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cocos2dx3.0的代码风格

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2016-06-07 15:08:111057browse

cocos2dx的代码风受其原生引擎cocos2d-iphone的影响,沿袭了oc的代码风。但3.0版在此基础上又引入了C的编程风。 命名空间与类名 cocos2d-x有一个包含其他所有头文件的“cocos2d.h”。通常在需要使用引擎类库的头文件中包含了这个文件,所以我们能使用引擎的


cocos2dx的代码风格受其原生引擎cocos2d-iphone的影响,沿袭了oc的代码风格。但3.0版在此基础上又引入了C++的编程风格。
  • 命名空间与类名
cocos2d-x有一个包含其他所有头文件的“cocos2d.h”。通常在需要使用引擎类库的头文件中包含了这个文件,所以我们能使用引擎的全部功能。

cocos2d-x的类都在cocos2d命名空间下,我们常使用USING_NS_CC宏来引用cocos2d命名空间。

cocos2d-x类的命名用驼峰式,类库缩写的采用大写,再加上类名。如CCAction。3.0中,这种编码风格已被废止了,不需加上CC前缀。

  • 构造函数与初始化
cocos2d-x所有的对象都创建在堆上,然后通过指针引用。创建对象通常有两种方法;A、用new创建一个未初始化的对象,再调用init方法来初始化;B、用静态工厂方法直接创建对象。

oc中没有构造方法,cocos2d-x也采用了oc的步骤。-x的类构造器通常没有参数,创建对象所需的参数通过init系列方法传递给对象。如创建精灵:

    auto butterFly = new Sprite();
    
    butterFly.initWithFile("HelloWorld.png");
也可以用类自带的工厂方法来创建对象。从2.x的版本开始,工厂方法的名称统一为create。在名称冲突的情况下,也可采用以create为前缀的其他函数名:
    auto sprite = Sprite::create("HelloWorld.png");
两种方式都可以创建对象,但从内存管理的角度讲,推荐后面一种方式。


从cocos2d-x提供的游戏元素派生的新类,需重载init方法,在此方法中为子类添加内容。在子类头文件中需要确保初始化方法声明为虚函数

    virtual bool init();  
然后在cpp中实现这个init,如:
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
 
    return true;
}


  • 选择器
在oc中,选择器类似C++的类函数指针。-x提供了一系列类似oc中创建选择器的宏,用来创建函数指针。这些宏只有一个参数selector,表示被指向的类方法。
typedef void (Object::*SEL_SCHEDULE)(float);
typedef void (Object::*SEL_CallFunc)();
typedef void (Object::*SEL_CallFuncN)(Node*);
typedef void (Object::*SEL_CallFuncND)(Node*, void*);
typedef void (Object::*SEL_CallFuncO)(Object*);
typedef void (Object::*SEL_MenuHandler)(Object*);
typedef int (Object::*SEL_Compare)(Object*);

#define schedule_selector(_SELECTOR) static_cast<:sel_schedule>(&_SELECTOR)
#define callfunc_selector(_SELECTOR) static_cast<:sel_callfunc>(&_SELECTOR)
#define callfuncN_selector(_SELECTOR) static_cast<:sel_callfuncn>(&_SELECTOR)
#define callfuncND_selector(_SELECTOR) static_cast<:sel_callfuncnd>(&_SELECTOR)
#define callfuncO_selector(_SELECTOR) static_cast<:sel_callfunco>(&_SELECTOR)
#define menu_selector(_SELECTOR) static_cast<:sel_menuhandler>(&_SELECTOR)
#define event_selector(_SELECTOR) static_cast<:sel_eventhandler>(&_SELECTOR)
#define compare_selector(_SELECTOR) static_cast<:sel_compare>(&_SELECTOR)</:sel_compare></:sel_eventhandler></:sel_menuhandler></:sel_callfunco></:sel_callfuncnd></:sel_callfuncn></:sel_callfunc></:sel_schedule>

在3.0版中用C++11的特性定义了新的回调

// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ...) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)
新版的HelloWorld中已没再使用menu_selector的宏,而是替换为CC_CALLBACK_1。
    auto closeItem = MenuItemImage::create(
                                        "CloseNormal.png",
                                        "CloseSelected.png",
                                        CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));

