Merge pull request #11560 from natural-law/v3-jsb

Add js related files.
This commit is contained in:
minggo 2015-04-24 11:11:16 +08:00
commit 2245272922
375 changed files with 70294 additions and 21 deletions

6
.gitmodules vendored
View File

@ -10,3 +10,9 @@
[submodule "tests/cpp-tests/Resources/ccs-res"] [submodule "tests/cpp-tests/Resources/ccs-res"]
path = tests/cpp-tests/Resources/ccs-res path = tests/cpp-tests/Resources/ccs-res
url = git://github.com/dumganhar/ccs-res.git url = git://github.com/dumganhar/ccs-res.git
[submodule "cocos/scripting/js-bindings"]
path = cocos/scripting/js-bindings
url = git://github.com/cocos2d/js-bindings.git
[submodule "web"]
path = web
url = git://github.com/cocos2d/cocos2d-html5.git

View File

@ -58,11 +58,15 @@ endif()
set(BUILD_CPP_TESTS_DEFAULT ON) set(BUILD_CPP_TESTS_DEFAULT ON)
set(BUILD_LUA_LIBS_DEFAULT ON) set(BUILD_LUA_LIBS_DEFAULT ON)
set(BUILD_LUA_TESTS_DEFAULT ON) set(BUILD_LUA_TESTS_DEFAULT ON)
set(BUILD_JS_LIBS_DEFAULT OFF)
set(BUILD_JS_TESTS_DEFAULT OFF)
# TODO: fix test samples for MSVC # TODO: fix test samples for MSVC
if(MSVC) if(MSVC)
set(BUILD_CPP_TESTS_DEFAULT OFF) set(BUILD_CPP_TESTS_DEFAULT OFF)
set(BUILD_LUA_LIBS_DEFAULT OFF) set(BUILD_LUA_LIBS_DEFAULT OFF)
set(BUILD_LUA_TESTS_DEFAULT OFF) set(BUILD_LUA_TESTS_DEFAULT OFF)
set(BUILD_JS_LIBS_DEFAULT OFF)
set(BUILD_JS_TESTS_DEFAULT OFF)
endif() endif()
option(USE_CHIPMUNK "Use chipmunk for physics library" ON) option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
@ -77,6 +81,8 @@ option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(BUILD_CPP_TESTS "Build TestCpp samples" ${BUILD_CPP_TESTS_DEFAULT}) option(BUILD_CPP_TESTS "Build TestCpp samples" ${BUILD_CPP_TESTS_DEFAULT})
option(BUILD_LUA_LIBS "Build lua libraries" ${BUILD_LUA_LIBS_DEFAULT}) option(BUILD_LUA_LIBS "Build lua libraries" ${BUILD_LUA_LIBS_DEFAULT})
option(BUILD_LUA_TESTS "Build TestLua samples" ${BUILD_LUA_TESTS_DEFAULT}) option(BUILD_LUA_TESTS "Build TestLua samples" ${BUILD_LUA_TESTS_DEFAULT})
option(BUILD_JS_LIBS "Build js libraries" ${BUILD_JS_LIBS_DEFAULT})
option(BUILD_JS_TESTS "Build TestJS samples" ${BUILD_JS_TESTS_DEFAULT})
option(USE_PREBUILT_LIBS "Use prebuilt libraries in external directory" ${USE_PREBUILT_LIBS_DEFAULT}) option(USE_PREBUILT_LIBS "Use prebuilt libraries in external directory" ${USE_PREBUILT_LIBS_DEFAULT})
if(USE_PREBUILT_LIBS AND MINGW) if(USE_PREBUILT_LIBS AND MINGW)
@ -314,3 +320,18 @@ if(BUILD_LUA_LIBS)
endif(BUILD_LUA_TESTS) endif(BUILD_LUA_TESTS)
endif(BUILD_LUA_LIBS) endif(BUILD_LUA_LIBS)
## JS
if(BUILD_JS_LIBS)
link_directories(
${CMAKE_CURRENT_SOURCE_DIR}/external/spidermonkey/prebuilt/${PLATFORM_FOLDER}/${ARCH_DIR}
)
add_subdirectory(cocos/scripting/js-bindings)
# build js tests
if(BUILD_JS_TESTS)
add_subdirectory(tests/js-tests/project)
endif(BUILD_JS_TESTS)
endif(BUILD_JS_LIBS)

