axmol/templates/lua-template-default/frameworks/runtime-src/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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#include "cocos2d.h"
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#include "scripting/lua-bindings/manual/lua_module_register.h"
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// #define USE_AUDIO_ENGINE 1
// #define USE_SIMPLE_AUDIO_ENGINE 1
#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
#endif
#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
using namespace cocos2d::experimental;
#elif USE_SIMPLE_AUDIO_ENGINE
#include "audio/include/SimpleAudioEngine.h"
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using namespace CocosDenshion;
#endif
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USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
#if USE_AUDIO_ENGINE
AudioEngine::end();
#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::end();
#endif
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
RuntimeEngine::getInstance()->end();
#endif
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}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
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void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
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bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
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// register lua module
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
lua_State* L = engine->getLuaStack()->getLuaState();
lua_module_register(L);
register_all_packages();
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LuaStack* stack = engine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
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//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());
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#if CC_64BITS
FileUtils::getInstance()->addSearchPath("src/64bit");
#endif
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FileUtils::getInstance()->addSearchPath("src");
FileUtils::getInstance()->addSearchPath("res");
if (engine->executeScriptFile("main.lua"))
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{
return false;
}
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return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
#endif
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}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
#endif
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}