axmol/HelloLua/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
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#include "LuaEngine.h"
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#include "cocos2d.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::initInstance()
{
bool bRet = false;
do
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The HelloWorld is designed as HVGA.
CCEGLView * pMainWnd = new CCEGLView();
CC_BREAK_IF(! pMainWnd
|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), 480, 320));
#endif // CC_PLATFORM_WIN32
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.
#endif // CC_PLATFORM_IOS
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp
// the default setting is to create a fullscreen view
// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
#endif // CC_PLATFORM_ANDROID
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)
// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The HelloWorld is designed as HVGA.
CCEGLView* pMainWnd = new CCEGLView(this);
CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));
#ifndef _TRANZDA_VM_
// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file
cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif
#endif // CC_PLATFORM_WOPHONE
#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
// MaxAksenov said it's NOT a very elegant solution. I agree, haha
CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
#endif
bRet = true;
} while (0);
return bRet;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayFPS(true);
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
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// register lua engine
CCScriptEngineManager::sharedScriptEngineManager()->registerScriptEngine(new LuaEngine());
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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CCLog("1");
unsigned long size;
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char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);
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if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pTmp = new char[size + 1];
pTmp[size] = '\0';
memcpy(pTmp, pFileContent, size);
delete[] pFileContent;
string code(pTmp);
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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeString(code);
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delete []pTmp;
}
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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// CCLuaScriptModule::sharedLuaScriptModule()->executeScriptFile("./../../HelloLua/Resource/hello.lua");
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile("./../../HelloLua/Resource/hello.lua");
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/*
* Another way to run lua script.
* Load the file into memory and run it.
*
unsigned long size;
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char *pFileContent = (char*)CCFileUtils::getFileData("./../../HelloLua/Resource/hello.lua", "r", &size);
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if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pTmp = new char[size + 1];
pTmp[size] = '\0';
memcpy(pTmp, pFileContent, size);
delete[] pFileContent;
string code(pTmp);
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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(code);
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delete []pTmp;
}
*/
#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(path.c_str());
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#endif
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return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
CCDirector::sharedDirector()->pause();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->resume();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}