View File

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files = (
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42BCD4A41AAF3BF500D035E5 /* js_Effect3D_bindings.cpp in Sources */,
420BBD121AA8840E00493976 /* js_DrawNode3D_bindings.cpp in Sources */,
1A604F3A18BF1D5600CC9A93 /* AppDelegate.cpp in Sources */,
1A604F5918BF1D6000CC9A93 /* main.m in Sources */,
1A604F4D18BF1D6000CC9A93 /* AppController.mm in Sources */,
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runOnlyForDeploymentPostprocessing = 0;
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buildActionMask = 2147483647;
files = (
0541A77819750DE700E45470 /* NativeOcClass.m in Sources */,
1A604F6718BF1D6600CC9A93 /* main.cpp in Sources */,
42BCD4A31AAF3BF500D035E5 /* js_Effect3D_bindings.cpp in Sources */,
420BBD111AA8840E00493976 /* js_DrawNode3D_bindings.cpp in Sources */,
1A604F3918BF1D5600CC9A93 /* AppDelegate.cpp in Sources */,
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isa = PBXTargetDependency;
name = "libjscocos2d iOS";
targetProxy = ED2719941AE4F14A00C17085 /* PBXContainerItemProxy */;
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targetProxy = ED2719961AE4F15100C17085 /* PBXContainerItemProxy */;
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isa = PBXTargetDependency;
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targetProxy = ED2719981AE4F15800C17085 /* PBXContainerItemProxy */;
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FRAMEWORK_SEARCH_PATHS = "$(inherited)";
GCC_DYNAMIC_NO_PIC = NO;
GCC_INLINES_ARE_PRIVATE_EXTERN = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
CC_TARGET_OS_IPHONE,
COCOS2D_JAVASCRIPT,
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GCC_SYMBOLS_PRIVATE_EXTERN = YES;
HEADER_SEARCH_PATHS = "";
INFOPLIST_FILE = "$(SRCROOT)/../tests/js-tests/project/proj.ios/Info.plist";
IPHONEOS_DEPLOYMENT_TARGET = 5.1.1;
OTHER_LDFLAGS = "-ObjC";
PROVISIONING_PROFILE = "";
SCAN_ALL_SOURCE_FILES_FOR_INCLUDES = YES;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(inherited) $(SRCROOT)/../cocos/platform/ios $(SRCROOT)/../external/spidermonkey/include/ios";
VALID_ARCHS = "arm64 armv7";
};
name = Debug;
};
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isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = YES;
CODE_SIGN_IDENTITY = "iPhone Developer";
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
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FRAMEWORK_SEARCH_PATHS = "$(inherited)";
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
GCC_INLINES_ARE_PRIVATE_EXTERN = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
CC_TARGET_OS_IPHONE,
COCOS2D_JAVASCRIPT,
);
GCC_SYMBOLS_PRIVATE_EXTERN = YES;
HEADER_SEARCH_PATHS = "";
INFOPLIST_FILE = "$(SRCROOT)/../tests/js-tests/project/proj.ios/Info.plist";
IPHONEOS_DEPLOYMENT_TARGET = 5.1.1;
OTHER_LDFLAGS = "-ObjC";
PROVISIONING_PROFILE = "";
SCAN_ALL_SOURCE_FILES_FOR_INCLUDES = YES;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(inherited) $(SRCROOT)/../cocos/platform/ios $(SRCROOT)/../external/spidermonkey/include/ios";
VALIDATE_PRODUCT = YES;
VALID_ARCHS = "arm64 armv7";
};
name = Release;
};
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isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = YES;
FRAMEWORK_SEARCH_PATHS = (
"$(inherited)",
"$(PROJECT_DIR)",
);
GCC_DYNAMIC_NO_PIC = NO;
GCC_INLINES_ARE_PRIVATE_EXTERN = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
COCOS2D_JAVASCRIPT,
CC_TARGET_OS_MAC,
CC_KEYBOARD_SUPPORT,
);
GCC_SYMBOLS_PRIVATE_EXTERN = YES;
HEADER_SEARCH_PATHS = "";
INFOPLIST_FILE = "$(SRCROOT)/../tests/js-tests/project/proj.mac/Test_Info.plist";
SCAN_ALL_SOURCE_FILES_FOR_INCLUDES = YES;
USER_HEADER_SEARCH_PATHS = "$(inherited) $(SRCROOT)/../cocos/platform/mac $(SRCROOT)/../external/glfw3/include/mac $(SRCROOT)/../external/spidermonkey/include/mac";
};
name = Debug;
};
A035A5EB1782290400987F6C /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = YES;
FRAMEWORK_SEARCH_PATHS = (
"$(inherited)",
"$(PROJECT_DIR)",
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GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
GCC_INLINES_ARE_PRIVATE_EXTERN = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
COCOS2D_JAVASCRIPT,
CC_TARGET_OS_MAC,
CC_KEYBOARD_SUPPORT,
);
GCC_SYMBOLS_PRIVATE_EXTERN = YES;
HEADER_SEARCH_PATHS = "";
INFOPLIST_FILE = "$(SRCROOT)/../tests/js-tests/project/proj.mac/Test_Info.plist";
SCAN_ALL_SOURCE_FILES_FOR_INCLUDES = YES;
USER_HEADER_SEARCH_PATHS = "$(inherited) $(SRCROOT)/../cocos/platform/mac $(SRCROOT)/../external/glfw3/include/mac $(SRCROOT)/../external/spidermonkey/include/mac";
VALIDATE_PRODUCT = YES;
};
name = Release;
};
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isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_CXX_LANGUAGE_STANDARD = "c++0x";
CLANG_CXX_LIBRARY = "libc++";
COMBINE_HIDPI_IMAGES = YES;
COPY_PHASE_STRIP = NO;
GCC_C_LANGUAGE_STANDARD = c99;
GCC_OPTIMIZATION_LEVEL = 0;
GCC_PREPROCESSOR_DEFINITIONS = (
"COCOS2D_DEBUG=1",
USE_FILE32API,
"CC_ENABLE_CHIPMUNK_INTEGRATION=1",
);
GCC_WARN_ABOUT_RETURN_TYPE = YES;
GCC_WARN_HIDDEN_VIRTUAL_FUNCTIONS = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
HEADER_SEARCH_PATHS = "";
ONLY_ACTIVE_ARCH = YES;
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/.. $(SRCROOT)/../cocos $(SRCROOT)/../cocos/base $(SRCROOT)/../cocos/physics $(SRCROOT)/../cocos/math/kazmath $(SRCROOT)/../cocos/2d $(SRCROOT)/../cocos/gui $(SRCROOT)/../cocos/network $(SRCROOT)/../cocos/audio/include $(SRCROOT)/../cocos/editor-support $(SRCROOT)/../extensions $(SRCROOT)/../external $(SRCROOT)/../external/chipmunk/include/chipmunk $(SRCROOT)/../cocos/scripting/js-bindings/auto $(SRCROOT)/../cocos/scripting/js-bindings/manual";
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name = Debug;
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GCC_C_LANGUAGE_STANDARD = c99;
GCC_PREPROCESSOR_DEFINITIONS = (
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GCC_WARN_HIDDEN_VIRTUAL_FUNCTIONS = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
HEADER_SEARCH_PATHS = "";
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/.. $(SRCROOT)/../cocos $(SRCROOT)/../cocos/base $(SRCROOT)/../cocos/physics $(SRCROOT)/../cocos/math/kazmath $(SRCROOT)/../cocos/2d $(SRCROOT)/../cocos/gui $(SRCROOT)/../cocos/network $(SRCROOT)/../cocos/audio/include $(SRCROOT)/../cocos/editor-support $(SRCROOT)/../extensions $(SRCROOT)/../external $(SRCROOT)/../external/chipmunk/include/chipmunk $(SRCROOT)/../cocos/scripting/js-bindings/auto $(SRCROOT)/../cocos/scripting/js-bindings/manual";
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isa = XCConfigurationList;
buildConfigurations = (
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defaultConfigurationIsVisible = 0;
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View File

