原始文章地址:http://www.jb51.cc/article/p-zqlfzpgw-bbv.html
// 通过plist载入缓存
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("test.plist");
// 通过缓存载入sprite
CCSprite* sp = CCSprite::createWithSpriteFrameName("test01.png");
以上2句代码,可以通过plist创建一个sprite,简单分析下过程。
通过plist载入缓存
首先是通过plist载入缓存,跟踪到源码看到如下片段:
void CCSpriteFrameCache::addSpriteFramesWithFile(const char *pszPlist)
{
CCAssert(pszPlist,"plist filename should not be NULL");
// 判断是否加载过该文件 如果没加载过,才做以下这些事情
if (m_pLoadedFileNames->find(pszPlist) == m_pLoadedFileNames->end())
{
// 获取完整路径名,创建dict
std::string fullPath = CCFileUtils::sharedFileUtils()->fullPathForFilename(pszPlist);
CCDictionary *dict = CCDictionary::createWithContentsOfFileThreadSafe(fullPath.c_str());
string texturePath("");
// 尝试获取textureFileName,如果需要指定,格式大概长这样:
// <key>Metadata</key>
// <dict>
// <key>textureFileName</key>
// <string>tex.png</string>
// </dictt>
// 指定载入tex.png
CCDictionary* MetadataDict = (CCDictionary*)dict->objectForKey("Metadata");
if (MetadataDict)
{
// try to read texture file name from Meta data
texturePath = MetadataDict->valueForKey("textureFileName")->getCString();
}
// 如果有指定tex文件,则直接查找完整路径
if (! texturePath.empty())
{
// build texture path relative to plist file
texturePath = CCFileUtils::sharedFileUtils()->fullPathFromRelativeFile(texturePath.c_str(),pszPlist);
}
else // 没有指定tex文件,载入plist对应的png,比如plist文件名:abc.plist,则载入的png为:abc.png
{
// build texture path by replacing file extension
texturePath = pszPlist;
// remove .xxx
size_t startPos = texturePath.find_last_of(".");
texturePath = texturePath.erase(startPos);
// append .png
texturePath = texturePath.append(".png");
CCLOG("cocos2d: CCSpriteFrameCache: Trying to use file %s as texture",texturePath.c_str());
}
// 载入图片
CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(texturePath.c_str());
if (pTexture)
{
// 载入spriteFrames
addSpriteFramesWithDictionary(dict,pTexture);
m_pLoadedFileNames->insert(pszPlist);
}
else
{
CCLOG("cocos2d: CCSpriteFrameCache: Couldn't load texture");
}
dict->release();
}
}
然后到了这里:
void CCSpriteFrameCache::addSpriteFramesWithDictionary(CCDictionary* dictionary,CCTexture2D *pobTexture)
{
/*
// format 4种格式支持
Supported Zwoptex Formats:
ZWTCoordinatesFormatOptionXMLLegacy = 0,// Flash Version ZWTCoordinatesFormatOptionXML1_0 = 1,// Desktop Version 0.0 - 0.4b ZWTCoordinatesFormatOptionXML1_1 = 2,// Desktop Version 1.0.0 - 1.0.1 ZWTCoordinatesFormatOptionXML1_2 = 3,// Desktop Version 1.0.2+ */ // 分离2个dict CCDictionary *MetadataDict = (CCDictionary*)dictionary->objectForKey("Metadata"); CCDictionary *framesDict = (CCDictionary*)dictionary->objectForKey("frames"); int format = 0; // 从Metadata获取格式 默认为0 if(MetadataDict != NULL) { format = MetadataDict->valueForKey("format")->intValue(); } // 检测format 支持0-3 CCAssert(format >=0 && format <= 3,"format is not supported for CCSpriteFrameCache addSpriteFramesWithDictionary:textureFilename:"); // 遍历frames CCDictElement* pElement = NULL; CCDICT_FOREACH(framesDict,pElement) { CCDictionary* frameDict = (CCDictionary*)pElement->getObject(); std::string spriteFrameName = pElement->getStrKey(); // 取key作为sprite名 // 如果已经加载过 不再处理 CCSpriteFrame* spriteFrame = (CCSpriteFrame*)m_pSpriteFrames->objectForKey(spriteFrameName); if (spriteFrame) { continue; } // 根据format处理 if(format == 0) { float x = frameDict->valueForKey("x")->floatValue(); float y = frameDict->valueForKey("y")->floatValue(); float w = frameDict->valueForKey("width")->floatValue(); float h = frameDict->valueForKey("height")->floatValue(); float ox = frameDict->valueForKey("offsetX")->floatValue(); float oy = frameDict->valueForKey("offsetY")->floatValue(); int ow = frameDict->valueForKey("originalWidth")->intValue(); int oh = frameDict->valueForKey("originalHeight")->intValue(); // check ow/oh if(!ow || !oh) { CCLOGWARN("cocos2d: WARNING: originalWidth/Height not found on the CCSpriteFrame. AnchorPoint won't work as expected. Regenrate the .plist"); } // abs ow/oh ow = abs(ow); oh = abs(oh); // create frame spriteFrame = new CCSpriteFrame(); // 对照一下,大概就明白了 // initWithTexture(CCTexture2D* pobTexture,const CCRect& rect,bool rotated,const CCPoint& offset,const CCSize& originalSize) spriteFrame->initWithTexture(pobTexture,CCRectMake(x,y,w,h),false,CCPointMake(ox,oy),CCSizeMake((float)ow,(float)oh) ); } ...// 以下类似 // 加入缓存,名字用spriteFrameName <span style="font-family: Arial,Helvetica,sans-serif;"> m_pSpriteFrames是一个dict</span> m_pSpriteFrames->setObject(spriteFrame,spriteFrameName); spriteFrame->release(); }
}
于是,这部分的大概流程就是:
载入plist,载入texture,根据plist选择texture的区域,载入spriteFrame,加入到缓存。
通过缓存载入sprite
CCSprite* CCSprite::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
// 从缓存里取对应名字的spriteFrame
CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName);
#if COCOS2D_DEBUG > 0
char msg[256] = {0};
sprintf(msg,"Invalid spriteFrameName: %s",pszSpriteFrameName);
CCAssert(pFrame != NULL,msg);
#endif
return createWithSpriteFrame(pFrame);
}