2015-05-22 19:47:16 +08:00
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#include "AppDelegate.h"
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#include "SimpleAudioEngine.h"
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_LINUX)
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#include "ide-support/CodeIDESupport.h"
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#endif
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
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#include "runtime/Runtime.h"
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#include "ide-support/RuntimeJsImpl.h"
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#else
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#include "js_module_register.h"
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#endif
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USING_NS_CC;
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using namespace CocosDenshion;
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AppDelegate::AppDelegate()
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{
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}
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AppDelegate::~AppDelegate()
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{
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SimpleAudioEngine::end();
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ScriptEngineManager::destroyInstance();
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
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// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
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RuntimeEngine::getInstance()->end();
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#endif
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}
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//if you want a different context,just modify the value of glContextAttrs
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//it will takes effect on all platforms
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void AppDelegate::initGLContextAttrs()
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{
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//set OpenGL context attributions,now can only set six attributions:
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//red,green,blue,alpha,depth,stencil
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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GLView::setGLContextAttrs(glContextAttrs);
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto director = Director::getInstance();
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// set FPS. the default value is 1.0/60 if you don't call this
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director->setAnimationInterval(1.0 / 60);
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// for getIPAddress
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extern void setActivityPathForAndroid(const std::string &path);
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setActivityPathForAndroid("org/cocos2dx/javascript/AppActivity");
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#endif
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auto runtimeEngine = RuntimeEngine::getInstance();
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auto jsRuntime = RuntimeJsImpl::create();
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runtimeEngine->addRuntime(jsRuntime, kRuntimeEngineJs);
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runtimeEngine->start();
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// js need special debug port
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if (runtimeEngine->getProjectConfig().getDebuggerType() != kCCRuntimeDebuggerNone)
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{
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jsRuntime->startWithDebugger();
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}
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#else
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2015-08-04 11:16:58 +08:00
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js_module_register();
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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->start();
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sc->runScript("script/jsb_boot.js");
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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sc->enableDebugger();
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#endif
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ScriptEngineProtocol *engine = ScriptingCore::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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ScriptingCore::getInstance()->runScript("main.js");
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2015-05-22 19:47:16 +08:00
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#endif
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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auto director = Director::getInstance();
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director->stopAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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}
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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auto director = Director::getInstance();
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director->startAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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}
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