axmol/tests/lua-tests/project/Classes/AppDelegate.cpp

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#include "cocos2d.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
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#include "audio/include/SimpleAudioEngine.h"
#include "lua_assetsmanager_test_sample.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
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glview = GLView::createWithRect("Lua Tests", Rect(0,0,900,640));
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
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auto screenSize = glview->getFrameSize();
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auto designSize = Size(480, 320);
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if (screenSize.height > 320)
{
auto resourceSize = Size(960, 640);
director->setContentScaleFactor(resourceSize.height/designSize.height);
}
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glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
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// register lua engine
LuaEngine* pEngine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
LuaStack* stack = pEngine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
register_assetsmanager_test_sample(stack->getLuaState());
#endif
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pEngine->executeScriptFile("src/controller.lua");
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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()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}