cocos2d-x中几种存储数据的方式

说明:本文所论述内容均基于cocos2dx 3.0 版本。

1、UserDefault

它是cocos2d-x用来存取基本数据类型用的。保存为XML文件格式。

查看CCUserDefault文件,可以看出,文件名默认为UserDefault.xml。在win32平台,Debug下,该文件在Debug.win32文件夹内。如果该文件不存在,则会创建新文件。

1 // root name of xml
2 #define USERDEFAULT_ROOT_NAME "userDefaultRoot"
3
4 #define XML_FILE_NAME "UserDefault.xml"

用UserDefault

操作方式比较简单:

主要方法:(和java的map很像,键值对,应该很容易懂的)

 void    setBoolForKey(const char* pKey, bool value);
void setIntegerForKey(const char* pKey, int value);
void setFloatForKey(const char* pKey, float value);
void setDoubleForKey(const char* pKey, double value);
void setStringForKey(const char* pKey, const std::string & value);

通过键读取数据,如果键不存在,可以设置一个defaultValue返回自己想要的值。

 bool    getBoolForKey(const char* pKey, bool defaultValue = false);
int getIntegerForKey(const char* pKey, int defaultValue = );
float getFloatForKey(const char* pKey, float defaultValue=0.0f);
double getDoubleForKey(const char* pKey, double defaultValue=0.0);
std::string getStringForKey(const char* pKey, const std::string & defaultValue = "");

UserDefault封装了对XML文件的处理,提供了简单操作文件的方法,但是不足之处在于固定的文件夹,固定的文件名称。有限的数据类型。

2、FileUtils

 static FileUtils* getInstance();//获取FileUtils类的实例   

在cocos2d-x中,文件读写其实直接使用c/c++中的文件读写操作方法,但是,在实际运用中,由于移动客户端读写文件需要相应的权限,所以读写文件就需要先指定文件的路径,我们不需要获取绝对路径,只需要获取相对路径就行,因为cocos2d-x底层已经做了相应各个平台的处理.

std::string fullPathForFilename(const std::string &filename);//获取文件的完整路径  

std::string getStringFromFile(const std::string& filename);//读取文件中的字符串

Data getDataFromFile(const std::string& filename);//获取文件数据 

可以看下Data类:

 class CC_DLL Data
{
public:
static const Data Null;
//构造函数
Data();
Data(const Data& other);
Data(Data&& other);
~Data();
// 重载符号
Data& operator= (const Data& other);
Data& operator= (Data&& other); unsigned char* getBytes() const;//获取数据
ssize_t getSize() const;//尺寸
void copy(unsigned char* bytes, const ssize_t size);//从bytes复制
void fastSet(unsigned char* bytes, const ssize_t size);//从bytes快速set,使用后bytes将不能在外部使用
void clear();//清除
bool isNull() const;//判空
private:
void move(Data& other);
private:
unsigned char* _bytes;
ssize_t _size;
};

unsigned char* getFileDataFromZip(const std::string& zipFilePath, const std::string& filename, ssize_t *size);//读取压缩文件数据(zip格式)

如果读取成功size中会返回文件的大小,否则返回0。

如果我们通过setSearchPaths()设置搜索路径("/mnt/sdcard/", "internal_dir/"),然后通过setSearchResolutionsOrder()设置子区分路径("resources-ipadhd/", "resources-ipad/", "resources-iphonehd")。如果搜索文件名为'sprite.png' 那么会先在文件查找字典中查找key: sprite.png -> value: sprite.pvr.gz,然后搜索文件'sprite.pvr.gz'如下顺序:

              /mnt/sdcard/resources-ipadhd/sprite.pvr.gz      (if not found, search next)
/mnt/sdcard/resources-ipad/sprite.pvr.gz (if not found, search next)
/mnt/sdcard/resources-iphonehd/sprite.pvr.gz (if not found, search next)
/mnt/sdcard/sprite.pvr.gz (if not found, search next)
internal_dir/resources-ipadhd/sprite.pvr.gz (if not found, search next)
internal_dir/resources-ipad/sprite.pvr.gz (if not found, search next)
internal_dir/resources-iphonehd/sprite.pvr.gz (if not found, search next)
internal_dir/sprite.pvr.gz (if not found, return "sprite.png")

If the filename contains relative path like "gamescene/uilayer/sprite.png",
and the mapping in fileLookup dictionary contains `key: gamescene/uilayer/sprite.png -> value: gamescene/uilayer/sprite.pvr.gz`.
The file search order will be:

/mnt/sdcard/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz (if not found, search next)
/mnt/sdcard/gamescene/uilayer/resources-ipad/sprite.pvr.gz (if not found, search next)
/mnt/sdcard/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz (if not found, search next)
/mnt/sdcard/gamescene/uilayer/sprite.pvr.gz (if not found, search next)
internal_dir/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz (if not found, search next)
internal_dir/gamescene/uilayer/resources-ipad/sprite.pvr.gz (if not found, search next)
internal_dir/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz (if not found, search next)
internal_dir/gamescene/uilayer/sprite.pvr.gz (if not found, return "gamescene/uilayer/sprite.png")

If the new file can't be found on the file system, it will return the parameter filename directly.