@ -0,0 +1,27 @@
/*
* Copyright (c) 2013-2014 Chukong Technologies Inc.
*
* 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.
*/
package org.cocos2dx.lib;
public class Cocos2dxJavascriptJavaBridge {
public static native int evalString(String value);
}

@ -0,0 +1 @@
Subproject commit 9b5067b88161e4e040330fb58f19d6229c3a442d

View File

@ -1,6 +1,6 @@
{ {
"version":"v3-deps-44", "version":"v3-deps-45",
"zip_file_size":"74127526", "zip_file_size":"117286481",
"repo_name":"cocos2d-x-3rd-party-libs-bin", "repo_name":"cocos2d-x-3rd-party-libs-bin",
"repo_parent":"https://github.com/cocos2d/", "repo_parent":"https://github.com/cocos2d/",
"move_dirs":{ "move_dirs":{

File diff suppressed because it is too large Load Diff

View File

@ -35,7 +35,8 @@ include(CocosBuildHelpers)
# libcocos2d # libcocos2d
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests") set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua-tests") set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
add_subdirectory(${COCOS2D_ROOT}) add_subdirectory(${COCOS2D_ROOT})
# Some macro definitions # Some macro definitions

View File

@ -0,0 +1,299 @@
#/****************************************************************************
# Copyright (c) 2014 Chukong Technologies Inc.
#
# http://www.cocos2d-x.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.
# ****************************************************************************/
cmake_minimum_required(VERSION 2.8)
set(APP_NAME MyGame)
project (${APP_NAME})
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cmake/Modules/")
include(CocosBuildHelpers)
option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
option(DEBUG_MODE "Debug or release?" ON)
option(BUILD_EXTENSIONS "Build extension library" ON)
option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(USE_PREBUILT_LIBS "Use prebuilt libraries in external directory" ON)
if(DEBUG_MODE)
set(CMAKE_BUILD_TYPE DEBUG)
else(DEBUG_MODE)
set(CMAKE_BUILD_TYPE RELEASE)
endif(DEBUG_MODE)
set(CMAKE_C_FLAGS_DEBUG "-DCOCOS2D_DEBUG=1")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
if(WIN32)
ADD_DEFINITIONS (-D_USRDLL -DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32)
if(MSVC)
ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS
-D_SCL_SECURE_NO_WARNINGS
-wd4251 -wd4244 -wd4334
-wd4005 -wd4820 -wd4710
-wd4514 -wd4056 -wd4996 -wd4099)
else(MSVC)#MINGW
endif(MSVC)
elseif(APPLE)
else()#Linux
ADD_DEFINITIONS(-DLINUX -DCC_RESOURCE_FOLDER_LINUX="/")
endif()
if(NOT MSVC)# all gcc
set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
set(CMAKE_C_FLAGS ${CMAKE_C_FLAGS} "-std=c99")
set(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} "-std=c++11")
endif()
if(MINGW)
add_definitions(-DGLEW_STATIC)
endif()
if(USE_CHIPMUNK)
message("Using chipmunk ...")
add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
elseif(USE_BOX2D)
message("Using box2d ...")
add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1)
else(USE_CHIPMUNK)
message(FATAL_ERROR "Must choose a physics library.")
endif(USE_CHIPMUNK)
# architecture
if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set(ARCH_DIR "64-bit")
else()
set(ARCH_DIR "32-bit")
endif()
if(WIN32) # Win32
set(PLATFORM_FOLDER win32)
elseif(APPLE)# osx or ios
set(PLATFORM_FOLDER mac)
else() # Assume Linux
set(PLATFORM_FOLDER linux)
endif()
set(COCOS_EXTERNAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external)
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/base
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/2d
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/ui
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/audio/include
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/storage
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/network
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/spine
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocosbuilder
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocostudio
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/deprecated
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/extensions
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/chipmunk/include/chipmunk
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/include/${PLATFORM_FOLDER}
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/auto
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/manual
)
link_directories(
${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/prebuilt/${PLATFORM_FOLDER}/${ARCH_DIR}
)
if(USE_PREBUILT_LIBS)
include(CocosUsePrebuiltLibs)
endif()
# GLFW3 used on Mac, Windows and Linux desktop platforms
if(LINUX OR MACOSX OR WINDOWS)
cocos_find_package(OpenGL OPENGL REQUIRED)
if(LINUX OR WINDOWS)
cocos_find_package(GLEW GLEW REQUIRED)
endif()
cocos_find_package(GLFW3 GLFW3 REQUIRED)
include_directories(${GLFW3_INCLUDE_DIRS})
