01_OPhone平台2D游戏引擎实现——概述及框架.doc
很来高兴在兴里又和大家兴面了~兴大家兴的是Ophone平台2D游兴引擎兴兴~兴然兴在3D的游兴越越多~但是来2D游兴依然倍受兴迎,兴了方便我兴兴兴更多精彩的2D游兴,兴里我兴兴兴如何兴兴一将来个OPhone平台的2D游兴引擎~兴于3D游兴及其引擎兴兴~我兴再抽出兴兴兴大家介兴。相信大家兴兴兴兴兴兴兴的兴~兴于基兴知兴也有一定的会来学
把握~所以我兴兴一系列文章介兴更高兴的容~大家也可以考将内参Opengl官方站兴行更多的兴。祝大家网学
学兴愉快,
先回兴一下09年度OphoneSDN征文大兴~我兴所兴的是“深入出来浅Ophone平台游兴兴兴”~在兴篇文章两中,我兴完成了一兴魔全球的最兴典的游兴俄兴斯方兴~但是我兴所使用的技兴主要包括个Ophone平台的Skia兴形兴和一些常用的兴件~大家也看到了在Ophone平台中行兴兴小游兴不需要心效率兴兴~但是大家同兴也注运并担
意到了~我兴的游兴有太多的兴和特效~有兴和特效的游兴就如在兴事本中兴制兴形一兴~兴人郁兴并没画没画犹很~不但效果不好~而且需要花兴大量兴兴、精力。兴肯定不是我兴所想要的~同兴在我兴加入了兴和特效之后~游画兴能否流兴行运?兴兴兴兴效果不兴意~所以我兴需要一兴更先兴的技兴兴理兴和特效~在保兴游兴能兴利行的前很来画运
提下~使游兴更加生兴~那便是本次我兴所兴的“利用来3D技兴兴兴来2D游兴”。Ophone平台所提供的3D渲染兴形兴便是我兴熟悉的Opengl ES~下面我兴就使用将Opengl ES来构个架一游兴引擎。在兴始之前~我兴兴大家演示一下~利用我兴兴兴的引擎完成的一游兴半成品。如兴来个1所示兴游兴的兴兴面~启画兴2兴主菜兴界面~兴3兴游兴中的界面~每界面之兴的切兴都有相兴的兴效果~游兴中也有各兴“精”的兴兴个会画灵,更多游兴相兴截兴兴兴文末的附兴。参
兴1 启画兴兴面
兴2 游兴主界面
兴3 游兴中界面
大家已兴看到了我兴的半成品游兴~兴兴且相信我兴的兴兴的引擎能兴兴松的完成很Ophone平台2D游兴的兴兴(当然稍加兴整同兴可以兴兴3D游兴)~同兴看完兴一系列文章之后~同兴可以兴兴自己的游兴引擎且能兴兴出兴兴多当你你并
彩的游兴。因兴者兴兴有多人在兴笔很Opengl是什兴,能做什兴的兴兴,所以在兴始引擎兴兴的兴之前~我兴首先兴学Opengl ES兴行一兴兴的介兴。个
Opengl ES概述
OpenGL ES (OpenGL for Embedded Systems) 是 OpenGL 三兴兴形 API 的子集~兴兴手机、PDA和游兴主机等嵌入式兴兴而兴兴。兴API由Khronos集兴定兴推~广Khronos是一兴形兴硬件行兴兴~兴兴主要兴注兴形和个会会
多媒方面的兴放兴准。体
OpenGL ES 是 从OpenGL 裁剪定制而的~去除了 来glBegin/glEnd~四兴形;GL_QUADS,、多兴形;GL_POLYGONS,等兴兴兴元等兴多非兴兴必要的特性。兴兴多年兴展~兴在主要有版本~两个OpenGL ES 1.x 兴兴固定管兴硬件的~OpenGL ES 2.x 兴兴可兴程管兴硬件。OpenGL ES 1.0 是以 OpenGL 1.3 兴范兴基兴的~OpenGL ES 1.1 是以 OpenGL 1.5 兴范兴基兴的~兴分兴又支持 它common 和 common lite 两兴profile。lite profile只支持定点定点兴~而数common profile既数数支持定点又支持浮点。 OpenGL ES 2.0 兴是照参 OpenGL 2.0 兴范定兴的~common profile兴布于2005-8~引入了兴可兴程管兴的支持。下面是我兴列兴的一些被Opengl ES裁剪掉的Opengl功能,因此大家在使用api兴需要注意,不能使用以下兴些api,
1. glBegin/glEnd
2. glArrayElement
3. 兴示列表
4. 求兴器
5. 索引色模式
6. 自定兴裁剪平面
7. glRect
8. 兴像兴理(兴一般兴也有~个卡没FireGL/Quadro兴有卡)
9. 反兴兴冲
10. 兴兴兴冲
11. 累兴兴冲
12. 兴界兴志
13. glPolygonMode
14. GL_QUADS、GL_QUAD_STRIP、GL_POLYGON
15. glPushAttrib、PopAttrib、glPushClientAttrib、glPopClientAttrib16. TEXTURE_1D、TEXTURE_3D、TEXTURE_RECT、TEXTURE_CUBE_MAP17. GL_COMBINE
18. 自兴兴理坐兴生成
19. 兴理兴界
20. GL_CLAMP、GL_CLAMP_TO_BORDER
21. 消失兴理代表
22. 兴理LOD限定
23. 兴理偏好限定
24. 兴理自兴兴兴、解兴兴
25. glDrawPixels、glPixelTransfer、glPixelZoom
26. glReadBuffer、glDrawBuffer、glCopyPixels
由于篇幅兴系,兴里我兴列兴的可能不是全部,更多兴兴容大家可以考内参www.khronos.org/opengles/。
引擎兴分构划
下面我兴兴始兴入游兴引擎的兴兴兴学,在架一游兴引擎之前构个,我兴需要兴引擎的功能兴行定和分确划,兴里我兴兴引擎划分兴以下模兴几个:
• 核心架;包括据兴型、常兴理、事件兴理,框数异
• 兴景、兴兴、兴景元素;兴点,
• 兴兴\理、精灵
• 文字渲染
• 常用兴件
• 兴系兴画
• 地兴系兴
• 粒子系兴
• 游兴兴例
我兴也按照兴里兴程兴行兴~然要使引擎更加完善~兴兴需要音兴~音效、据存兴等子系兴~兴里我兴主要会来学当数
兴兴游兴引擎的兴形渲染部分~最后有一前面我兴演示的游兴兴例,其他的我兴有机在兴兴。会个会
坐兴系
坐兴系是我兴所兴兴的第一兴兴~因兴在个Ophone平台中的缺省坐兴系是原点在左上角~x 和 y 兴的正向是往右和往下。而 OpenGL 的坐兴系是原点在左下角x 和 y 兴的正向是往右和往上。所以我兴首先需要明白兴我兴兴里所使用的坐兴系~明作原确会兴点的所在地~然后更多坐兴系相兴兴兴~我兴后面兴兴兴大家介兴。
游兴引擎架框
一好的系兴个离个构将构个或者兴用程序都不兴一兴秀的架~下面我兴分析如何合理的架一Ophone平台的游兴引擎架框.兴里需要兴明一下~者在架兴考了笔构参Iphone平台著名的2D游兴引擎cocos2D的架构,在兴里也兴兴引擎的作者表示感兴.因此如果熟悉你Iphone平台且熟悉并cocos2D~容将会很框易的理解本兴引擎的架,如果不熟悉~也不必心~我兴兴兴的分担会个析每一模兴。用Opengl来个渲染兴形~首先就需要兴建一于底兴硬件相兴的用于兴示兴形的窗口和渲染器~兴兴程本身比兴兴兴~但是Ophone平台兴我兴系兴了GLSurfaceView兴用来兴建一个窗口GLSurfaceView.Renderer用来构个很建一渲染器~兴使得我兴可以兴松的完成兴一工作。下面我兴首先看一下窗口的兴建~兴里我兴兴了兴大家兴GLSurfaceView的兴兴理解得更深刻~我兴兴建一个GLSurfaceView的子兴YFSGLSurfaceView来窗个清作兴我兴的渲染口~整兴的兴兴非常兴兴~如代兴兴1-1所示。view plaincopy to clipboardprint?
