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(); // 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.

05-02 02:04