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

102 lines
3.0 KiB
C++
Raw Normal View History

2014-03-11 16:52:06 +08:00
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
2014-05-30 13:53:49 +08:00
#include "Runtime.h"
2014-05-05 21:04:04 +08:00
#include "ConfigParser.h"
2014-08-04 10:25:17 +08:00
#include "lua_module_register.h"
2014-03-11 16:52:06 +08:00
using namespace CocosDenshion;
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
2014-03-11 16:52:06 +08:00
bool AppDelegate::applicationDidFinishLaunching()
{
2014-05-09 14:06:20 +08:00
2014-05-07 20:50:29 +08:00
#if (COCOS2D_DEBUG>0)
2014-05-09 14:06:20 +08:00
initRuntime();
2014-05-05 21:04:04 +08:00
#endif
2014-05-13 15:30:55 +08:00
if (!ConfigParser::getInstance()->isInit()) {
2014-05-07 20:50:29 +08:00
ConfigParser::getInstance()->readConfig();
}
2014-05-13 15:30:55 +08:00
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
2014-05-05 21:04:04 +08:00
Size viewSize = ConfigParser::getInstance()->getInitViewSize();
string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
2014-05-08 13:47:41 +08:00
extern void createSimulator(const char* viewName, float width, float height,bool isLandscape = true, float frameZoomFactor = 1.0f);
2014-05-07 20:50:29 +08:00
bool isLanscape = ConfigParser::getInstance()->isLanscape();
createSimulator(title.c_str(),viewSize.width,viewSize.height,isLanscape);
2014-05-05 21:04:04 +08:00
#else
glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height));
2014-04-10 15:53:42 +08:00
director->setOpenGLView(glview);
2014-05-05 21:04:04 +08:00
#endif
2014-04-10 15:53:42 +08:00
}
2014-03-11 16:52:06 +08:00
2014-07-12 11:42:39 +08:00
2014-03-11 16:52:06 +08:00
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
2014-04-09 19:17:13 +08:00
2014-05-08 13:47:41 +08:00
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
2014-08-04 10:25:17 +08:00
lua_State* L = engine->getLuaStack()->getLuaState();
lua_module_register(L);
2014-07-04 10:53:17 +08:00
2014-07-04 13:40:49 +08:00
LuaStack* stack = engine->getLuaStack();
2014-07-04 10:53:17 +08:00
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
2014-05-08 13:47:41 +08:00
//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());
2014-05-07 20:50:29 +08:00
#if (COCOS2D_DEBUG>0)
2014-04-10 15:53:42 +08:00
if (startRuntime())
return true;
2014-04-09 19:17:13 +08:00
#endif
2014-05-09 14:06:20 +08:00
engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
2014-03-11 16:52:06 +08:00
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();
}
2014-05-05 21:04:04 +08:00