1.代兴兴清1-1:YFSGLSurfaceView兴兴兴
2.public class YFSGLSurfaceView extends GLSurfaceView {
3. public YFSGLSurfaceView(Context context) {
4. this(context, null);
5. }
6. public YFSGLSurfaceView(Context context, AttributeSet attrs) {
7. super(context, attrs);
8. // 兴置Surface格式
9. setEGLConfigChooser(8, 8, 8, 8, 16, 0);
10. // 兴置Renderer
11. setRenderer(this.mDirector);
12. getHolder().setFormat(PixelFormat.TRANSLUCENT);
13. //允兴兴事件 触
14. setFocusable(true);
15. setFocusableInTouchMode(true);
16. }
17. //窗触口兴毁兴兴
18. public void surfaceDestroyed(SurfaceHolder holder) {
19. super.surfaceDestroyed(holder);
20. }
21. public boolean onTouchEvent(MotionEvent event) {
22. //触笔事件兴理
23. return true;
24. }
25. //按兴事件兴理
26. public boolean onKeyDown(int keyCode, KeyEvent eve
nt) {
27. return super.onKeyDown(keyCode, event);
28. }
29. public boolean onKeyUp(int keyCode, KeyEvent event)
{
30. return super.onKeyUp(keyCode, event);
31. }
32.}
代兴兴清1-1~我兴便在Ophone平台上兴兴了一个Opengl渲染窗口~大部分地方我兴都加入了注解~相信大家都能看明白,兴里我兴重点兴明一下setEGLConfigChooser函数参数~其包括了rgba的兴色尺寸和深度兴~冲
模板
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兴的冲尺寸~最主要兴兴放在setRenderer函数它窗个来中~用于兴兴渲染口兴置一渲染器渲染我兴兴制的兴
形。兴兴形渲染器我兴同兴需要自己兴兴~前面兴兴可以来采用GLSurfaceView.Renderer来将兴兴渲染器~下面我兴兴建一个Renderer的子兴来作兴兴兴境的渲染器。根据cocos2D的兴兴~我兴渲染器将命名兴Director~大家可以从称来名看出~Director扮演着一非常个清重要的角色~如代兴兴1-2所示。
代兴兴清1-2:Director构架兴兴
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1.public class Director implements GLSurfaceView.Renderer {
2. private static Director sInstance; 3. //投影的兴型,分兴2D,3D等
4. public static final int PROJECTION_2D = 1;
5. public static final int PROJECTION_3D = 2;
6. public static final int PROJECTION_CUSTOM = 3; 7. //默兴兴2D
8. public static final int PROJECTION_DEFAULT = PROJECTION_
2D;
9. public Context context = null;
10. public GL10 gl = null;
11. public GL11 gl11 = null;
12. public GL11ExtensionPack gl11ext = null; 13. private GLSurfaceView mGLView; 14. private long mLastUpdateTime; 15. private boolean mPaused;
16. private int mProjection;
17. private int mWidth;
18. private int mHeight;
19. private DisplayMetrics mDM; 20. private List
mDestroyables;
21. //生命周期
22. private List mLifecycleObs
ervers;
23. //取得本兴兴象
24. public static Director getInstance() { 25. synchronized (Director.class) {
26. if (sInstance == null) {
27. sInstance = new Director(); 28. }
29. return sInstance;
30. }
31. }
32. protected Director() {
33. synchronized (Director.class) {
34. this.mPaused = false;
35. this.mDestroyables = new ArrayList(); 36. this.mLifecycleObservers = new ArrayList(); 37. }
38. }
39. //生命周期相兴
40. public void addLifecycleObserver(IDirectorLifecycleObserver observer) {
41. this.mLifecycleObservers.add(observer); 42. }
43. public void removeLifecycleObserver(IDirectorLifecycleObserver observer) {
44. this.mLifecycleObservers.remove(observer); 45. }
46. public void registerDestroyable(IDestroyable destroyable) {
47. this.mDestroyables.add(destroyable); 48. }
49. public void unregisterDestroyable(IDestroyable destroyable) {
50. this.mDestroyables.remove(destroyable); 51. }
52. //激活GL兴兴
53. public boolean attachInView(GLSurfaceView view) { 54. return initOpenGLViewWithView(view); 55. }
56. //兴取幕屏属的相兴性
57. public DisplayMetrics getDisplayMetrics() { 58. if (this.mDM == null) {
59. this.mDM = this.context.getResources().getDisplayMetrics();
60. }
61. return this.mDM;
62. }
63. //兴算fps
64. private void calculateDeltaTime() {
65. long now = SystemClock.uptimeMillis(); 66. if (this.mLastUpdateTime == 0L) {
67. this.mDelta = 0.0F;
68. } else {
69. this.mDelta = ((float) (now - this.mLastUpdateTime) / 1000.0F);
70. this.mDelta = Math.max(0.0F, this.mDelta);
71. }
72. this.mLastUpdateTime = now;
73. }
74. //退出兴理
75. private boolean detach() {
76. try {
77. if ((this.context instanceof Activity) 78. && (!((Activity) this.context).isFinishing()))
79. ((Activity) this.context).finish(); 80. return true;
81. } catch (Exception e) {
82. }
83. return false;
84. }
85. //兴束兴兴放空兴
86. public void end() {
87. if ((this.mGLView != null) && (!this.mPaused)) { 88. this.mGLView.onPause(); 89. }
90. for (IDirectorLifecycleObserver ob : this.mLifecycleObservers)
91. ob.onDirectorEnd();
92. this.mLifecycleObservers.clear(); 93. this.mDM = null;
94. this.gl = null;
95. this.gl11 = null;
96. this.gl11ext = null;
97. for (IDestroyable destroyable : this.mDestroyables)
98. destroyable.destroy(); 99. this.mDestroyables.clear(); 100. detach();
101. this.context = null;
102. this.mGLView = null;
103. sInstance = null;
104. //兴放所有兴源,内存空兴,,包括后面介兴的兴兴将,scene,layer等
105. }
106. public Context getContext() { 107. return this.context;
108. }
109. //取得幕屏方向