如果找到返回完整路径,没找到返回'sprite.png'。

void loadFilenameLookupDictionaryFromFile(const std::string &filename);//从文件导入文件名查找字典

文件为plist格式如下:

    /**
* Loads the filenameLookup dictionary from the contents of a filename.
*
* @note The plist file name should follow the format below:
*
* @code
* <?xml version="1.0" encoding="UTF-8"?>
* <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
* <plist version="1.0">
* <dict>
* <key>filenames</key>
* <dict>
* <key>sounds/click.wav</key>
* <string>sounds/click.caf</string>
* <key>sounds/endgame.wav</key>
* <string>sounds/endgame.caf</string>
* <key>sounds/gem-0.wav</key>
* <string>sounds/gem-0.caf</string>
* </dict>
* <key>metadata</key>
* <dict>
* <key>version</key>
* <integer>1</integer>
* </dict>
* </dict>
* </plist>
* @endcode
* @param filename The plist file name.
*
@since v2.1
* @js loadFilenameLookup
* @lua loadFilenameLookup
*/

void setFilenameLookupDictionary(const ValueMap& filenameLookupDict);//从ValueMap中设置文件名查找字典

ValueMap的定义:

typedef std::unordered_map<std::string, Value> ValueMap;

std::string fullPathFromRelativeFile(const std::string &filename, const std::string &relativeFile);//获取相对应文件的完整路径

e.g. filename: hello.png, pszRelativeFile: /User/path1/path2/hello.plist   Return: /User/path1/path2/hello.pvr (If there a a key(hello.png)-value(hello.pvr) in FilenameLookup dictionary. )

void setSearchResolutionsOrder(const std::vector<std::string>& searchResolutionsOrder);//设置子搜索区分路径

见fullPathForFilename()。

void addSearchResolutionsOrder(const std::string &order);//增加子搜索路径

const std::vector<std::string>& getSearchResolutionsOrder();//获取子搜索区分路径

void setSearchPaths(const std::vector<std::string>& searchPaths);//设置搜索路径

见fullPathForFilename()。

void addSearchPath(const std::string & path);//增加搜索路径

const std::vector<std::string>& getSearchPaths() const;//获取搜索路径

std::string getWritablePath();//获取一个可写入文件的路径

经过测试在win32平台上,debug版本返回的是程序文件所在的路径,release返回的是“我的文档”路径。

bool isFileExist(const std::string& filePath);//判断文件是否存在

经过测试在win32平台上,如果路径中包含中文字符会找不到文件。所以可以自己写个。

bool isAbsolutePath(const std::string& path);判断是否为绝对路径

 

void setPopupNotify(bool notify);

bool isPopupNotify();

Sets/Gets 当文件加载失败时弹出messagebox.

ValueMap getValueMapFromFile(const std::string& filename);//从文件获取ValueMap

bool writeToFile(ValueMap& dict, const std::string& fullPath);//写入一个ValueMap数据到plist格式文件

ValueVector getValueVectorFromFile(const std::string& filename);//从文件获取ValueVector

ValueVector定义:

typedef std::vector<Value> ValueVector;

函数也就这些了,还没有写demo代码,写好了贴过来。

3.SQLite

4、plist文件读写

在cocos2d-x中,对于plist文件,既可以读取,也可以进行写入的操作;下面先来看一个plist文件:

 <?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"/> <plist version="1.0">
<dict>
<key>string element key</key>
<string>string element value</string>
<key>array</key>
<array>
<dict>
<key>string in dictInArray key </key>
<string>string in dictInArray value </string>
<key>string in dictInArray key </key>
<string>string in dictInArray value </string>
</dict>
<string>string in array</string>
<array>
<string>string in arrayInArray</string>
<string>string in arrayInArray</string>
</array>
</array>
<key>dictInDict, Hello World</key>
<dict>
<key>string in dictInDict key</key>
<string>string in dictInDict value</string>
<key>bool</key>
<true/>
<key>integer</key>
<integer></integer>
<key>float</key>
<real>1024.1024170</real>
<key>double</key>
<real>1024.1230000000000000</real>
</dict>
</dict>
</plist>

