axmol/HelloLua/Classes/AppDelegate.cpp

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#include "cocos2d.h"
#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "CCScriptSupport.h"
#include "CCLuaEngine.h"
#define IPAD 0
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#if IPAD
#define CC_WIDTH 1024
#define CC_HEIGHT 768
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#elif IPHONE_4
#define CC_WIDTH 960
#define CC_HEIGHT 640
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#else
#define CC_WIDTH 480
#define CC_HEIGHT 320
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#endif
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();
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//CCScriptEngineManager::purgeSharedManager();
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}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayStats(true);
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// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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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
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CCScriptEngineProtocol* pEngine = CCLuaEngine::engine();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
unsigned long size;
char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);
if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pCodes = new char[size + 1];
pCodes[size] = '\0';
memcpy(pCodes, pFileContent, size);
delete[] pFileContent;
pEngine->executeString(pCodes);
delete []pCodes;
}
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#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
std::string path = CCFileUtils::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()->pause();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->resume();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}