axmol/samples/Javascript/TestJavascript/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "generated/jsb_cocos2dx_auto.hpp"
#include "generated/jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_extension_manual.h"
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#include "cocos2d_specifics.hpp"
#include "js_bindings_chipmunk_registration.h"
#include "js_bindings_system_registration.h"
USING_NS_CC;
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using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
CCScriptEngineManager::sharedManager()->purgeSharedManager();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
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// turn on display FPS
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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ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_all_cocos2dx_extension);
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sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(jsb_register_system);
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sc->start();
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("game.js");
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return true;
}
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void handle_signal(int signal) {
static int internal_state = 0;
ScriptingCore* sc = ScriptingCore::getInstance();
// should start everything back
CCDirector* director = CCDirector::sharedDirector();
if (director->getRunningScene()) {
director->popToRootScene();
} else {
CCPoolManager::sharedPoolManager()->finalize();
if (internal_state == 0) {
//sc->dumpRoot(NULL, 0, NULL);
sc->start();
internal_state = 1;
} else {
sc->runScript("hello.js");
internal_state = 0;
}
}
}
// 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();
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}