if(LINUX)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
find_package(Threads REQUIRED)
set(THREADS_LIBRARIES ${CMAKE_THREAD_LIBS_INIT})
#cocos_find_package(FMODEX FMODEX REQUIRED)
cocos_find_package(Fontconfig FONTCONFIG REQUIRED)
endif()
if(WINDOWS)
cocos_find_package(Vorbis VORBIS REQUIRED)
cocos_find_package(MPG123 MPG123 REQUIRED)
cocos_find_package(OpenAL OPENAL REQUIRED)
# because FindOpenAL.cmake set include dir for '#include <al.h>' for portability (not for '#include <AL/al.h>'
set(OPENAL_DEFINITIONS "-DOPENAL_PLAIN_INCLUDES")
endif()
endif(LINUX OR MACOSX OR WINDOWS)
# Freetype required on all platforms
cocos_find_package(Freetype FREETYPE REQUIRED)
# WebP required if used
if(USE_WEBP)
cocos_find_package(WebP WEBP REQUIRED)
endif(USE_WEBP)
# Chipmunk
if(USE_CHIPMUNK)
cocos_find_package(Chipmunk CHIPMUNK REQUIRED)
add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
if(IOS OR MACOSX)
# without this chipmunk will try to use apple defined geometry types, that conflicts with cocos
add_definitions(-DCP_USE_CGPOINTS=0)
endif()
else(USE_CHIPMUNK)
add_definitions(-DCC_USE_PHYSICS=0)
endif(USE_CHIPMUNK)
# Box2d (not prebuilded, exists as source)
if(USE_BOX2D)
if(USE_PREBUILT_LIBS)
add_subdirectory(frameworks/cocos2d-x/external/Box2D)
set(Box2D_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/js-bindings/cocos2d-x/external/box2d/include)
set(Box2D_LIBRARIES box2d)
else()
find_package(Box2D REQUIRED CONFIG)
# actually Box2D in next line is not a library, it is target exported from Box2DConfig.cmake
set(Box2D_LIBRARIES Box2D)
endif()
message(STATUS "Box2D include dirs: ${Box2D_INCLUDE_DIRS}")
add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1)
else()
add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=0)
endif(USE_BOX2D)
# Tinyxml2 (not prebuilded, exists as source)
if(USE_PREBUILT_LIBS)
add_subdirectory(frameworks/cocos2d-x/external/tinyxml2)
set(TinyXML2_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/tinyxml2)
set(TinyXML2_LIBRARIES tinyxml2)
else()
cocos_find_package(TinyXML2 TinyXML2 REQUIRED)
endif()
message(STATUS "TinyXML2 include dirs: ${TinyXML2_INCLUDE_DIRS}")
# libjpeg
cocos_find_package(JPEG JPEG REQUIRED)
cocos_find_package(ZLIB ZLIB REQUIRED)
# minizip (we try to migrate to minizip from https://github.com/nmoinvaz/minizip)
# only msys2 currently provides package for this variant, all other
# dists have packages from zlib, thats very old for us.
# moreover our embedded version modified to quick provide
# functionality needed by cocos.
if(USE_PREBUILT_LIBS OR NOT MINGW)
add_subdirectory(frameworks/cocos2d-x/external/unzip)
set(MINIZIP_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/unzip)
set(MINIZIP_LIBRARIES unzip)
message(STATUS "MINIZIP include dirs: ${MINIZIP_INCLUDE_DIRS}")
else()
cocos_find_package(MINIZIP MINIZIP REQUIRED)
# double check that we have needed functions
include(CheckLibraryExists)
check_library_exists(${MINIZIP_LIBRARIES} "unzGoToFirstFile2" "" MINIZIP_HAS_GOTOFIRSTFILE2)
if(NOT MINIZIP_HAS_GOTOFIRSTFILE2)
message(FATAL_ERROR "Minizip library on you system very old. Please use recent version from https://github.com/nmoinvaz/minizip or enable USE_PREBUILT_LIBS")
endif()
add_definitions(-DMINIZIP_FROM_SYSTEM)
endif()
cocos_find_package(PNG PNG REQUIRED)
cocos_find_package(TIFF TIFF REQUIRED)
cocos_find_package(WEBSOCKETS WEBSOCKETS REQUIRED)
cocos_find_package(CURL CURL REQUIRED)
add_subdirectory(frameworks/cocos2d-x/external/flatbuffers)
set(FLATBUFFERS_INCLUDE_DIRS frameworks/cocos2d-x/external)
message(STATUS "Flatbuffers include dirs: ${FLATBUFFERS_INCLUDE_DIRS}")
# build xxhash
add_subdirectory(frameworks/cocos2d-x/external/xxhash)
include_directories(frameworks/cocos2d-x/external/xxhash)
set(GAME_SRC
frameworks/runtime-src/proj.linux/main.cpp
frameworks/runtime-src/Classes/AppDelegate.cpp
)
# cocos2d
add_subdirectory(frameworks/cocos2d-x/cocos)
#jsbindings library
add_subdirectory(frameworks/cocos2d-x/cocos/scripting/js-bindings)
# add the executable
add_executable(${APP_NAME}
${GAME_SRC}
)
target_link_libraries(${APP_NAME}
jscocos2d
cocos2d
)
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/script
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/res
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/src
COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.js
COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.json
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${APP_BIN_DIR}/res
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/src ${APP_BIN_DIR}/src
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/script ${APP_BIN_DIR}/script
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/main.js ${APP_BIN_DIR}/main.js
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/project.json ${APP_BIN_DIR}/project.json
)