先不看上面的plist文件到底有些什么内容;实际上它是由下一段代码生成的。

 auto root = Dictionary::create();
auto string = String::create("string element value");
root->setObject(string, "string element key"); // 添加一个键值对 auto array = Array::create(); // 创建一个array auto dictInArray = Dictionary::create();
dictInArray->setObject(String::create("string in dictInArray value 0"), "string in dictInArray key 0");
dictInArray->setObject(String::create("string in dictInArray value 1"), "string in dictInArray key 1");
array->addObject(dictInArray); // 往数组中添加一个键值对 array->addObject(String::create("string in array")); // 往数组中添加一个字符串 auto arrayInArray = Array::create();
arrayInArray->addObject(String::create("string 0 in arrayInArray"));
arrayInArray->addObject(String::create("string 1 in arrayInArray"));
array->addObject(arrayInArray); // 往数组中添加一个数组 root->setObject(array, "array"); auto dictInDict = Dictionary::create();
dictInDict->setObject(String::create("string in dictInDict value"), "string in dictInDict key"); //add boolean to the plist
auto booleanObject = Bool::create(true);
dictInDict->setObject(booleanObject, "bool"); //add interger to the plist
auto intObject = Integer::create();
dictInDict->setObject(intObject, "integer"); //add float to the plist
auto floatObject = Float::create(1024.1024f);
dictInDict->setObject(floatObject, "float"); //add double to the plist
auto doubleObject = Double::create(1024.123);
dictInDict->setObject(doubleObject, "double"); root->setObject(dictInDict, "dictInDict, Hello World");
// end with /
std::string writablePath = FileUtils::getInstance()->getWritablePath();
std::string fullPath = writablePath + "text.plist";
if(root->writeToFile(fullPath.c_str()))
log("see the plist file at %s", fullPath.c_str());
else
log("write plist file failed"); // 读取上面创建的内容
auto loadDict = __Dictionary::createWithContentsOfFile(fullPath.c_str());
auto loadDictInDict = (__Dictionary*)loadDict->objectForKey("dictInDict, Hello World");
auto boolValue = (__String*)loadDictInDict->objectForKey("bool");
CCLOG("%s",boolValue->getCString());
auto floatValue = (__String*)loadDictInDict->objectForKey("float");
CCLOG("%s",floatValue->getCString());
auto intValue = (__String*)loadDictInDict->objectForKey("integer");
CCLOG("%s",intValue->getCString());
auto doubleValue = (__String*)loadDictInDict->objectForKey("double");
CCLOG("%s",doubleValue->getCString());

因此可以看出,对符合一定格式的plist文件,可以通过Dictionary进行操作。cocos2dx 3.0 的Dictionary,可以实现对Array,Dictionary,Integer,String,Bool等基础数据类型进行读写。

下面再来看另一种读取方式: 假定plist文件如下;

 <plist version="1.0">
<dict>
<key>name</key>
<string>Ls</string>
<key>isgirl</key>
<false/>
</dict>
</plist>

读取方式二,这种方法是借助VectorMap来进行读的:

  FileUtils * fu = FileUtils::getInstance();
ValueMap vm = fu->getValueMapFromFile("Info.plist");
log("%s", vm["name"].asString().c_str()); // 读取string -->Ls
bool bl = vm["isgirl"].asBool(); // 读取bool -->0
log("%d", bl);

如果文件节点也是一个ValueMap,则可以通过xm["xx"].asValueMap()将节点转换为ValueMap;如果根节点为数组也可能直接通过ValueVector.getValueVectorFromFile("xx")读取数据;

5、xml文件读取

 FileUtils * fu = FileUtils::getInstance();
auto doc = new tinyxml2::XMLDocument();
doc->Parse(fu->getStringFromFile("data.xml").c_str());
auto root = doc->RootElement();
for (auto e = root->FirstChildElement(); e; e = e->NextSiblingElement()) {
std::string str;
for (auto attr = e->FirstAttribute(); attr; attr = attr->Next()) {
str += attr->Name();
str += ":";
str += attr->Value();
str += ",";
}
log("%s", str.c_str());
}

data.xml

 <data>
<p name="zs" age=""/>
<p name="ls" age=""/>
</data>

上面的代码输出内容为:

cocos2d: name:zs,age:23,
cocos2d: name:ls,age:25,

注:需要导入cosos2d-x库 <tinyxml2/tinyxml2.h>

6、JSON文件读取

先来看一个json  :  [{"name": "zs","age": 23}, {"name": "ls","age": 25}]

  rapidjson::Document d;
d.Parse<>(fu->getStringFromFile("dj.json").c_str()); // 0表示默认的解析方式;
log("%s", d[rapidjson::SizeType()]["name"].GetString());

注:需要导入cocos2d-x库  <json/document.h>

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