In the cocos2d-x, the game at any time, only one scene object instance is running, the object can be used as the current game content of the overall package object
In addition to ccdirector, The Cocos2d-x engine provides a ccdisplaylinkdirector, which is a ccddirethat can be automatically refreshed.
The main functions of ccdirector are as follows:
Ccscene * getrunningscene (void) // obtain the current running scenario
Double getanimationinterval (void) // obtain the current FPS
Virtual void setanimationinterval (double dvalue) = 0 // set FPS
Bool isdisplayfps (void) // whether the FPS is displayed at the bottom of the screen
Void setdisplayfps (bool bdisplayfps) // set to display FPS at the bottom of the screen
Cc_glview * getopenglview (void) // obtain cceglview
Void setopenglview (cc_glview * pobopenglview) // sets cceglview
Bool ispaused (void) // Of course, whether it is suitable for pausing
Unsigned int getframes (void) // gets the number of all called frames starting from ctor
Ccdirectorprojection getprojection (void) // obtain OpenGL projection
Void setprojection (ccdirectorprojection kprojection) // sets OpenGL projection
Bool issendcleanuptoscene (void) // specifies whether the cleanup time is received when the scenario is replaced. If the new scenario is pushed in, the cleanup event is not received in the old scenario, if a new scenario is replaced, the cleanup event can be received in the old scenario.
Ccsize getwinsize (void) // obtain the size of the Open GL view, in the unit of vertex
Ccsize getwinsizeinpixels (void) // obtain the open gl View Size in pixels
Ccsize getdisplaysizeinpixels (void) // obtain the display area size of the Open GL view in pixels.
Void reshapeprojection (const ccsize & newwindowsize) // change the projection size
Ccpoint converttogl (const ccpoint & obpoint) // convert the uikit coordinate system to the OpenGL Coordinate System
Ccpoint converttoui (const ccpoint & obpoint) // convert OpenGL coordinate system to uikit Coordinate System
Float getzeye (void) // obtain the position of the default lens Z
Void runwithscene (ccscene * pscene) // run scenario
Void pushscene (ccscene * pscene) // push scenario
Void popscene (void) // pop scenario
Void replacescene (ccscene * pscene) // Replace the scenario
Void pause (void) // pause the game
Void resume (void) // replies to the game
Virtual void stopanimation (void) = 0 // stop the animation
Virtual void startanimation (void) = 0 // start the animation
Void drawscene (void) // each frame is called, and you do not need to call it yourself.
Void purgecacheddata (void) // deletes cached data
Void setgldefavaluvalues (void) // sets the default value of OpenGL.
Void setalphablending (bool bon) // you can specify whether to enable the alpha channel of OpenGL.
Void setdepthtest (bool bon) // you can specify whether to test the depth of field.
Virtual void mainloop (void) = 0 // main game loop
Void applyorientation (void) // indicates that the device direction setting takes effect.
Ccdeviceorientation getdeviceorientation (void) // gets the device direction
Void setdeviceorientation (ccdeviceorientation kdeviceorientation) // sets the game landscape
Bool enableretinadisplay (bool enabled) // sets whether to enable Retina screen support.
Bool isretinadisplay () // whether to enable Retina screen support
Void resetdirector () // reset the game
Static bool setdirectortype (ccdirectortype obdirectortype) // sets directortype. Currently, kccdirectortypensttypes, kccdirectortypemainlloop, kccdirectortype-threadmainloop, kccdiretortypedisplaylknk