axmol/template/xcode4/cocos2dx_lua.xctemplate/Classes/AppDelegate.cpp

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#include "cocos2d.h"
#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "script_support/CCScriptSupport.h"
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#include "CCLuaEngine.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
// fixed me
//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
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}
AppDelegate::~AppDelegate()
{
// end simple audio engine here, or it may crashed on win32
SimpleAudioEngine::sharedEngine()->end();
//CCScriptEngineManager::purgeSharedManager();
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}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// turn on display FPS
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pDirector->setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
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// register lua engine
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
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CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCString* pstrFileContent = CCString::createWithContentsOfFile("hello.lua");
if (pstrFileContent)
{
pEngine->executeString(pstrFileContent->getCString());
}
#else
std::string path = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("hello.lua");
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pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
pEngine->executeScriptFile(path.c_str());
#endif
return true;
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}
// 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();
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}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
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}