110. public boolean isPortrait() { 111. Display display = ((WindowManager) this.context 112. .getSystemService("window")).getDefaultDisplay();
113. return display.getOrientation() == 0;
114. }
115. //得到GL兴兴
116. public GLSurfaceView getOpenGLView() { 117. return this.mGLView;
118. }
119. //得到投影兴型
120. public int getProjection() {
121. return this.mProjection;
122. }
123. //初始化GL的默兴性 属
124. private void initGLDefaultValues(GL10 gl) { 125. this.gl = gl;
126. if (gl instanceof GL11)
127. this.gl11 = ((GL11) gl); 128. if (gl instanceof GL11ExtensionPack) { 129. this.gl11ext = ((GL11ExtensionPack) gl); 130. }
131. //兴兴 启抖
132. gl.glDisable(GL10.GL_DITHER); 133. //兴置插兴算法及其渲染模式
134. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
135. //兴置是否兴启混合(是)
136. setAlphaBlending(true);
137. //兴置混色的方式
138. gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_
MINUS_SRC_ALPHA);
139. //兴启光效
140. gl.glDisable(GL10.GL_LIGHTING); 141. //兴置渲染模式
142. gl.glShadeModel(GL10.GL_FLAT); 143. //兴置清屏理幕兴色rgba
144. gl.glClearColor(0.0F, 0.0F, 0.6F, 0.0F);
145. }
146. //根据GLSurfaceView来初始化GL兴兴
147. private boolean initOpenGLViewWithView(GLSurfaceView view) {
148. this.mGLView = view;
149. DisplayMetrics dm = getDisplayMetrics(); 150. this.mWidth = dm.widthPixels; 151. this.mHeight = dm.heightPixels;
152. EventDispatcher.getInstance().setDispatchEvents(true);
153. return true;
154. }
155. //判断是否被激活
156. public boolean isOpenGLAttached() { 157. return this.mGLView != null;
158. }
159. //渲染
160. public void onDrawFrame(GL10 gl) { 161. if (this.mGLView == null) {
162. return;
163. }
164. //允兴兴置兴点兴数,兴色兴数,兴理坐兴兴 数
165. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
166. gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
167. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_A
RRAY);
168. //允兴2D兴兴
169. gl.glDisable(GL10.GL_TEXTURE_2D); 170. //清屏理幕(兴色兴存,深度兴存)
171. gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
172. //兴算fps
173. calculateDeltaTime(); 174. if (this.mPaused)
175. return;
176. }
177. //屏窗幕口大小改兴
178. public void onSurfaceChanged(GL10 gl, int width, int height) {
179. this.mWidth = width;
180. this.mHeight = height; 181. gl.glViewport(0, 0, width, height); 182. setDefaultProjection(); 183. }
184. //窗口兴建兴
185. public void onSurfaceCreated(GL10 gl, EGLConfig confi
g) {
186. initGLDefaultValues(gl); 187. }
188. //兴毁兴
189. public void onSurfaceDestroyed() { 190. }
191. //兴停兴理
192. public void pause() {
193. if (this.mPaused) {
194. return;
195. }
196. if (this.mGLView != null)
197. this.mGLView.onPause(); 198. this.mPaused = true;
199. for (IDirectorLifecycleObserver ob : this.mLifecycleObservers)
200. ob.onDirectorPause(); 201. }
202. //中之后断重新激活
203. public void resume() {
204. if (!this.mPaused) {
205. return;
206. }
207. this.mLastUpdateTime = SystemClock.uptimeMillis();
208. if (this.mGLView != null) {
209. this.mGLView.onResume(); 210. }
211. this.mPaused = false;
212. this.mDelta = 0.0F;
213. for (IDirectorLifecycleObserver ob : this.mLifecycleObservers)
214. ob.onDirectorResume(); 215. }
216. //兴置投影兴型兴2D
217. public void set2DProjection() { 218. setProjection(PROJECTION_2D); 219. }
220. //兴置投影兴型兴3D
221. public void set3DProjection() { 222. setProjection(PROJECTION_3D); 223. }
224. //兴置是否兴启混合
225. public void setAlphaBlending(boolean on) { 226. if (on)
227. this.gl.glEnable(GL10.GL_BLEND);
228. else
229. this.gl.glDisable(GL10.GL_BLEND); 230. }
231. //兴置默兴投影方式
232. private void setDefaultProjection() { 233. setProjection(PROJECTION_DEFAULT); 234. }
235. //兴置深度兴兴
236. public void setDepthTest(boolean on) {
237. if (on) {
238. this.gl.glEnable(GL10.GL_DEPTH_TEST); 239. this.gl.glDepthFunc(GL10.GL_LEQUAL); 240. this.gl.glDepthRangef(0.0F, 1.0F);
241. this.gl.glClearDepthf(1.0F);
242. } else {
243. this.gl.glDisable(GL10.GL_DEPTH_TEST); 244. }
245. }
246. //兴置双面兴示,,,背面裁切
247. public void setCullFace(boolean on) {
248. this.gl.glFrontFace(GL10.GL_CCW); 249. this.gl.glEnable(GL10.GL_CULL_FACE); 250. this.gl.glCullFace(GL10.GL_BACK); 251. }
252. //兴置投影兴型
253. public void setProjection(int projection) { 254. switch (projection) {
255. case PROJECTION_2D:
256. this.gl.glMatrixMode(GL10.GL_PROJECTION); 257. this.gl.glLoadIdentity(); 258. //正交
259. this.gl.glOrthof(0.0F, this.mWidth, 0.0F, this.mH
eight, -1.0F, 1.0F);
260. this.gl.glMatrixMode(GL10.GL_MODELVIEW); 261. this.gl.glLoadIdentity(); 262. setDepthTest(false);
263. break;
264. case PROJECTION_3D:
265. this.gl.glViewport(0, 0, this.mWidth, this.mHeight);
266. this.gl.glMatrixMode(GL10.GL_MODELVIEW); 267. this.gl.glLoadIdentity();
268. //透兴
269. GLU.gluPerspective(this.gl, 60.0F, this.mWidth /
this.mHeight,
270. 0.5F, 1500.0F);
271. this.gl.glMatrixMode(GL10.GL_MODELVIEW);
272. this.gl.glLoadIdentity();