  • 属性
C++的类成员只有方法与字段,没有属性和事件。为了实现oc中提供的属性功能,不得不写大量的set和get方法。cocos2d-x提供了一系列的宏,帮助开发者简化操作。
/** CC_PROPERTY is used to declare a protected variable.
 We can use getter to read the variable, and use the setter to change the variable.
 @param varType     the type of variable.
 @param varName     variable name.
 @param funName     "get + funName" will be the name of the getter.
                    "set + funName" will be the name of the setter.
 @warning   The getter and setter are public virtual functions, you should rewrite them first.
            The variables and methods declared after CC_PROPERTY are all public.
            If you need protected or private, please declare.
 */
#define CC_PROPERTY(varType, varName, funName)\
protected: varType varName;\
public: virtual varType get##funName(void);\
public: virtual void set##funName(varType var);

#define CC_PROPERTY_PASS_BY_REF(varType, varName, funName)\
protected: varType varName;\
public: virtual const varType& get##funName(void) const;\
public: virtual void set##funName(const varType& var);
CC_PROPERTY的set和get方法是没有实现的,需要使用者重载。可以用CC_PROPERTY来传值,也可以用CC_PROPERTY_PASS_BY_REF来传引用。

对应的CC_SYNTHESIZE,则是已经有初始化的实现的宏。

/** CC_SYNTHESIZE is used to declare a protected variable.
 We can use getter to read the variable, and use the setter to change the variable.
 @param varType     the type of variable.
 @param varName     variable name.
 @param funName     "get + funName" will be the name of the getter.
                    "set + funName" will be the name of the setter.
 @warning   The getter and setter are public inline functions.
            The variables and methods declared after CC_SYNTHESIZE are all public.
            If you need protected or private, please declare.
 */
#define CC_SYNTHESIZE(varType, varName, funName)\
protected: varType varName;\
public: virtual varType get##funName(void) const { return varName; }\
public: virtual void set##funName(varType var){ varName = var; }

#define CC_SYNTHESIZE_PASS_BY_REF(varType, varName, funName)\
protected: varType varName;\
public: virtual const varType& get##funName(void) const { return varName; }\
public: virtual void set##funName(const varType& var){ varName = var; }

#define CC_SYNTHESIZE_RETAIN(varType, varName, funName)    \
private: varType varName; \
public: virtual varType get##funName(void) const { return varName; } \
public: virtual void set##funName(varType var)   \
{ \
    if (varName != var) \
    { \
        CC_SAFE_RETAIN(var); \
        CC_SAFE_RELEASE(varName); \
        varName = var; \
    } \
} 

同时,这两种宏都有READ_ONLY的方式。
/** CC_PROPERTY_READONLY is used to declare a protected variable.
 We can use getter to read the variable.
 @param varType     the type of variable.
 @param varName     variable name.
 @param funName     "get + funName" will be the name of the getter.
 @warning   The getter is a public virtual function, you should rewrite it first.
            The variables and methods declared after CC_PROPERTY_READONLY are all public.
            If you need protected or private, please declare.
 */
#define CC_PROPERTY_READONLY(varType, varName, funName)\
protected: varType varName;\
public: virtual varType get##funName(void) const;

#define CC_PROPERTY_READONLY_PASS_BY_REF(varType, varName, funName)\
protected: varType varName;\
public: virtual const varType& get##funName(void) const;

/** CC_SYNTHESIZE_READONLY is used to declare a protected variable.
 We can use getter to read the variable.
 @param varType     the type of variable.
 @param varName     variable name.
 @param funName     "get + funName" will be the name of the getter.
 @warning   The getter is a public inline function.
            The variables and methods declared after CC_SYNTHESIZE_READONLY are all public.
            If you need protected or private, please declare.
 */
#define CC_SYNTHESIZE_READONLY(varType, varName, funName)\
protected: varType varName;\
public: virtual varType get##funName(void) const { return varName; }

#define CC_SYNTHESIZE_READONLY_PASS_BY_REF(varType, varName, funName)\
protected: varType varName;\
public: virtual const varType& get##funName(void) const { return varName; }

READ_ONLY就是只有get而没有set而已。
  • 单例
单例被广泛使用,如Director控制器,就是一个单例对象。在2.x版中单例方法一般命名为shared+Xxx,3.0版中很多都改为getInstance方法。如:
    auto director = Director::getInstance();
    auto glView = EGLView::getInstance();



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