axmol/tests/AppDelegate.cpp

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#include "AppDelegate.h"
#include "cocos2d.h"
#include "tests/controller.h"
using namespace cocos2d;
// static void TimerCallback1(Int32 nTimerId, UInt32 uUserData);
AppDelegate::AppDelegate()
:m_pMainWnd(NULL)
// ,m_nTimer(0)
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching()
{
// init the window
#if defined(CCX_PLATFORM_UPHONE)
if (!(m_pMainWnd = new CCXEGLView(this)) ||
! m_pMainWnd->Create(&TRectangle(0,0,GetScreenWidth(),GetScreenHeight())))
#elif defined(CCX_PLATFORM_WIN32)
if (!(m_pMainWnd = new CCXEGLView()) ||
! m_pMainWnd->Create(L"cocos2d-win32", 320, 480) )
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#elif defined(CCX_PLATFORM_IPHONE)
if (!(m_pMainWnd = new CCXEGLView()))
#else
#error
#endif
{
CCX_SAFE_DELETE(m_pMainWnd);
return false;
}
// init director
CCDirector * pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(m_pMainWnd);
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// pDirector->setDeviceOrientation(kCCDeviceOrientationPortrait);
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// pDirector->setDisplayFPS(true);
#if defined(CCX_PLATFORM_UPHONE)
// set the resource path
CCFileUtils::setResourcePath("/NEWPLUS/TDA_DATA/Data/cocos2d_tests/");
#endif
#if 0
// SHOW SPLASH SCREEN
// load background image texture and get window size
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CCTexture2D * pSplashTexture = CCTextureCache::sharedTextureCache()->addImage("b1.png");
CGSize size = CCDirector::sharedDirector()->getWinSize();
// splash sprite
CCSprite * pSplashSprite = CCSprite::spriteWithTexture(pSplashTexture);
pSplashSprite->setPosition(CGPoint(size.width / 2, size.height / 2));
// splash layer
CCLayer * pSplashLayer = new CCLayer();
pSplashLayer->addChild(pSplashSprite);
pSplashLayer->autorelease();
// add layer to scene
CCScene * pSplashScene = CCScene::node();
pSplashScene->addChild(pSplashLayer);
// add scene to director
CCDirector::sharedDirector()->runWithScene(pSplashScene);
// CCSequence::actions(this, callfunc_selector(AppDelegate::replaceSplashScreen))
m_nTimer = TIMER_Create(3000, TIMER_MODE_NORMAL, TimerCallback1, 0, 0);
TIMER_Start(m_nTimer, 0);
#endif
CCScene * pScene = CCScene::node();
CCLayer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
pDirector->runWithScene(pScene);
return true;
}
void AppDelegate::applicationDidEnterBackground()
{
CCDirector::sharedDirector()->stopAnimation();
}
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
}
/*
static void TimerCallback1(Int32 nTimerId, UInt32 uUserData)
{
CCScene * pScene = CCScene::node();
CCLayer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
CCDirector::sharedDirector()->replaceScene(pScene);
}
*/