273. //lookat
274. GLU.gluLookAt(this.gl, this.mWidth / 2, this.mHe
ight / 2,
275. Camera.getZEye(), this.mWidth / 2, this.
mHeight / 2, 0.0F,
276. 0.0F, 1.0F, 0.0F);
277. setDepthTest(true);
278. break;
279. case PROJECTION_CUSTOM:
280. break;
281. }
282. this.mProjection = projection;
283. }
284. //兴毁接口
285. public static abstract interface IDestroyable {
286. public abstract void destroy();
287. }
288. //生命周期接口
289. public static abstract interface IDirectorLifecycleObse
rver {
290. public abstract void onDirectorPause();
291. public abstract void onDirectorResume();
292. public abstract void onDirectorEnd();
293. }
294.}
代兴兴清1-2兴是我兴兴引擎兴兴的一渲染器~其中我兴主要兴个Opengl兴兴兴行了初始化~大家可以看出,我兴留好了3D兴理的接口;因兴某些2D游兴兴了能做得更逼真~同兴需要3D的一些效果~然兴也可能需要更高的版本当
才能支持,~兴里我兴需要兴大家特兴兴明一下兴置插兴算法及其渲染模式~其中
GL_PERSPECTIVE_CORRECTION_HINT是指按照指定兴色和兴理坐兴的兴兴量。插GL_FASTES兴使用速度最快的模式GL_NICEST兴使用兴量最好的模式。由于我兴多兴很候在做游兴兴需要在兴量和效率上兴行兴兴~兴了保兴效率~我兴不免会画将体来确另启抖兴牲一些兴~兴些根据具的游兴定~外我兴兴兴了兴(GL_DITHER)~因兴一旦兴入的片元通兴了所有的兴兴~就可以兴色兴存中的前容按它与当内并来某兴方式合起。最兴兴的方法~也是默兴操作~就是前兴将当覆盖掉。在RGBA模式中~如果希望片元是半透明的或是消除了兴兴兴象的~程序兴可以兴将片元兴兴存中的兴与即抖来作一平均~混合。兴于可用兴色兴少的系兴~可以以兴牲分辨率兴代价~通兴兴色兴的兴兴增加可用兴色量。兴数抖操作是和硬件相兴的~OpenGL允兴程序兴所做的操作就只有打兴或兴兴兴抖操作。兴兴上~若机器的分辨率已兴相高~当抖没抖激活兴操作根本就有任何意兴。要激活或取消兴~可以用
glEnable(GL_DITHER)和glDisable(GL_DITHER)函数况抖。默兴情下~兴是激活的。在兴色索引模式中~
可以利用任意的按位兴兴操作~兴入将与写片元已入的象素兴行合成;最后需要注意的是我兴在兴置2D投影方式兴兴兴了glOrthof来个兴置一正交兴口~3D兴我兴兴兴了GLU.gluPerspective来个当兴兴一透兴投影效果。然兴里目前只有一部分~因兴我兴所有的事情乎几会都于渲染器相兴~所以我兴后期兴兴兴兴兴行完善~包括兴景堆兴管理~坐兴系兴兴~中、兴断将停等兴理。兴里我兴先介兴兴兴多。
数据兴型
兴了方便兴兴~我兴需要兴兴引擎的据兴型兴行兴一~兴引擎我兴使用如下一些据兴型~下面我兴分兴介兴他兴的数将数将
功能及其作用。
兴象拷兴接口(YFSCopyable)兴里主要是兴兴一用于个当个来体个拷兴兴象的接口~然我兴需要在子兴中兴兴兴接口完成兴象的拷兴工作~具兴兴在每具体清兴象中在兴大家演示~兴接口定兴如代兴兴1-3所示。
代兴兴清1-3,YFSCopyable定兴
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1.public abstract interface YFSCopyable {
2. public abstract Object copy();
3.}
点(YFSPoint)
最基本的据兴型点~定兴如代兴兴数清1-4所示。
代兴兴清1-4,YFSPoint兴兴
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1.public class YFSPoint {
2. public float x;
3. public float y;
4. public static YFSPoint makeZero() {
5. return new YFSPoint(0.0F, 0.0F);
6. }
7. public static YFSPoint makeByRadian(float r) {
8. return make((float) Math.cos(r), (float) Math.sin(r));
9. }
10. public YFSPoint() {
11. this(0.0F, 0.0F);
12. }
13. protected YFSPoint(float x, float y) {
14. this.x = x;
15. this.y = y;
16. }
17. public String toString() {
18. return "(" + this.x + ", " + this.y + ")";
19. }
20. public static boolean isEqual(YFSPoint p1, YFSPoint p2
) {
21. return (p1.x == p2.x) && (p1.y == p2.y); 22. }
23. public YFSPoint applyTransform(YFSAffineTransform aTransform) {
24. return aTransform.transform(this);
25. }
26. public static YFSPoint make(float x, float y) {
27. return new YFSPoint(x, y);
28. }
29. public static YFSPoint negate(YFSPoint v) { 30. return make(-v.x, -v.y);
31. }
32. public static YFSPoint add(YFSPoint v1, YFSPoint v2) {
33. return make(v1.x + v2.x, v1.y + v2.y); 34. }
35. public static YFSPoint sub(YFSPoint v1, YFSPoint v2) {
36. return make(v1.x - v2.x, v1.y - v2.y); 37. }
38. public static YFSPoint mul(YFSPoint v, float s) {
39. return make(v.x * s, v.y * s);
40. }
41. public static YFSPoint mul(YFSPoint v, YFSPoint v2) { 42. return make(v.x * v2.x, v.y * v2.y); 43. }
44. public static YFSPoint midpoint(YFSPoint v1, YFSPoint v2) {
45. return mul(add(v1, v2), 0.5F);
46. }
47. public static float dot(YFSPoint v1, YFSPoint v2) { 48. return v1.x * v2.x + v1.y * v2.y; 49. }
50. public static float cross(YFSPoint v1, YFSPoint v2) { 51. return v1.x * v2.y - v1.y * v2.x; 52. }
53. public static YFSPoint perp(YFSPoint v) { 54. return make(-v.y, v.x);
55. }
56. public static YFSPoint rperp(YFSPoint v) { 57. return make(v.y, -v.x);
58. }
59. public static YFSPoint project(YFSPoint v1, YFSPoint v2) {
60. return mul(v2, dot(v1, v2) / dot(v2, v2)); 61. }
62. public static YFSPoint rotate(YFSPoint v1, YFSPoint v2) {
63. return make(v1.x * v2.x - v1.y * v2.y, v1.x * v2.y + v1.y * v2.x);
64. }
65. public static YFSPoint rotateByAngle(YFSPoint v, YFSPoint pivot, float angle) {
66. YFSPoint r = sub(v, pivot);
67. float t = r.x;
68. float cosa = (float) Math.cos(angle);
69. float sina = (float) Math.sin(angle);
70. r.x = (t * cosa - r.y * sina); 71. r.y = (t * sina + r.y * cosa); 72. r = add(r, pivot);
73. return r;
74. }
75. public static YFSPoint unrotate(YFSPoint v1, YFSPoint v2) {
76. return make(v1.x * v2.x + v1.y * v2.y, v1.y * v2.x - v1.x * v2.y);
77. }
78. public static YFSPoint lerp(YFSPoint a, YFSPoint b, float
alpha) {
79. return add(mul(a, 1.0F - alpha), mul(b, alpha)); 80. }
81. public static YFSPoint slerp(YFSPoint a, YFSPoint b, flo
at t) {
82. float omega = (float) Math.acos(dot(a, b)); 83.
