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

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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2021 Bytedance Inc.
https://adxe.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "AppDelegate.h"
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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#include "cocos2d.h"
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#include "scripting/lua-bindings/manual/lua_module_register.h"
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#define USE_AUDIO_ENGINE 1
#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
#endif
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USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
#if USE_AUDIO_ENGINE
AudioEngine::end();
#endif
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
RuntimeEngine::getInstance()->end();
#endif
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}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
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void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0 };
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GLView::setGLContextAttrs(glContextAttrs);
}
// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
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bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
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// register lua module
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
lua_State* L = engine->getLuaStack()->getLuaState();
lua_module_register(L);
register_all_packages();
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LuaStack* stack = engine->getLuaStack();
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//register custom function
//LuaStack* stack = engine->getLuaStack();
//register_custom_function(stack->getLuaState());
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FileUtils::getInstance()->addSearchPath("src");
FileUtils::getInstance()->addSearchPath("res");
if (engine->executeScriptFile("main.lua"))
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{
return false;
}
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return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#endif
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}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#endif
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}