因为之前师父告诉咱ctor相当于构造函数,不熟悉lua模拟面向对象细节的咱用的时候感觉怪怪的,所以这里试着总结下,慢慢写。
首先看下源码:(function.lua)
function class(classname, super)
local superType = type(super)
local cls
if superType ~= "function" and superType ~= "table" then
superType = nil
super = nil
end
if superType == "function" or (super and super.__ctype == 1) then
-- inherited from native C++ Object
cls = {}
if superType == "table" then
-- copy fields from super
for k,v in pairs(super) do cls[k] = v end
cls.__create = super.__create
cls.super = super
else
cls.__create = super
cls.ctor = function() end
end
cls.__cname = classname
cls.__ctype = 1
function cls.new(...)
local instance = cls.__create(...)
-- copy fields from class to native object
for k,v in pairs(cls) do instance[k] = v end
instance.class = cls
instance:ctor(...)
return instance
end
else
-- inherited from Lua Object
if super then
cls = {}
setmetatable(cls, {__index = super})
cls.super = super
else
cls = {ctor = function() end}
end
cls.__cname = classname
cls.__ctype = 2 -- lua
cls.__index = cls
function cls.new(...)
local instance = setmetatable({}, cls)
instance.class = cls
instance:ctor(...)
return instance
end
end
return cls
end
对于使用传入function方式继承cocos2dx类的自定义类如MainScene:(MainScene.lua)
local MainScene = class("MainScene", function()
return display.newScene("MainScene")
end)
function会成为__create变量的值,在new方法中调用,返回值为display.newScene("MainScene"),即:(display.lua)
function display.newScene(name)
local scene = CCScene:create()
scene:setNodeEventEnabled(true)
scene:setAutoCleanupEnabled()
scene.name = name or "<unknown-scene>"
return scene
end
CCScene:create()返回的对象,该对象由cocos2dx的工厂方法create创建,由cocos2dx的内存管理机制管理。
之后调用该对象的ctor方法,在官方demo中MainScene的ctor为自己添加了CCLabelTTF控件,这个在cocos2dx中更像是init方法的行为,而不是构造函数……
比较一下:(CCScene.cpp)
CCScene *CCScene::create()
{
CCScene *pRet = new CCScene();
if (pRet && pRet->init())
{
pRet->autorelease();
return pRet;
}
else
{
CC_SAFE_DELETE(pRet);
return NULL;
}
}
而init方法做了控件等的初始化和附加等操作:(HelloWorld.cpp,注释略)
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + pCloseItem->getContentSize().height/2));
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - pLabel->getContentSize().height));
this->addChild(pLabel, 1);
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(pSprite, 0);
return true;
}
c++中的new主要做了:
调用构造函数,调用init方法为scene\layer等添加控件,进入内存管理机制
lua中的此时的new主要做了:
调用原create方法进入内存管理机制,调用ctor方法为scene\layer等添加控件,同时可以用来初始化当前“对象”的“成员变量”
结论:
目前自己认为,这种场合ctor可以用来对当前“对象”的“成员变量”进行初始化,这个行为和构造函数相似;同时生成并附加给场景\层所需的控件,这个行为与init方法相似,同时做了两件事。需要自己注意的是ctor执行前,即初始化成员变量前,当前对象已经是(可以当做)由cocos2dx工厂方法create出来的参与了内存管理的对象了。
对于在cocos2dx中通过create来创建并使用的类/子类,在quick中可通过new来创建并使用。
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