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{
"do_default":{
"exclude_from_template":[
"frameworks/runtime-src"
],
"append_h5_engine":{
"from":"web",
"to":"frameworks/cocos2d-html5"
},
"append_file":[
{
"from":"web/jsb_apis.js",
"to":"frameworks/cocos2d-html5/jsb_apis.js"
}
]
},
"do_add_native_support":{
"append_from_template":{
"from":"frameworks/runtime-src",
"to":"frameworks/runtime-src",
"exclude":[
"proj.android/bin",
"proj.android/assets",
"proj.android/libs",
"proj.ios_mac/HelloJavascript.xcodeproj/project.xcworkspace",
"proj.ios_mac/HelloJavascript.xcodeproj/xcuserdata",
"proj.win32/Debug.win32",
"proj.win32/Release.win32",
"proj.win32/HelloJavascript.sdf",
"proj.win8.1-universal/HelloJavascript.sdf",
"proj.win8.1-universal/HelloJavascript.v12.suo",
"proj.win8.1-universal/ipch",
"proj.win8.1-universal/Debug",
"proj.win8.1-universal/Release",
"proj.win8.1-universal/ARM"
]
},
"append_x_engine":{
"from":".",
"to":"frameworks/cocos2d-x"
},
"project_rename":{
"src_project_name":"HelloJavascript",
"files":[
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj.filters",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj.user",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.sln",
"frameworks/runtime-src/proj.ios_mac/PROJECT_NAME.xcodeproj",
"frameworks/runtime-src/proj.win8.1-universal/PROJECT_NAME.sln",
"frameworks/runtime-src/proj.win8.1-universal/App.Shared/PROJECT_NAME.Shared.vcxitems",
"frameworks/runtime-src/proj.win8.1-universal/App.Shared/PROJECT_NAME.Shared.vcxitems.filters",
"frameworks/runtime-src/proj.win8.1-universal/App.Windows/PROJECT_NAME.Windows.vcxproj",
"frameworks/runtime-src/proj.win8.1-universal/App.Windows/PROJECT_NAME.Windows.vcxproj.filters",
"frameworks/runtime-src/proj.win8.1-universal/App.WindowsPhone/PROJECT_NAME.WindowsPhone.vcxproj",
"frameworks/runtime-src/proj.win8.1-universal/App.WindowsPhone/PROJECT_NAME.WindowsPhone.vcxproj.filters"
]
},
"project_replace_project_name":{
"src_project_name":"HelloJavascript",
"files":[
"manifest.webapp",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj.filters",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.vcxproj.user",
"frameworks/runtime-src/proj.win32/PROJECT_NAME.sln",
"frameworks/runtime-src/proj.win32/main.cpp",
"frameworks/runtime-src/proj.android/.project",
"frameworks/runtime-src/proj.android/AndroidManifest.xml",
"frameworks/runtime-src/proj.android/build.xml",
"frameworks/runtime-src/proj.android/res/values/strings.xml",
"frameworks/runtime-src/proj.ios_mac/ios/main.m",
"frameworks/runtime-src/proj.ios_mac/ios/Prefix.pch",
"frameworks/runtime-src/proj.ios_mac/PROJECT_NAME.xcodeproj/project.pbxproj",
"frameworks/runtime-src/proj.win8.1-universal/PROJECT_NAME.sln",
"frameworks/runtime-src/proj.win8.1-universal/App.Shared/PROJECT_NAME.Shared.vcxitems",
"frameworks/runtime-src/proj.win8.1-universal/App.Shared/PROJECT_NAME.Shared.vcxitems.filters",
"frameworks/runtime-src/proj.win8.1-universal/App.Windows/PROJECT_NAME.Windows.vcxproj",
"frameworks/runtime-src/proj.win8.1-universal/App.Windows/PROJECT_NAME.Windows.vcxproj.filters",
"frameworks/runtime-src/proj.win8.1-universal/App.Windows/Package.appxmanifest",
"frameworks/runtime-src/proj.win8.1-universal/App.WindowsPhone/PROJECT_NAME.WindowsPhone.vcxproj",
"frameworks/runtime-src/proj.win8.1-universal/App.WindowsPhone/PROJECT_NAME.WindowsPhone.vcxproj.filters",
"frameworks/runtime-src/proj.win8.1-universal/App.WindowsPhone/Package.appxmanifest",
"frameworks/runtime-src/Classes/AppDelegate.cpp"
]
},
"project_replace_package_name":{
"src_package_name":"org.cocos2dx.hellojavascript",
"files":[
"frameworks/runtime-src/proj.android/AndroidManifest.xml"
]
},
"project_replace_mac_bundleid":{
"src_bundle_id":"org.cocos2dx.hellojavascript",
"files":[
"frameworks/runtime-src/proj.ios_mac/mac/Info.plist"
]
},
"project_replace_ios_bundleid":{
"src_bundle_id":"org.cocos2dx.hellojavascript",
"files":[
"frameworks/runtime-src/proj.ios_mac/ios/Info.plist"
]
}
}
}

