axmol/templates/lua-template-runtime/frameworks/runtime-src/Classes/AppDelegate.cpp

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#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include "Runtime.h"
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#include "ConfigParser.h"
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using namespace CocosDenshion;
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
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#ifdef COCOS2D_DEBUG
initRuntime();
#endif
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// initialize director
auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
if(!glview) {
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ConfigParser::getInstance()->readConfig();
Size viewSize = ConfigParser::getInstance()->getInitViewSize();
string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
extern void createSimulator(const char* viewName, float width, float height,float frameZoomFactor = 1.0f);
createSimulator(title.c_str(),viewSize.width,viewSize.height);
#else
glview = GLView::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height));
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director->setOpenGLView(glview);
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#endif
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}
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// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
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#ifdef COCOS2D_DEBUG
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if (startRuntime())
return true;
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#endif
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auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
engine->executeScriptFile("src/main.lua");
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return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
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