public class HelloLua extends Cocos2dxActivity{
	protected void onCreate(Bundle savedInstanceState){
		super.onCreate(savedInstanceState);
	}
	
	public Cocos2dxGLSurfaceView onCreateGLSurfaceView() {
		return new LuaGLSurfaceView(this);
	}
	
	static {
        System.loadLibrary("hellolua");
   }
}
从上面的代码,启动Activity是继承Cocos2dxActivity的,在游戏启动时,Activity首先会执行静态代码块,加载libhellolua.so库,这个动态链接库是在用NDK编译的时候生成的;然后就是执行onCreate方法,这里调用了父类Cocos2dxActivity的onCreate方法。 Cocos2dxActivity在
$(sourcedir)\cocos2dx\platform\android\java\src\org\cocos2dx\lib\Cocos2dxActivity.java
中定义,其OnCreate方法代码如下:
protected void onCreate(final Bundle savedInstanceState) {
	super.onCreate(savedInstanceState);
	sContext = this;
	this.mHandler = new Cocos2dxHandler(this);
	this.init();
	Cocos2dxHelper.init(this, this);
}
这里主要是执行初始化过程,Cocos2dxHandler主要处理显示Dialog的消息,Cocos2dxHelper是个辅助类,我们主要看init()方法,代码如下:
public void init() {
		
    	// FrameLayout
        ViewGroup.LayoutParams framelayout_params =
            new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
                                       ViewGroup.LayoutParams.FILL_PARENT);
        FrameLayout framelayout = new FrameLayout(this);
        framelayout.setLayoutParams(framelayout_params);
        // Cocos2dxEditText layout
        ViewGroup.LayoutParams edittext_layout_params =
            new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FILL_PARENT,
                                       ViewGroup.LayoutParams.WRAP_CONTENT);
        Cocos2dxEditText edittext = new Cocos2dxEditText(this);
        edittext.setLayoutParams(edittext_layout_params);
        // ...add to FrameLayout
        framelayout.addView(edittext);
        // Cocos2dxGLSurfaceView
        this.mGLSurfaceView = this.onCreateView();
        // ...add to FrameLayout
        framelayout.addView(this.mGLSurfaceView);
        // Switch to supported OpenGL (ARGB888) mode on emulator
        if (isAndroidEmulator())
           this.mGLSurfaceView.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
        this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
        this.mGLSurfaceView.setCocos2dxEditText(edittext);
        // Set framelayout as the content view
        setContentView(framelayout);
}
public Cocos2dxGLSurfaceView onCreateView() {
	return new Cocos2dxGLSurfaceView(this);
}
$(sourcedir)\cocos2dx\platform\android\java\src\org\cocos2dx\lib\Cocos2dxGLSurfaceView.java
中定义,它继承自opengl中类GLSurfaceView。GLSurfaceView的核心就是Renderer,初始化时会调用Renderer的onSurfaceCreated方法,每一帧的绘制是通过调用Renderer的onDrawFrame方法。Cocos2dxGLSurfaceView的Renderer是一个Cocos2dxRenderer对象,类Cocos2dxRenderer在
$(sourcedir)\cocos2dx\platform\android\java\src\org\cocos2dx\lib\Cocos2dxRenderer.java
中定义,其方法onSurfaceCreated代码如下:
public void onSurfaceCreated(final GL10 pGL10, final EGLConfig pEGLConfig) {
	Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
	this.mLastTickInNanoSeconds = System.nanoTime();
}
这里主要调用了一个方法nativeInit,nativeInit被声明为:
private static native void nativeInit(final int pWidth, final int pHeight);
即它是一个native的函数,即该函数用C++代码中实现,关于native函数简单说,就是在java在调用C++代码实现的函数,即需要采用JNI技术(可以看成是Java与C++交互的一个协议~)。方法nativeInit对应的C++实现是在(sourcedir)\samples\Lua\HelloLua\proj.android\jni\hellolua\main.cpp中:
void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv*  env, jobject thiz, jint w, jint h)
{
    if (!CCDirector::sharedDirector()->getOpenGLView())
    {
        CCEGLView *view = CCEGLView::sharedOpenGLView();
        view->setFrameSize(w, h);
        AppDelegate *pAppDelegate = new AppDelegate();
        CCApplication::sharedApplication()->run();
    }
    else
    {
	.....
    }
}
CCDirector* CCDirector::sharedDirector(void)
{
    if (!s_SharedDirector)
    {
        s_SharedDirector = new CCDisplayLinkDirector();
        s_SharedDirector->init();
    }
    return s_SharedDirector;
}
这里的CCCCDisplayLinkDirector是CCDirector的子类,方法init()做一些初始化工作:
bool CCDirector::init(void)
{
    setDefaultValues();
    //场景相关
    ...
    ...
    //管理场景的数组栈
    m_pobScenesStack = new CCArray();
    m_pobScenesStack->init();
    // 一些FPS等相关的成员变量初始化
    ...
    ...
    //初始化调度器对象
    m_pScheduler = new CCScheduler();
    //动作管理器对象
    m_pActionManager = new CCActionManager();
    m_pScheduler->scheduleUpdateForTarget(m_pActionManager, kCCPrioritySystem, false);
    // touchDispatcher,KeypadDispatcher,Accelerometer等对象初始化
    ...
    ...
    // CCPoolManager中实现了cocos2d-x CCObject对象的内存管理机制
    CCPoolManager::sharedPoolManager()->push();
    return true;
}
创建好导演对象后,Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit中调用了该对象的getOpenGLView方法:
inline CCEGLView* getOpenGLView(void) { return m_pobOpenGLView; }
该方法返回用于游戏绘制的CCEGLView,在init()中,m_pobOpenGLView复制为NULL。在Android平台下,这个CCEGLView其实没有什么作用,因为游戏都是绘制在Cocos2dxGLSurfaceView上的,因此方法Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit接着执行if分支:
CCEGLView *view = CCEGLView::sharedOpenGLView(); view->setFrameSize(w, h);
这里同样创建了游戏中类CCEGLView的唯一实例,类在$(sourcedir)\cocos2dx\platform\android\CCEGLView.cpp中实现。接着执行
AppDelegate *pAppDelegate = new AppDelegate(); CCApplication::sharedApplication()->run();
创建了一个类AppDelegate对象,类AppDelegate在$(sourcedir)\samples\Lua\HelloLua\Classes\AppDelegate.cpp中实现,类AppDelegate在各个平台之间共用的:
class  AppDelegate : private cocos2d::CCApplication
{
public:
    AppDelegate();
    virtual ~AppDelegate();
    virtual bool applicationDidFinishLaunching();
    virtual void applicationDidEnterBackground();
    virtual void applicationWillEnterForeground();
};
该类继承自CCApplication,注意类CCApplication是在$(sourcedir)\cocos2dx\platform\android\CCApplication.cpp中实现的,它的实现是与平台相关的。创建AppDelegate实例的工作实质就是实例化CCApplication,它的构造函数代码如下:
CCApplication::CCApplication()
{
    CCAssert(! sm_pSharedApplication, "");
    sm_pSharedApplication = this;
}
因此在实例化AppDelegate时,主要工作是用AppDelegate对象初始化全局变量sm_pSharedApplication。接着后面调用CCApplication::sharedApplication()->run(),相关代码如下:
CCApplication* CCApplication::sharedApplication()
{
    CCAssert(sm_pSharedApplication, "");
    return sm_pSharedApplication;
}
int CCApplication::run()
{
    // Initialize instance and cocos2d.
    if (! applicationDidFinishLaunching())
    {
        return 0;
    }
    