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#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_ui_auto.hpp"
#include "jsb_cocos2dx_studio_auto.hpp"
#include "jsb_cocos2dx_builder_auto.hpp"
#include "jsb_cocos2dx_spine_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_3d_auto.hpp"
#include "jsb_cocos2dx_3d_extension_auto.hpp"
#include "3d/jsb_cocos2dx_3d_manual.h"
#include "ui/jsb_cocos2dx_ui_manual.h"
#include "cocostudio/jsb_cocos2dx_studio_manual.h"
#include "cocosbuilder/js_bindings_ccbreader.h"
#include "spine/jsb_cocos2dx_spine_manual.h"
#include "extension/jsb_cocos2dx_extension_manual.h"
#include "localstorage/js_bindings_system_registration.h"
#include "chipmunk/js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
#include "network/XMLHTTPRequest.h"
#include "network/jsb_websocket.h"
#include "network/jsb_socketio.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/CCJavascriptJavaBridge.h"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "platform/ios/JavaScriptObjCBridge.h"
#endif
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
ScriptEngineManager::destroyInstance();
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
glview = cocos2d::GLViewImpl::create("HelloJavascript");
#else
glview = cocos2d::GLViewImpl::createWithRect("HelloJavascript", Rect(0,0,900,640));
#endif
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_core);
sc->addRegisterCallback(jsb_register_system);
// extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_extension);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
// chipmunk can be commented out to reduce the package
sc->addRegisterCallback(jsb_register_chipmunk);
// opengl can be commented out to reduce the package
sc->addRegisterCallback(JSB_register_opengl);
// builder can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
// ui can be commented out to reduce the package, attension studio need ui module
sc->addRegisterCallback(register_all_cocos2dx_ui);
sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
// studio can be commented out to reduce the package,
sc->addRegisterCallback(register_all_cocos2dx_studio);
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
// spine can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_spine);
sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
// XmlHttpRequest can be commented out to reduce the package
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
// websocket can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_websocket);
// sokcet io can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_socketio);
// 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d);
sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
// 3d extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
#endif
sc->start();
sc->runScript("script/jsb_boot.js");
ScriptEngineProtocol *engine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
ScriptingCore::getInstance()->runScript("main.js");
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()
{
auto director = Director::getInstance();
director->stopAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
auto director = Director::getInstance();
director->startAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
}

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//
// GCTestAppDelegate.h
// GCTest
//
// Created by Rohan Kuruvilla on 06/08/2012.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "platform/CCApplication.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
void initGLContextAttrs() override;
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>HelloJavascript</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
</natures>
<linkedResources>
<link>
<name>jsjavabridge</name>
<type>2</type>
<location>PARENT-2-PROJECT_LOC/js-bindings/bindings/manual/platform/android/java/src</location>
</link>
</linkedResources>
</projectDescription>

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eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.compliance=1.6
org.eclipse.jdt.core.compiler.source=1.6

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos2dx.hellojavascript"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name" android:value="cocos2djs" />
<activity android:name="org.cocos2dx.javascript.AppActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.CHANGE_NETWORK_STATE"/>
<uses-permission android:name="android.permission.CHANGE_WIFI_STATE"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE"/>
<uses-permission android:name="android.permission.MOUNT_UNMOUNT_FILESYSTEMS"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
</manifest>

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Reference[compilation in eclipse](https://github.com/chukong/cocos-docs/blob/master/manual/framework/html5/v3/compilation-in-eclipse/en.md)

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aapt.ignore.assets="!*.pvr.gz:!*.gz:!.svn:!.git:.*:<dir>_*:!CVS:!thumbs.db:!picasa.ini:!*.scc:*~"

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{
"ndk_module_path" :[
"../../cocos2d-x",
"../../cocos2d-x/cocos",
"../../cocos2d-x/external"
],
"copy_resources": [
{
"from": "../../../src",
"to": "src"
},
{
"from": "../../../res",
"to": "res"
},
{
"from": "../../../main.js",
"to": ""
},
{
"from": "../../../project.json",
"to": ""
},
{
"from": "../../cocos2d-x/cocos/scripting/js-bindings/script",
"to": "script"
}
]
}

