2011-06-24 21:25:51 +08:00
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#include "AppDelegate.h"
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2011-06-24 15:35:00 +08:00
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#include "cocos2d.h"
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2011-10-20 15:56:51 +08:00
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#include "SimpleAudioEngine.h"
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2011-06-24 15:35:00 +08:00
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USING_NS_CC;
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2011-10-20 15:56:51 +08:00
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using namespace CocosDenshion;
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2011-06-24 15:35:00 +08:00
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AppDelegate::AppDelegate()
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:m_pLuaEngine(NULL)
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{
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}
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AppDelegate::~AppDelegate()
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{
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2011-10-20 15:56:51 +08:00
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// end simple audio engine here, or it may crashed on win32
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SimpleAudioEngine::sharedEngine()->end();
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2011-06-24 15:35:00 +08:00
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CCScriptEngineManager::sharedScriptEngineManager()->removeScriptEngine();
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CC_SAFE_DELETE(m_pLuaEngine);
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}
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bool AppDelegate::initInstance()
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{
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bool bRet = false;
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do
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The HelloWorld is designed as HVGA.
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd
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|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), 480, 320));
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#endif // CC_PLATFORM_WIN32
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.
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#endif // CC_PLATFORM_IOS
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp
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// the default setting is to create a fullscreen view
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// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
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#endif // CC_PLATFORM_ANDROID
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The HelloWorld is designed as HVGA.
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CCEGLView* pMainWnd = new CCEGLView(this);
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CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));
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#ifndef _TRANZDA_VM_
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// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file
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cocos2d::CCFileUtils::setResource("HelloWorld.zip");
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#endif
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#endif // CC_PLATFORM_WOPHONE
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
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// MaxAksenov said it's NOT a very elegant solution. I agree, haha
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CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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#endif
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bRet = true;
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} while (0);
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return bRet;
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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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2011-06-24 21:25:51 +08:00
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// pDirector->enableRetinaDisplay(true);
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2011-06-24 15:35:00 +08:00
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// turn on display FPS
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pDirector->setDisplayFPS(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
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pDirector->setAnimationInterval(1.0 / 60);
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// register lua engine
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m_pLuaEngine = new LuaEngine;
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CCScriptEngineManager::sharedScriptEngineManager()->setScriptEngine(m_pLuaEngine);
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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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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeString(pCodes);
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delete []pCodes;
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}
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#endif
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2011-10-20 15:56:51 +08:00
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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2011-06-24 15:35:00 +08:00
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string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
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2011-10-20 15:56:51 +08:00
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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
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2011-06-24 15:35:00 +08:00
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CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile(path.c_str());
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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 you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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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 you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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