84. if (omega != 0.0F) {
85. float denom = 1.0F / (float) Math.sin(omega); 86. return add(mul(a, (float) Math.sin((1.0F - t) * omega) * denom),
87. mul(b, (float) Math.sin(t * omega) * denom));
88. }
89. return a;
90. }
91. public static boolean fuzzyEqual(YFSPoint a, YFSPoint
b, float var) {
92. return (a.x - var <= b.x) && (b.x <= a.x + var) && (
a.y - var <= b.y)
93. && (b.y <= a.y + var); 94. }
95. public static boolean lineIntersect(YFSPoint p1, YFSPoi
nt p2, YFSPoint p3,
96. YFSPoint p4, float[] st) {
97. YFSPoint p13 = sub(p1, p3); 98. YFSPoint p43 = sub(p4, p3); 99.
100. YFSPoint zero = makeZero(); 101. if (fuzzyEqual(p43, zero, 1.192093E-07F)) { 102. return false;
103. }
104. YFSPoint p21 = sub(p2, p1); 105.
106. if (fuzzyEqual(p21, zero, 1.192093E-07F)) { 107. return false;
108. }
109. float d1343 = dot(p13, p43); 110. float d4321 = dot(p43, p21); 111. float d1321 = dot(p13, p21); 112. float d4343 = dot(p43, p43); 113. float d2121 = dot(p21, p21); 114.
115. float denom = d2121 * d4343 - d4321 * d4321;
116. if (Math.abs(denom) < 1.192093E-07F) 117. return false;
118. float numer = d1343 * d4321 - d1321 * d4343;
119.
120. st[0] = (numer / denom); 121. st[1] = ((d1343 + d4321 * st[0]) / d4343); 122.
123. return true;
124. }
125. public static float length(YFSPoint v) { 126. return (float) Math.sqrt(dot(v, v)); 127. }
128. public static float lengthsq(YFSPoint v) { 129. return dot(v, v);
130. }
131. public static float distancesq(YFSPoint v1, YFSPoint v2)
{
132. return lengthsq(sub(v1, v2));
133. }
134. public static boolean near(YFSPoint v1, YFSPoint v2, fl
oat distance){
135. return distancesq(v1, v2) < distance * distance;
136. }
137. public static float distance(YFSPoint v1, YFSPoint v2) {
138. return length(sub(v1, v2));
139. }
140. public static YFSPoint normalize(YFSPoint v) {
141. return mul(v, 1.0F / length(v));
142. }
143. public static YFSPoint toAngle(float a) {
144. return make((float) Math.cos(a), (float) Math.sin(a)
);
145. }
146. public static float toRadian(YFSPoint v) {
147. return (float) Math.atan2(v.y, v.x);
148. }
149.}
看似代兴稍微多一点~但是兴兴都兴兴~兴兴就包很个含了一点的x、y坐兴~所兴行的操作也主要包括了构造,加减乘除、兴度、距离数学运、角度等一些列操作~大多是一些算~由于篇幅兴系兴里我兴就不一一介兴了。如果你会兴在不希望兴兴兴些代兴~那兴在使用兴程中大家也明白兴些功能。
尺寸(YFSSize)
第二个数很你屏基本的据就是尺寸~因兴我兴在游兴兴兴中多地方需要使用尺寸~包括兴的尺寸~幕的尺寸等~既清然是尺寸就主要包括了兴度和高度~定兴如代兴兴1-5所示。
代兴兴清1-5,YFSSize兴兴
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1.public class YFSSize {
2. public float width;
3. public float height;
4. private YFSSize() {
5. this(0.0F, 0.0F);
6. }
7. //...
8. //由于篇幅兴系,中兴省略了部分重兴函数
9. public String toString() {
10. return "<" + this.width + ", " + this.height + ">";
11. }
12.}
矩形(YFSRect)
有点和个构很吧构很数学确尺寸~要成兴行就兴兴了,兴兴兴~但是兴是需要一部分兴算~由于代兴的比兴多~由于代兴的有些多~后面我兴列出一部分有确将即助于大家理解的可,完整代兴在完善之后~我兴考兴兴会源。部分代兴如代兴兴清1-6所示。
代兴兴清1-6,YFSRect兴兴
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1.public class YFSRect {
2. public YFSPoint origin;
3. public YFSSize size;
4. private static YFSRect sRect = new YFSRect();
5. private static YFSRect rRect = new YFSRect();
6. public static YFSRect makeZero() {
7. return new YFSRect();
8. }
9. public Object copy() {
10. return new YFSRect(this.origin.x, this.origin.y, this.
size.width,
11. this.size.height);
12. }
13. //省略部分..
14.}
兴里我兴兴兴兴了一兴个数象拷兴的函copy~可以用兴制一相同的兴来个象副本。
兴色(Color)
在Opengl中我兴可以使用多兴兴色方式~比如int和float~或者rgb模式,rgba模式等等~代兴兴清1-7所示~是我兴定兴的三兴兴色操作。
代兴兴清1-7,兴色兴兴
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1.public class YFSColor3B {
2. public int r;
3. public int g;
4. public int b;
5. public YFSColor3B() {
6. this.r = 255;
7. this.g = 255;
8. this.b = 255;
9. }
10. //...
11.}
12.public class YFSColor4B { 13. public static final int GL_SIZE = 4; 14. public int r;
15. public int g;
16. public int b;
17. public int a;
18. public YFSColor4B() { 19. this.r = (this.g = this.b = this.a = 255);
20. }
21. //...
22.}
23.public class YFSColor4F { 24. public float r;
25. public float g;
26. public float b;
27. public float a;
28. public YFSColor4F() { 29. this.r = (this.g = this.b = this.a = 1.0F);
30. }
31. //...
32.}
代兴中都省略了一些兴色的构造、兴兴兴色格式等操作。
四兴形(Quad)
四兴形的用兴就更多了~的兴兴兴等~兴兴你清1-8所示我兴分兴定兴了2D和3D的四兴形。
代兴兴清1-8,四兴形定兴
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1.public class YFSQuad2D { 2. public static final int GL_SIZE = 32; 3. public float tl_x;
4. public float tl_y;
5. public float tr_x;
6. public float tr_y;
7. public float bl_x;
8. public float bl_y;
9. public float br_x;
10. public float br_y; 11. public YFSQuad2D(float a, float b, float c, float d, flo
at e, float f,
12. float g, float h) { 13. this.tl_x = a;
14. this.tl_y = b; 15. this.tr_x = c; 16. this.tr_y = d; 17. this.bl_x = e; 18. this.bl_y = f; 19. this.br_x = g; 20. this.br_y = h; 21. }
22. public YFSQuad2D() { 23. this(new float[] { 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0
.0F, 0.0F });
24. }
25. //...
26.}
27.public class YFSQuad3D { 28. public static final int GL_SIZE = 48; 29. public float bl_x;
30. public float bl_y;
31. public float bl_z;
32. public float br_x;
33. public float br_y;
34. public float br_z;
35. public float tl_x;
36. public float tl_y;
37. public float tl_z;
38. public float tr_x;
39. public float tr_y;
40. public float tr_z;
41. public YFSQuad3D() { 42. this(new float[] { 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0
.0F, 0.0F,
43. 0.0F, 0.0F, 0.0F, 0.0F }); 44. }
45. public YFSQuad3D(float[] f) { 46. this(f[0], f[1], f[2], f[3], f[4], f[5], f[6], f[7], f[8], f[9
], f[10],
47. f[11]);
48. }
49. //...
