2012-04-26 15:03:44 +08:00
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#include "cocos2d.h"
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#include "CCEGLView.h"
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#include "AppDelegate.h"
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[! if CC_USE_LUA]
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#include "CCLuaEngine.h"
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[! else]
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#include "HelloWorldScene.h"
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[! endif]
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[! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE]
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#include "SimpleAudioEngine.h"
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using namespace CocosDenshion;
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[! endif]
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USING_NS_CC;
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AppDelegate::AppDelegate()
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{
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}
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AppDelegate::~AppDelegate()
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{
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[! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE]
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SimpleAudioEngine::end();
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[! endif]
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
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// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
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// pDirector->enableRetinaDisplay(true);
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// turn on display FPS
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2012-04-26 15:57:05 +08:00
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pDirector->setDisplayStats(true);
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2012-04-26 15:03:44 +08:00
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// set FPS. the default value is 1.0/60 if you don't call this
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pDirector->setAnimationInterval(1.0 / 60);
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[! if CC_USE_LUA]
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// register lua engine
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CCScriptEngineProtocol* pEngine = CCLuaEngine::engine();
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CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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unsigned long size;
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char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);
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if (pFileContent)
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{
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// copy the file contents and add '\0' at the end, or the lua parser can not parse it
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char *pCodes = new char[size + 1];
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pCodes[size] = '\0';
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memcpy(pCodes, pFileContent, size);
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delete[] pFileContent;
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pEngine->executeString(pCodes);
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delete []pCodes;
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}
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
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2012-04-26 15:57:05 +08:00
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std::string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
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2012-04-26 15:03:44 +08:00
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pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
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pEngine->executeScriptFile(path.c_str());
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#endif
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[! else]
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// create a scene. it's an autorelease object
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CCScene *pScene = HelloWorld::scene();
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// run
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pDirector->runWithScene(pScene);
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[! endif]
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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CCDirector::sharedDirector()->pause();
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[! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE]
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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[! endif]
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}
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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CCDirector::sharedDirector()->resume();
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[! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE]
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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[! endif]
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}
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