2015-01-12 23:42:37 +08:00
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#include "AppDelegate.h"
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2016-03-21 21:04:06 +08:00
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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2015-01-12 23:42:37 +08:00
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#include "cocos2d.h"
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2016-03-21 21:04:06 +08:00
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#include "scripting/lua-bindings/manual/lua_module_register.h"
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2015-01-12 23:42:37 +08:00
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2017-03-22 11:19:25 +08:00
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// #define USE_AUDIO_ENGINE 1
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// #define USE_SIMPLE_AUDIO_ENGINE 1
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#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
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#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
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#endif
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#if USE_AUDIO_ENGINE
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#include "audio/include/AudioEngine.h"
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using namespace cocos2d::experimental;
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#elif USE_SIMPLE_AUDIO_ENGINE
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#include "audio/include/SimpleAudioEngine.h"
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2015-01-12 23:42:37 +08:00
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using namespace CocosDenshion;
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2017-03-22 11:19:25 +08:00
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#endif
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2015-01-12 23:42:37 +08:00
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USING_NS_CC;
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using namespace std;
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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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2017-03-22 11:19:25 +08:00
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#if USE_AUDIO_ENGINE
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AudioEngine::end();
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#elif USE_SIMPLE_AUDIO_ENGINE
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2015-01-12 23:42:37 +08:00
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SimpleAudioEngine::end();
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2017-03-22 11:19:25 +08:00
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#endif
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2015-04-02 18:27:53 +08:00
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
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// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
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RuntimeEngine::getInstance()->end();
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#endif
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2015-01-12 23:42:37 +08:00
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}
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2016-05-25 22:18:57 +08:00
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// if you want a different context, modify the value of glContextAttrs
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// it will affect all platforms
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2015-01-12 23:42:37 +08:00
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void AppDelegate::initGLContextAttrs()
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{
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2016-05-25 22:18:57 +08:00
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// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
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2015-01-12 23:42:37 +08:00
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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GLView::setGLContextAttrs(glContextAttrs);
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}
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2016-05-25 22:18:57 +08:00
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// if you want to use the package manager to install more packages,
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2015-02-24 20:50:58 +08:00
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// don't modify or remove this function
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static int register_all_packages()
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{
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return 0; //flag for packages manager
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}
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2015-01-12 23:42:37 +08:00
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// set default FPS
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Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
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2015-04-02 18:27:53 +08:00
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2015-01-12 23:42:37 +08:00
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// register lua module
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auto engine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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lua_State* L = engine->getLuaStack()->getLuaState();
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lua_module_register(L);
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2015-02-24 20:50:58 +08:00
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register_all_packages();
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2015-01-12 23:42:37 +08:00
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LuaStack* stack = engine->getLuaStack();
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stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
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2015-04-02 18:27:53 +08:00
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//register custom function
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//LuaStack* stack = engine->getLuaStack();
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//register_custom_function(stack->getLuaState());
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2016-09-28 16:19:20 +08:00
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2016-10-08 14:44:18 +08:00
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#if CC_64BITS
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2016-09-28 16:19:20 +08:00
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FileUtils::getInstance()->addSearchPath("src/64bit");
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#endif
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2016-10-08 14:44:18 +08:00
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FileUtils::getInstance()->addSearchPath("src");
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2016-09-28 16:19:20 +08:00
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FileUtils::getInstance()->addSearchPath("res");
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if (engine->executeScriptFile("main.lua"))
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2015-01-12 23:42:37 +08:00
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{
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return false;
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}
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2015-04-02 18:27:53 +08:00
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2015-01-12 23:42:37 +08:00
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return true;
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}
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2016-05-25 22:18:57 +08:00
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// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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2015-01-12 23:42:37 +08:00
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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2017-03-22 11:19:25 +08:00
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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2015-01-12 23:42:37 +08:00
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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2017-03-22 11:19:25 +08:00
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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#endif
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2015-01-12 23:42:37 +08:00
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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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Director::getInstance()->startAnimation();
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2017-03-22 11:19:25 +08:00
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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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2015-01-12 23:42:37 +08:00
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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2017-03-22 11:19:25 +08:00
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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#endif
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2015-01-12 23:42:37 +08:00
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}
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