quick 中 "我的项目" 中的列表从那里来的?
1. WelcomeScene.lua 场景
self:createOpenRecents(cc.player.settings.PLAYER_OPEN_RECENTS, node)
-- 我的项目recents = cc.player.settings.PLAYER_OPEN_RECENTS
function WelcomeScene:createOpenRecents(recents, node)
-- 创建列表
local localProjectListView = require("app.scenes.ListViewEx").new {}
-- add items 添加列表项
for i,v in ipairs(recents) do
local container = self:createListItem("#Logo.png", v.title, v.title)
local item = localProjectListView:newItem()
end
localProjectListView:reload()
end
2. cc.player.settings.PLAYER_OPEN_RECENTS
上面这个东西在 player.lua 文件中, 每次打开quick模拟器时,都会执行这个文件
C++ 代码
- (void) loadLuaConfig
{
//
// set user home dir
//
lua_pushstring(pEngine->getLuaStack()->getLuaState(), path.UTF8String);
lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__USER_HOME__");
//
// load player.lua file
//
string playerCoreFilePath = _project.getQuickCocos2dxRootPath() + "quick/welcome/src/player.lua";
pEngine->executeScriptFile(playerCoreFilePath.c_str());
}
player.lua 文件
function player:init()
self.defaultSettings = [[
PLAYER_WINDOW_WIDTH = 960,
PLAYER_WINDOW_HEIGHT = 640,
PLAYER_OPEN_LAST_PROJECT = true,
PLAYER_OPEN_RECENTS ={ //这里是上面的默认值,为空table
},
]]
self:readSettings()
end
//重点在这里,self.configFilePath = player.userHomeDir .. ".quick_player.lua"
//这个就是配置文件,文件名是~/.quick_player.lua,如果没有这个文件,就使用默认配置,
//如果有这个文件就读取文件的保存的配置
function player:readSettings()
self.userHomeDir = __USER_HOME__
self.configFilePath = player.userHomeDir .. ".quick_player.lua"
-- do not use cc.FileUtils:getInstance():isFileExist
-- "__USER_HOME__" is ANSI encoding, while cocos engine use UTF8.
if not self:isFileExist(player.configFilePath) then
self:restorDefaultSettings()
end
self:loadSetting(player.configFilePath)
end
function player:loadSetting(fileName)
local file, err = io.open(fileName, "rb")
if err then return err end
local data = file:read("*all")
local func = loadstring("local settings = {" .. data .. "} return settings")
self.settings = func()
//这里就是我们最上面所使用的table
self.settings.PLAYER_OPEN_RECENTS = self.settings.PLAYER_OPEN_RECENTS or {}
file:close()
end
3. cc.player.settings.PLAYER_OPEN_RECENTS 使用
//打开按钮的事件处理, WelcomScene.lua
cc.ui.UIPushButton.new(images, {scale9 = true})
:setButtonSize(buttonWidth, buttonHeight)
:setButtonLabel("normal", cc.ui.UILabel.new({
text = "打开",
size = 18,
}))
:onButtonClicked(function()
local projectConfig = ProjectConfig:new()
local argumentVector = vector_string_:new_local()
local index = self.localProjectListView_:getCurrentIndex()
if index > 0 then
//这里使用了
local arguments = cc.player.settings.PLAYER_OPEN_RECENTS[index].args
for _,v in ipairs(arguments) do
argumentVector:push_back(v)
end
projectConfig:parseCommandLine(argumentVector)
//根据工程配置打开工程 PlayerProtocol:getInstance():openNewPlayerWithProjectConfig(projectConfig)
end
end)
4. cc.player.settings.PLAYER_OPEN_RECENTS 保存
我们打开一个示例,或者从我的项目中打开一个功能,那怎么加入到cc.player.settings.PLAYER_OPEN_RECENTS 里面的呢?上面我们分析了是这个列表是通过文件获取的,那相应的保存只要保存到那个文件中就行了
--
-- save player setting to ~/.quick_player.lua
--
local player = {}
function player:saveSetting(fileName)
fileName = fileName or player.configFilePath
local file, err = io.open(fileName, "wb")
if err then return err end
local ret = table.serializeToString(self.settings)
file:write(ret)
file:close()
end
但是保存在那里调用的呢?其实是在每次打开工程的时候调用的,也就是我们每次打开一个工程的时候
,就会保存到打开过的工程列表中
function player:init()
-- record project 记录打开的工程,也就是保存到~/.quick_player.lua文件中
// 这里就是把打开的工程保存到文件中, 那__PLAYER_OPEN_TITLE__和__PLAYER_OPEN_COMMAND__从那里来的呢?这个是从C++ 传过来的
if __PLAYER_OPEN_TITLE__ and __PLAYER_OPEN_COMMAND__ then
local title = string.gsub(__PLAYER_OPEN_TITLE__, '\', '/')
local args = string.gsub(__PLAYER_OPEN_COMMAND__, '\', '/'):splitBySep(' ')
self.projectConfig_ = ProjectConfig:new()
local argumentVector = vector_string_:new_local()
local arguments = args
for _,v in ipairs(arguments) do
argumentVector:push_back(v)
end
self.projectConfig_:parseCommandLine(argumentVector)
//self:openProject里面调用self:saveSetting()保存新打开的工程到
//工程列表中
self:openProject(title, args)
end
self:buildUI()
end
上面的self:openProject方法
--
-- title: string
-- args : table
--
function player:openProject( title, args )
local welcomeTitle = self.quickRootPath .. "quick/welcome/"
if title == welcomeTitle then return end
local recents = self.settings.PLAYER_OPEN_RECENTS
if recents then
//去掉重复的,通过title相同判断,并把新打开的工程放到第一个位置
local index = #recents
while index > 0 do
local v = recents[index]
if v.title == title then table.remove(recents, index) end
index = index - 1
end
table.insert(recents, 1, {title=title, args=args})
self:saveSetting()
end
end
__PLAYER_OPEN_TITLE__和__PLAYER_OPEN_COMMAND__从那里来的呢?这个是从C++ 传过来的,下面就是C++部分的代码
AppController.mm文件
- (void) loadLuaConfig 函数中:
//
// ugly: Add the opening project to the "Open Recents" list
//
lua_pushstring(pEngine->getLuaStack()->getLuaState(), _project.getProjectDir().c_str());
lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__PLAYER_OPEN_TITLE__");
lua_pushstring(pEngine->getLuaStack()->getLuaState(), _project.makeCommandLine().c_str());
lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__PLAYER_OPEN_COMMAND__");