2012-10-10 14:50:04 +08:00
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#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "SimpleAudioEngine.h"
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#include "ScriptingCore.h"
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#include "generated/cocos2dx.hpp"
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#include "cocos2d_specifics.hpp"
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2012-11-29 15:26:24 +08:00
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#include "js_bindings_chipmunk_registration.h"
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#include "js_bindings_ccbreader.h"
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2012-10-10 14:50:04 +08:00
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USING_NS_CC;
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using namespace CocosDenshion;
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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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CCScriptEngineManager::sharedManager()->purgeSharedManager();
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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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2012-10-24 16:12:40 +08:00
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// Set the design resolution
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2012-10-10 15:06:11 +08:00
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CCEGLView::sharedOpenGLView()->setDesignResolutionSize(320, 480, kResolutionShowAll);
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2012-10-24 16:12:40 +08:00
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2012-10-10 14:50:04 +08:00
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// turn on display FPS
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pDirector->setDisplayStats(true);
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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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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->addRegisterCallback(register_all_cocos2dx);
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sc->addRegisterCallback(register_cocos2dx_js_extensions);
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2012-11-29 15:26:24 +08:00
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sc->addRegisterCallback(register_CCBuilderReader);
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sc->addRegisterCallback(jsb_register_chipmunk);
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2012-10-10 14:50:04 +08:00
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sc->start();
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CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
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CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
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2012-11-29 15:26:24 +08:00
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ScriptingCore::getInstance()->runScript("MoonWarriors-native.js");
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2012-11-23 15:07:19 +08:00
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2012-10-10 14:50:04 +08:00
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return true;
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}
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void handle_signal(int signal) {
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static int internal_state = 0;
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ScriptingCore* sc = ScriptingCore::getInstance();
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// should start everything back
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CCDirector* director = CCDirector::sharedDirector();
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if (director->getRunningScene()) {
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director->popToRootScene();
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} else {
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CCPoolManager::sharedPoolManager()->finalize();
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if (internal_state == 0) {
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//sc->dumpRoot(NULL, 0, NULL);
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sc->start();
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internal_state = 1;
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} else {
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sc->runScript("hello.js");
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internal_state = 0;
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}
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}
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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()->stopAnimation();
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->pauseAllEffects();
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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()->startAnimation();
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->resumeAllEffects();
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}
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