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<?xml version="1.0" encoding="UTF-8"?>
<project name="HelloJavascript" default="debug">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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#!/usr/bin/python
'''
build_native.py
This script will copy resources to assets and build native code with NDK.
'''
import sys
import os, os.path
import shutil
from optparse import OptionParser
def get_num_of_cpu():
''' The build process can be accelerated by running multiple concurrent job processes using the -j-option.
'''
try:
platform = sys.platform
if platform == 'win32':
if 'NUMBER_OF_PROCESSORS' in os.environ:
return int(os.environ['NUMBER_OF_PROCESSORS'])
else:
return 1
else:
from numpy.distutils import cpuinfo
return cpuinfo.cpu._getNCPUs()
except Exception:
print "Can't know cpuinfo, use default 1 cpu"
return 1
def check_environment_variables():
''' Checking the environment NDK_ROOT, which will be used for building
'''
try:
NDK_ROOT = os.environ['NDK_ROOT']
except Exception:
print "NDK_ROOT not defined. Please define NDK_ROOT in your environment"
sys.exit(1)
return NDK_ROOT
def select_toolchain_version(ndk_root):
ret_version = "4.8"
version_file_path = os.path.join(ndk_root, "RELEASE.TXT")
try:
versionFile = open(version_file_path)
lines = versionFile.readlines()
versionFile.close()
version_num = None
version_char = None
pattern = r'^[a-zA-Z]+(\d+)(\w)'
for line in lines:
str_line = line.lstrip()
match = re.match(pattern, str_line)
if match:
version_num = int(match.group(1))
version_char = match.group(2)
break
if version_num is None:
print("Parse NDK version from file %s failed." % version_file_path)
else:
version_char = version_char.lower()
if version_num > 10 or (version_num == 10 and cmp(version_char, 'c') >= 0):
ret_version = "4.9"
except:
print("Parse NDK version from file %s failed." % version_file_path)
print("NDK_TOOLCHAIN_VERSION: %s" % ret_version)
if ret_version == "4.8":
print(
"Your application may crash when using c++ 11 regular expression with NDK_TOOLCHAIN_VERSION %s" % ret_version)
return ret_version
def do_build(cocos_root, ndk_root, app_android_root, ndk_build_param,sdk_root,build_mode):
ndk_path = os.path.join(ndk_root, "ndk-build")
ndk_toolchain_version = select_toolchain_version(ndk_root)
# windows should use ";" to seperate module paths
platform = sys.platform
if platform == 'win32':
ndk_module_path = 'NDK_MODULE_PATH=%s/..;%s;%s/external;%s/cocos NDK_TOOLCHAIN_VERSION=%s' % (cocos_root, cocos_root, cocos_root, cocos_root, ndk_toolchain_version)
else:
ndk_module_path = 'NDK_MODULE_PATH=%s/..:%s:%s/external:%s/cocos NDK_TOOLCHAIN_VERSION=%s' % (cocos_root, cocos_root, cocos_root, cocos_root, ndk_toolchain_version)
num_of_cpu = get_num_of_cpu()
if ndk_build_param == None:
command = '%s -j%d -C %s NDK_DEBUG=%d %s' % (ndk_path, num_of_cpu, app_android_root, build_mode=='debug', ndk_module_path)
else:
command = '%s -j%d -C %s NDK_DEBUG=%d %s %s' % (ndk_path, num_of_cpu, app_android_root, build_mode=='debug', ndk_build_param, ndk_module_path)
print command
if os.system(command) != 0:
raise Exception("Build dynamic library for project [ " + app_android_root + " ] fails!")
def copy_files(src, dst):
for item in os.listdir(src):
path = os.path.join(src, item)
# Android can not package the file that ends with ".gz"
if not item.startswith('.') and not item.endswith('.gz') and os.path.isfile(path):
shutil.copy(path, dst)
if os.path.isdir(path):
new_dst = os.path.join(dst, item)
os.mkdir(new_dst)
copy_files(path, new_dst)
def copy_resources(app_android_root):
# remove app_android_root/assets if it exists
assets_dir = os.path.join(app_android_root, "assets")
if os.path.isdir(assets_dir):
shutil.rmtree(assets_dir)
# copy resources
os.mkdir(assets_dir)
assets_res_dir = assets_dir + "/res";
assets_scripts_dir = assets_dir + "/src";
assets_jsb_dir = assets_dir + "/script";
os.mkdir(assets_res_dir);
os.mkdir(assets_scripts_dir);
os.mkdir(assets_jsb_dir);
shutil.copy(os.path.join(app_android_root, "../../../main.js"), assets_dir)
shutil.copy(os.path.join(app_android_root, "../../../project.json"), assets_dir)
resources_dir = os.path.join(app_android_root, "../../../res")
copy_files(resources_dir, assets_res_dir)
resources_dir = os.path.join(app_android_root, "../../../src")
copy_files(resources_dir, assets_scripts_dir)
resources_dir = os.path.join(app_android_root, "../../../frameworks/js-bindings/bindings/script")
copy_files(resources_dir, assets_jsb_dir)
def build(targets,ndk_build_param,build_mode):
ndk_root = check_environment_variables()
sdk_root = None
project_root = os.path.dirname(os.path.realpath(__file__))
cocos_root = os.path.join(project_root, "..", "..", "..", "frameworks/js-bindings/cocos2d-x")
print cocos_root
if build_mode is None:
build_mode = 'debug'
elif build_mode != 'release':
build_mode = 'debug'
copy_resources(project_root)
do_build(cocos_root, ndk_root, project_root,ndk_build_param,sdk_root,build_mode)
# -------------- main --------------
if __name__ == '__main__':
parser = OptionParser()
parser.add_option("-n", "--ndk", dest="ndk_build_param",
help='Parameter for ndk-build')
parser.add_option("-b", "--build", dest="build_mode",
help='The build mode for NDK project, debug or release')
(opts, args) = parser.parse_args()
try:
build(args, opts.ndk_build_param,opts.build_mode)
except Exception as e:
print e
sys.exit(1)

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@ -0,0 +1,21 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cocos2djs_shared
LOCAL_MODULE_FILENAME := libcocos2djs
LOCAL_SRC_FILES := hellojavascript/main.cpp \
../../Classes/AppDelegate.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_STATIC_LIBRARIES := cocos2d_js_static
LOCAL_EXPORT_CFLAGS := -DCOCOS2D_DEBUG=2 -DCOCOS2D_JAVASCRIPT
include $(BUILD_SHARED_LIBRARY)
$(call import-module, scripting/js-bindings/proj.android)

View File

@ -0,0 +1,15 @@
APP_STL := gnustl_static
# Uncomment this line to compile to armeabi-v7a, your application will run faster but support less devices
#APP_ABI := armeabi-v7a
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char
APP_LDFLAGS := -latomic
ifeq ($(NDK_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif

View File

@ -0,0 +1,15 @@
#include "AppDelegate.h"
#include "cocos2d.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init (JNIEnv* env, jobject thiz) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

View File

@ -0,0 +1,20 @@
# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

View File

@ -0,0 +1,13 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "ant.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-10
android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">HelloJavascript</string>
</resources>

View File

@ -0,0 +1,42 @@
/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.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.
****************************************************************************/
package org.cocos2dx.javascript;
import org.cocos2dx.lib.Cocos2dxActivity;
import org.cocos2dx.lib.Cocos2dxGLSurfaceView;
public class AppActivity extends Cocos2dxActivity {
@Override
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
// TestCpp should create stencil buffer
glSurfaceView.setEGLConfigChooser(5, 6, 5, 0, 16, 8);
return glSurfaceView;
}
}

View File

@ -0,0 +1,966 @@
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@ -0,0 +1,35 @@
/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.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.
****************************************************************************/
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate>
{
UIWindow *window;
RootViewController *viewController;
}
@end