50.}
点精灵(YFSPointSprite)
兴据其兴就是点兴数将个个予兴色和尺寸~因此在使用兴我兴就可以直接使用兴点~比如例子系兴中的一点粒子等,其定兴如代兴兴清1-9所示。
代兴兴清1-9,YFSPointSprite定兴
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1.public class YFSPointSprite {
2. public float x;
3. public float y;
4. public float size;
5. public YFSColor4F colors = new YFSColor4F();
6.}
兴点(YFSVertex3D)
Opengl中每坐兴都是又个x、y、z构个成一3D空兴中的坐兴,所以每兴点也就都需要兴兴一据兴~兴点个个数构
的定兴如代兴代清1-10所示。
代兴兴清1-10,YFSVertex3D兴兴
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1.public class YFSVertex3D {
2. public static final int GL_SIZE = 12;
3. public float x;
4. public float y;
5. public float z;
6. public static YFSVertex3D makeZero() {
7. return new YFSVertex3D(0.0F, 0.0F, 0.0F);
8. }
9. public YFSVertex3D(float x, float y, float z) {
10. this.x = x;
11. this.y = y;
12. this.z = z;
13. }
14. public String toString() {
15. return "<" + this.x + ", " + this.y + ", " + this.z +
">";
16. }
17.}
兴理兴兴参数(YFSTexParams)有了兴点~接下然就是兴兴了~我兴要在来当参数Opengl中兴制兴形就需要兴理将映射到指定的多兴形上去~因兴兴理兴兴的据定兴如代兴兴参数数清1-1所示。
代兴兴清1-11,YFSTexParams兴兴
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1.public class YFSTexParams implements YFSCopyable {
2. public int minFilter;
3. public int magFilter;
4. public int wrapS;//s兴(u)
5. public int wrapT;//t兴(v)
6. public YFSTexParams(int min, int mag, int s, int t) {
7. this.minFilter = min;
8. this.magFilter = mag;
9. this.wrapS = s;
10. this.wrapT = t;
11. }
12. public YFSTexParams copy() {
13. return new YFSTexParams(this.minFilter, this.magFi
lter, this.wrapS,
14. this.wrapT);
15. }
16.}
混合(YFSBlendFunc)
有了兴兴功能~我兴在兴行多兴兴理当数映射兴就需要兴兴混合的方式了~混合据的定兴包括了目兴和源~然后兴行混合~定兴如代兴兴清1-12所示。
代兴兴清1-12:,YFSBlendFunc兴兴
public class YFSBlendFunc {
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1. public int src;//源
2. public int dst;//目兴
3. public YFSBlendFunc(int s, int d) {
4. this.src = s;
5. this.dst = d;
6. }
7. public int getSrc() {
8. return this.src;
9. }
10. public int getDst() {
11. return this.dst;
12. }
13.}
附加(YFSBezierConfig~YFSAffineTransform)
附加的兴些兴了使我兴的引擎更加完善而已~包括了兴塞兴曲兴和放射兴兴~他兴的定兴也兴兴如代兴兴很清1-13所示~其中放射兴兴稍微兴兴一些~但是基本上都是一些数学运懂算~大家都能看。
代兴兴清1-13,YFSBezierConfig和YFSAffineTransform定兴
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1.public class YFSBezierConfig {
2. public YFSPoint startPosition;
3. public YFSPoint endPosition;
4. public YFSPoint controlPoint1;
5. public YFSPoint controlPoint2; 6.}
7.public class YFSAffineTransform implements Cloneable, Serializable, YFSCopyable {
8. private static final long serialVersionUID = 13309732105238
60834L;
9. public static final int TYPE_IDENTITY = 0;
10. public static final int TYPE_TRANSLATION = 1; 11. public static final int TYPE_UNIFORM_SCALE = 2; 12. public static final int TYPE_GENERAL_SCALE = 4; 13. public static final int TYPE_QUADRANT_ROTATION = 8;
14. public static final int TYPE_GENERAL_ROTATION = 16;
15. public static final int TYPE_GENERAL_TRANSFORM = 32;
16. public static final int TYPE_FLIP = 64;
17. public static final int TYPE_MASK_SCALE = TYPE_UNIFORM_SCALE | TYPE_GENERAL_SCALE; 18. public static final int TYPE_MASK_ROTATION = TYPE_QUADRANT_ROTATION | TYPE_GENERAL_ROTATION; 19. static final int TYPE_UNKNOWN = -1;
20. static final double ZERO = 1.0E-10D; 21. public double m00;
22. public double m10;
23. public double m01;
24. public double m11;
25. public double m02;
26. public double m12;
27. transient int type;
28. public static YFSAffineTransform makeIdentity() {
29. return new YFSAffineTransform(); 30. }
31. public YFSAffineTransform() { 32. this.type = TYPE_IDENTITY; 33. this.m00 = (this.m11 = 1.0D);
34. this.m10 = (this.m01 = this.m02 = this.m12 = 0.0D);
35. }
36. //...
37.}
那兴兴于兴引擎所使用的据兴型就介兴到兴里~下面我兴兴大家介兴兴引擎的常兴理模兴。数将异
异常兴理
异当异当常兴理其兴就是兴一些兴以兴兴的兴兴兴行捕捉~然兴些常兴理也就是我兴自己定兴的一些兴兴兴型~我兴在代兴中兴兴可能存在兴兴常兴~就异个异即个异抛出一常可。我兴可以自己定兴一常兴理的兴~然后兴承自Exception或者其子兴可。因此兴里我兴兴一例兴如何兴兴常兴理~就不兴兴引擎的所有常兴理兴行介兴了~下面我兴看一即个来异异来
个冲区异兴兴常的定兴如代兴兴兴清1-14所示。
代兴兴清1-14,FrameBufferException兴兴
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1.public class FrameBufferException extends RuntimeException {
2. private static final long serialVersionUID = -
2356196710764217179L;
3. public FrameBufferException(String reason) {
4. super(reason);
5. }
6.}
其中包括一个UID~然后一个构数参数异造函~其兴是我兴抛出的常信息。在使用兴我兴就可以直接使用new FrameBufferException("test Exception")即很吧学另个可。兴兴。那兴我兴就不多浪兴大家的兴兴~下面兴本兴一兴要点~也是游兴引擎必不可少的模兴。
事件兴理
要兴理事件~我兴首先需要明确Ophone平台中包含哪些事件需要被兴理,兴里我兴列兴一下~主要兴兴包括,兴兴事件、触摸事件、兴感器(加速器)事件等。
下面我兴的思路是每一事件将个装个个来封兴一接口~然后完成一兴助兴兴理所有的事件~兴理兴程兴~兴游兴中所有的元素能兴兴的事件兴行兴兴~然后可以兴每一元素的事件兴行兴理~也可以触个个当指定兴理某事件。返回兴true兴表示兴次事件兴理完成。
下面我兴首先需要构造每一兴事件的接口。
兴兴事件
兴兴事件主要分兴兴两,分兴是兴兴按下,兴兴抬起,因此我兴可以兴兴如代兴兴清1-15所示的兴兴事件接口.