    return -1;
}
run中调用的虚函数applicationDidFinishLaunching实质上调用的是子类AppDelegate中的applicationDidFinishLaunching,代码如下:
bool AppDelegate::applicationDidFinishLaunching()
{
    //初始化director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    
    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, kResolutionNoBorder);
    //显示FPS
    pDirector->setDisplayStats(true);
    // 设置FPS
    pDirector->setAnimationInterval(1.0 / 60);
    //创建Lua脚本引擎
    CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
    //加载执行lua脚本
    std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
    pEngine->executeScriptFile(path.c_str());
    return true;
}
public void onDrawFrame(final GL10 gl) {
	Cocos2dxRenderer.nativeRender();
}
其唯一的工作是调用了nativeRender方法,该方法是native的,其对应的实现是:
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender(JNIEnv* env) {
	cocos2d::CCDirector::sharedDirector()->mainLoop();
}
即执行导演对象中的方法mainLoop:
void CCDisplayLinkDirector::mainLoop(void)
{
    // 此变量决定程序是否结束
    if (m_bPurgeDirecotorInNextLoop)
    {
        m_bPurgeDirecotorInNextLoop = false;
       
        purgeDirector();
    }
    else if (! m_bInvalid)
     {
        //屏幕绘制,并做一些相应的逻辑处理
         drawScene();
     
         // 释放对象管理器中CCObject 对象
         CCPoolManager::sharedPoolManager()->pop();        
     }
}
这个方法就是所有平台最后真正执行的循环体。
参考资料
原文:http://blog.csdn.net/maximuszhou/article/details/39448971