axmol/samples/Cpp/AssetsManagerTest/Classes/AppDelegate.cpp

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//
// AssetsManagerTestAppDelegate.cpp
// AssetsManagerTest
//
#include "AppDelegate.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "generated/cocos2dx.hpp"
#include "cocos2d_specifics.hpp"
#include "js_bindings_chipmunk_registration.h"
#include "js_bindings_system_registration.h"
#include "js_bindings_ccbreader.h"
#if (CC_TARGET_PLATFORM != CC_PLATFORM_W32)
#include <dirent.h>
#include <sys/stat.h>
#endif
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USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// turn on display FPS
//pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(jsb_register_system);
sc->start();
CCScene *scene = CCScene::create();
UpdateLayer *updateLayer = new UpdateLayer();
scene->addChild(updateLayer);
updateLayer->release();
pDirector->runWithScene(scene);
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()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}
UpdateLayer::UpdateLayer()
: pItemEnter(NULL)
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, pItemReset(NULL)
, pItemUpdate(NULL)
, isUpdateItemClicked(false)
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{
init();
}
UpdateLayer::~UpdateLayer()
{
AssetsManager *pAssetsManager = getAssetsManager();
CC_SAFE_DELETE(pAssetsManager);
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}
void UpdateLayer::update(cocos2d::CCObject *pSender)
{
// update resources
getAssetsManager()->update();
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isUpdateItemClicked = true;
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}
void UpdateLayer::reset(cocos2d::CCObject *pSender)
{
// Remove downloaded files
string command = "rm -r ";
// Path may include space.
command += + "\"" + pathToSave + "\"";
system(command.c_str());
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// Delete recorded version codes.
getAssetsManager()->deleteVersion();
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}
void UpdateLayer::enter(cocos2d::CCObject *pSender)
{
// Should set search resource path before running script if "update" is not clicked.
// Because AssetsManager will set
if (! isUpdateItemClicked)
{
vector<string> searchPaths = CCFileUtils::sharedFileUtils()->getSearchPaths();
searchPaths.insert(searchPaths.begin(), pathToSave);
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
}
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CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("main.js");
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}
bool UpdateLayer::init()
{
CCLayer::init();
pathToSave = CCFileUtils::sharedFileUtils()->getWritablePath();
pathToSave += "tmpdir";
// Create the folder if it doesn't exist
#if (CC_TARGET_PLATFORM != CC_PLATFORM_W32)
DIR *pDir = NULL;
pDir = opendir (pathToSave.c_str());
if (! pDir)
{
mkdir(pathToSave.c_str(), S_IRWXU | S_IRWXG | S_IRWXO);
}
#endif
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CCSize size = CCDirector::sharedDirector()->getWinSize();
pItemReset = CCMenuItemFont::create("reset", this, menu_selector(UpdateLayer::reset));
pItemEnter = CCMenuItemFont::create("enter", this, menu_selector(UpdateLayer::enter));
pItemUpdate = CCMenuItemFont::create("update", this, menu_selector(UpdateLayer::update));
pItemEnter->setPosition(ccp(size.width/2, size.height/2 + 50));
pItemReset->setPosition(ccp(size.width/2, size.height/2));
pItemUpdate->setPosition(ccp(size.width/2, size.height/2 - 50));
CCMenu *menu = CCMenu::create(pItemUpdate, pItemEnter, pItemReset, NULL);
menu->setPosition(ccp(0,0));
addChild(menu);
return true;
}
AssetsManager* UpdateLayer::getAssetsManager()
{
static AssetsManager *pAssetsManager = NULL;
if (! pAssetsManager)
{
pAssetsManager = new AssetsManager("http://localhost/package.zip", "http://localhost/version", pathToSave.c_str());
}
return pAssetsManager;
}