代兴兴清1-15,兴兴事件接口
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1.public abstract interface IKeyHandler {
2. //按下
3. public abstract boolean yfsKeyDown(KeyEvent paramKeyEve
nt);
4. //抬起
5. public abstract boolean yfsKeyUp(KeyEvent paramKeyEvent);
6.}
7.public class PriorityKeyHandler implements IKeyHandler {
8. private IKeyHandler mHandler;
9. private int mPriority;
10. public IKeyHandler getWrappedHandler() { 11. return this.mHandler;
12. }
13. public int getPriority() {
14. return this.mPriority;
15. }
16. public void setPriority(int prio) {
17. this.mPriority = prio;
18. }
19. public PriorityKeyHandler(IKeyHandler handler, int priority) {
20. this.mHandler = handler;
21. this.mPriority = priority;
22. }
23. public boolean yfsKeyDown(KeyEvent event) { 24. if (this.mHandler != null)
25. return this.mHandler.yfsKeyDown(event); 26. return false;
27. }
28. public boolean yfsKeyUp(KeyEvent event) { 29. if (this.mHandler != null)
30. return this.mHandler.yfsKeyUp(event); 31. return false;
32. }
33.}
然后兴事件添加了一兴先兴~兴兴方便定事件的兴先兴~我兴可以兴个将确置和取得兴兴先兴兴~兴行不同的兴理。
触摸事件
触儿摸事件比兴兴事件稍微兴兴一点~他需要包括4个数清接口函~分兴定兴如代兴兴1-16所示。
代兴兴清1-16,触摸事件接口
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1.public abstract interface ITouchHandler {
2. public abstract boolean yfsTouchesBegan(MotionEvent paramMotionEvent);
3. public abstract boolean yfsTouchesMoved(MotionEvent paramMotionEvent);
4. public abstract boolean yfsTouchesEnded(MotionEvent paramMotionEvent);
5. public abstract boolean yfsTouchesCancelled(MotionEvent paramMotionEvent);
6.}
7.public class PriorityTouchHandler implements ITouchHandler { 8. private ITouchHandler mHandler;
9. private int mPriority;
10. public ITouchHandler getWrappedHandler() { 11. return this.mHandler;
12. }
13. public int getPriority() {
14. return this.mPriority;
15. }
16. public void setPriority(int prio) {
17. this.mPriority = prio;
18. }
19. public PriorityTouchHandler(ITouchHandler handler, int
priority) {
20. this.mHandler = handler;
21. this.mPriority = priority;
22. }
23. public boolean yfsTouchesBegan(MotionEvent event) {
24. if (this.mHandler != null)
25. return this.mHandler.yfsTouchesBegan(event); 26. return false;
27. }
28. public boolean yfsTouchesMoved(MotionEvent event) {
29. if (this.mHandler != null)
30. return this.mHandler.yfsTouchesMoved(event); 31. return false;
32. }
33. public boolean yfsTouchesEnded(MotionEvent event) {
34. if (this.mHandler != null)
35. return this.mHandler.yfsTouchesEnded(event); 36. return false;
37. }
38. public boolean yfsTouchesCancelled(MotionEvent event) {
39. if (this.mHandler != null)
40. return this.mHandler.yfsTouchesCancelled(event)
;
41. return false;
42. }
43.}
其中yfsTouchesBegan表示兴始触摸兴兴生~yfsTouchesMove表示触摸移兴兴程~ yfsTouchesEnded表示兴束摸触事件~yfsTouchesCancelled兴表四取消事件。
加速器
加速器的使用比兴少~兴里我兴也兴其兴行兴兴~定兴如代兴兴清1-17所示。
代兴兴清1-17,加速器事件兴兴
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1.public abstract interface IAccelerometerHandler {
2. //加速改兴兴兴 触
3. public abstract void yfsAccelerometerChanged(float paramFl
oat1,
4. float paramFloat2, float paramFloat3);
5.}
事件兴度
兴里我兴兴了方便的兴理各兴事件~我兴所有事件将个来通兴一“事件兴度器”分派不同的事件兴兴兴的Handler兴行兴理。其兴兴如代兴兴清1-18所示。
代兴兴清1-18,EventDispatcher兴兴
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1.public class EventDispatcher implements SensorEventListener {
2. private CopyOnWriteArrayList mTouchH
andlers;
3. private CopyOnWriteArrayList mKeyHandl
ers;
4. private CopyOnWriteArrayList mAccel
Handlers;
5. private boolean mDispatchEvents;
6. private SensorManager mSM;
7. private Sensor mAccelerometer;
8. private boolean mSensorRegistered;
9. private static EventDispatcher sInstance;
10. public boolean getDispatchEvents() {
11. return this.mDispatchEvents;
12. }
13. public void setDispatchEvents(boolean b) {
14. this.mDispatchEvents = b;
15. }
16. public static EventDispatcher getInstance() { 17. synchronized (EventDispatcher.class) {
18. if (sInstance == null) {
19. sInstance = new EventDispatcher(); 20. }
21. return sInstance;
22. }
23. }
24. protected EventDispatcher() {
25. this.mDispatchEvents = true;
26. this.mTouchHandlers = new CopyOnWriteArrayList();
27. this.mKeyHandlers = new CopyOnWriteArrayList();
28. this.mAccelHandlers = new CopyOnWriteArrayList();
29. this.mSM = ((SensorManager) Director.getInstance().
