上

    // Switch to supported OpenGL (ARGB888) mode on emulator
    if (isAndroidEmulator())
        this.mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);

    this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());//注册自主实现的渲染器,内容如下
    this.mGLSurfaceView.setCocos2dxEditText(edittext);//输入框

    this.onCreateFrameLayout();
    // Set framelayout as the content view
    setContentView(mFrameLayout);//设置这个Activity的显示界面
}

4、Cocos2dxRenderer,cocos2dx的渲染器,继承自android.opengl.GLSurfaceView.Renderer,当3中的GLSurfaceView被创建的时候会调用render的onSurfaceCreated()方法; 当GLSurfaceView大小或者横竖屏发生变化的时候调用render的onSurfaceChanged()方法; 当系统每一次重新画GLSurfaceView的时候,调用onDrawFrame()方法。所以Cocos2dxRender对这三个方法进行了重写。 @Override public void onSurfaceCreated(final GL10 GL10, final EGLConfig EGLConfig) { Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);//此处调用了一个定义为native的函数,设置glview等,通过jni来访问c++实现的方法,接口实现在cocos/platform/android/javaactivity-android.cpp里面,下面的5会继续讲 this.mLastTickInNanoSeconds = System.nanoTime(); mNativeInitCompleted = true; try{ Cocos2dxActivity activity = (Cocos2dxActivity) Cocos2dxActivity.getContext(); activity.onSurfaceCreated(this, GL10, EGLConfig); }catch( Throwable e ){ e.printStackTrace(); } } @Override public void onDrawFrame(final GL10 gl) { //系统自动每秒钟调用60次这个函数 /* * No need to use algorithm in default(60 FPS) situation, since * onDrawFrame() was called by system 60 times per second by default. */ if( true == mIsPaused ){ return; } if( mDelayResumeCount <= DELAY_RESUME_COUNT ){ mDelayResumeCount = mDelayResumeCount + 1; if( mDelayResumeCount == DELAY_RESUME_COUNT ){ Cocos2dxRenderer.nativeOnResume(); try{ Cocos2dxActivity activity = (Cocos2dxActivity) Cocos2dxActivity.getContext(); activity.nativeResume(); }catch( Throwable e ){ e.printStackTrace(); } } return; } if (sAnimationInterval <= 1.0 / 60 * Cocos2dxRenderer.NANOSECONDSPERSECOND) { Cocos2dxRenderer.nativeRender(); //大于等于每秒60帧则不经过算法处理,直接执行nativeRender,将在6中有说明 } else { final long now = System.nanoTime(); final long interval = now - this.mLastTickInNanoSeconds;

        if (interval < Cocos2dxRenderer.sAnimationInterval) { //按照设置的帧数,如果没有到时间,则sleep到相应的时间
            try {
                Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval)
                        / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
            } catch (final Exception e) {
            }
        }
        /*
         * Render time MUST be counted in, or the FPS will slower than
         * appointed.
         */
        this.mLastTickInNanoSeconds = System.nanoTime();
        Cocos2dxRenderer.nativeRender();
    }
    try{
        Cocos2dxActivity activity = (Cocos2dxActivity) Cocos2dxActivity.getContext();
        activity.onDrawFrame(this, gl);
    }catch( Throwable e ){
        e.printStackTrace();
    }
}
@Override
public void onSurfaceChanged(final GL10 GL10, final int width,
        final int height) {
    Cocos2dxRenderer.nativeOnSurfaceChanged(width, height);
    try{
        Cocos2dxActivity activity = (Cocos2dxActivity) Cocos2dxActivity.getContext();
        activity.onSurfaceChanged(this, GL10, width, height);
    }catch( Throwable e ){
        e.printStackTrace();
    }
}

5、 4里面onSurfaceCreated的nativeInit的实现放在cocos/platform/android/javaactivity-android.cpp,方法如下: void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h) { auto director = cocos2d::Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = cocos2d::GLViewImpl::create("Android app"); glview->setFrameSize(w, h); director->setOpenGLView(glview); //设置glview

    //cocos_android_app_init(env, thiz);

    cocos2d::Application::getInstance()->run(); //程序开始运行,android的Application实现放在CCApplication-android.cpp,run的代码如下
}
else
{
    cocos2d::GL::invalidateStateCache();
    cocos2d::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
    cocos2d::DrawPrimitives::init();
    cocos2d::VolatileTextureMgr::reloadAllTextures();

    cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
    director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
    director->setGLDefaultValues();
}

} int Application::run() { // Initialize instance and cocos2d. if (! applicationDidFinishLaunching()) //applicationDidFinishLanunching在自己的Classes/AppDelegate进行重写,游戏已经启动 { return 0; }

return -1;

} bool AppDelegate::applicationDidDinishLaunching() { ...... director->setOpenGLView(glview); director->setAnimationInterval(1/30.f); //设置帧数,会调用Application-android的setAnimationInterval,再通过JniHelper调用Cocos2dxRenderer中的setAnimationInterval director->runWithScene(scene); // return true } 6、关于4中onDrawFrame涉及到的函数nativeRender,它也是一个native类型的函数,实现放在cocos/platform/android/jni/Java_org_cocos2dx_lib_Cocos2dxRenderer.cpp JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender(JNIEnv* env) { cocos2d::Director::getInstance()->mainLoop(); //进入游戏的主循环,Director的mainLoop,事件的分发,渲染,内存池的管理 }