axmol/tests/game-controller-test/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
#include <vector>
#include <string>
#include "GameControllerTest.h"
#include "AppMacros.h"
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching()
{
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auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
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glview = GLViewImpl::create("Game Controller Test");
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director->setOpenGLView(glview);
}
director->setOpenGLView(glview);
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
Size frameSize = glview->getFrameSize();
vector<string> searchPath;
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
searchPath.push_back(largeResource.directory);
director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
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else
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{
searchPath.push_back(mediumResource.directory);
director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
}
// set searching path
FileUtils::getInstance()->setSearchPaths(searchPath);
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auto scene = Scene::create();
GameControllerTest *gameLayer = GameControllerTest::create();
scene->addChild(gameLayer);
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director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
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Director::getInstance()->stopAnimation();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
}