getContext()
30. .getSystemService("sensor"));
31. if (this.mSM != null)
32. this.mAccelerometer = this.mSM.getDefaultSensor(1);
33. else
34. this.mAccelerometer = null;
35. }
36. //添加事件 触笔
37. private void addTouchHandler(PriorityTouchHandler handler) {
38. int i = 0;
39. for (PriorityTouchHandler h : this.mTouchHandlers) {
40. if (h.getPriority() > handler.getPriority()) {
41. ++i;
42. }
43. if (h.getWrappedHandler() == handler.getWrappedHandler())
44. throw new RuntimeException( 45. "Handler already added to touch dispatcher.");
46. }
47. this.mTouchHandlers.add(i, handler); 48. }
49. //添加按兴事件
50. private void addKeyHandler(PriorityKeyHandler handler) {
51. int i = 0;
52. for (PriorityKeyHandler h : this.mKeyHandlers) { 53. if (h.getPriority() > handler.getPriority()) { 54. ++i;
55. }
56. if (h.getWrappedHandler() == handler.getWrappedHandler())
57. throw new RuntimeException(
58. "Handler already added to touch dispatcher.");
59. }
60. this.mKeyHandlers.add(i, handler); 61. }
62. //添加TouchHandler
63. public void addTouchHandler(ITouchHandler handler) {
64. addTouchHandler(handler, 0);
65. }
66. public void addTouchHandler(ITouchHandler handler, in
t prio) {
67. addTouchHandler(new PriorityTouchHandler(handler, prio));
68. }
69. //添加KeyHandler
70. public void addKeyHandler(IKeyHandler handler) { 71. addKeyHandler(handler, 0);
72. }
73. public void addKeyHandler(IKeyHandler handler, int pri
o) {
74. addKeyHandler(new PriorityKeyHandler(handler, prio));
75. }
76. //添加AccelHandler
77. public void addAccelHandler(IAccelerometerHandler handler) {
78. this.mAccelHandlers.add(handler); 79. checkAccelHandlers();
80. }
81. //兴兴AccelHandler
82. //没册有注Sensor兴就注兴兴 听册听
83. private void checkAccelHandlers() { 84. if (this.mAccelHandlers.isEmpty()) 85. if (this.mSensorRegistered) { 86. this.mSM.unregisterListener(this);
87. this.mSensorRegistered = false;
88. } else
89. this.mSensorRegistered = this.mSM.registerListener(this,
90. this.mAccelerometer, 1);
91. }
92. //下面4个数函分兴兴移除Handler
93. public void removeTouchHandler(ITouchHandler h) {
94. if (h == null) {
95. return;
96. }
97. for (PriorityTouchHandler handler : this.mTouchHandlers)
98. if (handler.getWrappedHandler() == h) { 99. this.mTouchHandlers.remove(handler); 100. return;
101. }
102. }
103. public void removeKeyHandler(IKeyHandler h) { 104. if (h == null) {
105. return;
106. }
107. for (PriorityKeyHandler handler : this.mKeyHandlers)
108. if (handler.getWrappedHandler() == h) { 109. this.mKeyHandlers.remove(handler); 110. return;
111. }
112. }
113. public void removeAccelHandler(IAccelerometerHandler
h) {
114. this.mAccelHandlers.remove(h); 115. checkAccelHandlers();
116. }
117. public void removeAllHandlers() {
118. this.mTouchHandlers.clear(); 119. this.mKeyHandlers.clear();
120. this.mAccelHandlers.clear(); 121. checkAccelHandlers();
122. }
123. //下面两个数来函用兴置兴先兴
124. public void setTouchPriority(int priority, ITouchHandler h) {
125. if (h == null) {
126. throw new RuntimeException("Got null touch handler");
127. }
128. int i = 0;
129. for (PriorityTouchHandler handler : this.mTouchHandlers) {
130. if (handler.getWrappedHandler() == h) 131. break;
132. ++i;
133. }
134. if (i == this.mTouchHandlers.size()) { 135. throw new RuntimeException("Touch handler not found");
136. }
137. PriorityTouchHandler handler = (PriorityTouchHandler)
this.mTouchHandlers
138. .get(i);
139. if (handler.getPriority() != priority) { 140. handler.setPriority(priority); 141. this.mTouchHandlers.remove(handler); 142. addTouchHandler(handler); 143. }
144. }
145. public void setKeyPriority(int priority, IKeyHandler h) {
146. if (h == null) {
147. throw new RuntimeException("Got null key handler");
148. }
149. int i = 0;
150. for (PriorityKeyHandler handler : this.mKeyHandlers) {
151. if (handler.getWrappedHandler() == h)
152. break;
153. ++i;
154. }
155. if (i == this.mKeyHandlers.size()) { 156. throw new RuntimeException("Key handler not found");
157. }
158. PriorityKeyHandler handler = (PriorityKeyHandler) this.mKeyHandlers
159. .get(i);
160. if (handler.getPriority() != priority) { 161. handler.setPriority(priority); 162. this.mKeyHandlers.remove(handler); 163. addKeyHandler(handler); 164. }
165. }
166. //兴理事件
167. public boolean keyDown(KeyEvent event) { 168. if (this.mDispatchEvents) {
169. for (PriorityKeyHandler handler : this.mKeyHandlers) {
170. if (handler.yfsKeyDown(event)) { 171. return true;
172. }
173. }
174. }
175. return false;
176. }
177. public boolean keyUp(KeyEvent event) { 178. if (this.mDispatchEvents) {
179. for (PriorityKeyHandler handler : this.mKeyHandlers) {
180. if (handler.yfsKeyUp(event)) { 181. return true;
182. }
183. }
184. }
185. return false;
186. }
187. public void touchesBegan(MotionEvent event) { 188. if (this.mDispatchEvents)
189. for (PriorityTouchHandler handler : this.mTouchH
andlers)
190. if (handler.yfsTouchesBegan(event)) 191. return;
192. }
193. public void touchesMoved(MotionEvent event) { 194. if (this.mDispatchEvents)
195. for (PriorityTouchHandler handler : this.mTouchH
andlers)
196. if (handler.yfsTouchesMoved(event)) 197. return;
198. }
199. public void touchesEnded(MotionEvent event) { 200. if (this.mDispatchEvents)
201. for (PriorityTouchHandler handler : this.mTouchH
andlers)
202. if (handler.yfsTouchesEnded(event)) 203. return;
204. }
205. public void touchesCancelled(MotionEvent event) { 206. if (this.mDispatchEvents)
207. for (PriorityTouchHandler handler : this.mTouchH
andlers)
208. if (handler.yfsTouchesCancelled(event)) 209. return;
210. }
211. public void onAccuracyChanged(Sensor sensor, int accu
racy) {
212. }
213. //Sensor操作
214. public void onSensorChanged(SensorEvent event) { 215. if (event.sensor.getType() == 1)
216. for (IAccelerometerHandler handler : this.mAccel
Handlers)
217. handler.yfsAccelerometerChanged(event.values[0],
218. event.values[1], event.values[2]);
219. }
220.}
代兴兴然有点多~但是整兴兴兴程非常兴兴~其核心就是按兴、儿个将触个摸、加速器事件都分兴放入一
CopyOnWriteArrayList中~并指定不同的Handler~然后可以兴置事件不同的兴先兴~然后在兴兴的事件兴理函
数中通兴遍兴CopyOnWriteArrayList来个当兴理每一事件~事件兴理返回兴true兴兴束兴次事件兴理~反之兴兴兴兴行
下一事件的兴理。然后我兴在兴一些兴件和兴;个Layer,兴行封装属兴就可以兴其兴行事件兴理。所以兴兴比兴重要~于引擎所有事件的兴度器。
兴兴
本文主要兴Ophone平台中Opengl ES兴行了兴兴的介兴~然后兴我兴兴兴的游兴引擎的架兴兴行兴兴~即将框构重点兴兴放在Opengl窗体与口和渲染器的兴兴部分~后面我兴可以兴始兴游兴引擎的具模兴兴行兴兴兴兴~由于篇幅兴系~我兴尽清来帮量提供了代兴兴清来笔助兴行理解~同兴也加入了必要的注解~如有不楚的地方~兴迎信交流~兴里兴者提醒一下~兴之前需要了解一些学Opengl基兴和兴形知兴~由于分学会享兴兴的心情急切~兴免出兴一些疏忽或兴兴~兴望不吝兴,教