View File

@ -0,0 +1,144 @@
/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.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.
****************************************************************************/
#import <UIKit/UIKit.h>
#import "cocos2d.h"
#import "AppController.h"
#import "AppDelegate.h"
#import "RootViewController.h"
#import "platform/ios/CCEAGLView-ios.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
[eaglView setMultipleTouchEnabled:YES];
// Use RootViewController manage CCEAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = eaglView;
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView(eaglView);
cocos2d::Director::getInstance()->setOpenGLView(glview);
cocos2d::Application::getInstance()->run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::Director::getInstance()->pause();
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
cocos2d::Director::getInstance()->resume();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::Application::getInstance()->applicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
cocos2d::Application::getInstance()->applicationWillEnterForeground();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::Director::getInstance()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFiles</key>
<array>
<string>Icon.png</string>
<string>Icon@2x.png</string>
<string>Icon-72.png</string>
<string>Icon-144.png</string>
<string>Icon-57.png</string>
<string>Icon-114.png</string>
</array>
<key>CFBundleIcons</key>
<dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>Icon-80</string>
<string>Icon-58</string>
<string>Icon-29</string>
<string>Icon-120</string>
<string>Icon-72.png</string>
<string>Icon.png</string>
<string>Icon@2x.png</string>
<string>Icon-57.png</string>
<string>Icon-114.png</string>
<string>Icon-144.png</string>
</array>
<key>UIPrerenderedIcon</key>
<true/>
</dict>
</dict>
<key>CFBundleIcons~ipad</key>
<dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>Icon-58</string>
<string>Icon-29</string>
<string>Icon-80</string>
<string>Icon-40</string>
<string>Icon-100</string>
<string>Icon-50</string>
<string>Icon-152</string>
<string>Icon-76</string>
<string>Icon-120</string>
<string>Icon-72.png</string>
<string>Icon.png</string>
<string>Icon@2x.png</string>
<string>Icon-57.png</string>
<string>Icon-114.png</string>
<string>Icon-144.png</string>
</array>
<key>UIPrerenderedIcon</key>
<true/>
</dict>
</dict>
<key>CFBundleIdentifier</key>
<string>org.cocos2dx.hellojavascript</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UIPrerenderedIcon</key>
<true/>
<key>UIRequiredDeviceCapabilities</key>
<dict>
<key>accelerometer</key>
<true/>
<key>opengles-1</key>
<true/>
</dict>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
</dict>
</plist>

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@ -0,0 +1,8 @@
//
// Prefix header for all source files of the 'HelloJavascript' target in the 'HelloJavascript' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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@ -0,0 +1,33 @@
/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ricardo Quesada
http://www.cocos2d-x.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.
****************************************************************************/
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
- (BOOL)prefersStatusBarHidden;
@end

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/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ricardo Quesada
http://www.cocos2d-x.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.
****************************************************************************/
#import "RootViewController.h"
#import "cocos2d.h"
#import "platform/ios/CCEAGLView-ios.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
// This method is deprecated on ios6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
// For ios6, use supportedInterfaceOrientations & shouldAutorotate instead
- (NSUInteger) supportedInterfaceOrientations{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskAllButUpsideDown;
#endif
}
- (BOOL) shouldAutorotate {
return YES;
}
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
cocos2d::GLView *glview = cocos2d::Director::getInstance()->getOpenGLView();
if (glview)
{
cocos2d::CCEGLView *eaglview = (cocos2d::CCEGLView*) glview->getEAGLView();
if (eaglview)
{
CGSize s = CGSizeMake([eaglview getWidth], [eaglview getHeight]);
cocos2d::Application::getInstance()->applicationScreenSizeChanged((int) s.width, (int) s.height);
}
}
}
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
@end

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@ -0,0 +1,11 @@
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

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@ -0,0 +1,36 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>Icon</string>
<key>CFBundleIdentifier</key>
<string>org.cocos2dx.hellojavascript</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2013. All rights reserved.</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

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@ -0,0 +1,7 @@
//
// Prefix header for all source files of the 'Paralaxer' target in the 'Paralaxer' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif

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@ -0,0 +1,34 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.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.
****************************************************************************/
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int main(int argc, char *argv[])
{
AppDelegate app;
return Application::getInstance()->run();
}

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@ -0,0 +1,10 @@
#include "../Classes/AppDelegate.h"
USING_NS_CC;
int main(int argc, char **argv)
{
// create the application instance
AppDelegate app;
return Application::getInstance()->run();
}

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@ -0,0 +1,54 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "HelloJavascript", "HelloJavascript.vcxproj", "{3B0B58B1-2734-488E-A542-ECEC11EB2455}"
ProjectSection(ProjectDependencies) = postProject
{39379840-825A-45A0-B363-C09FFEF864BD} = {39379840-825A-45A0-B363-C09FFEF864BD}
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E} = {98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "External", "External", "{8C6B0381-B325-4D7F-B1BB-474ABACE46AC}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libSpine", "..\..\cocos2d-x\cocos\editor-support\spine\proj.win32\libSpine.vcxproj", "{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libbox2d", "..\..\cocos2d-x\external\Box2D\proj.win32\libbox2d.vcxproj", "{929480E7-23C0-4DF6-8456-096D71547116}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libcocos2d", "..\..\cocos2d-x\cocos\2d\libcocos2d.vcxproj", "{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libjscocos2d", "..\..\cocos2d-x\cocos\scripting\js-bindings\proj.win32\libjscocos2d.vcxproj", "{39379840-825A-45A0-B363-C09FFEF864BD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3B0B58B1-2734-488E-A542-ECEC11EB2455}.Debug|Win32.ActiveCfg = Debug|Win32
{3B0B58B1-2734-488E-A542-ECEC11EB2455}.Debug|Win32.Build.0 = Debug|Win32
{3B0B58B1-2734-488E-A542-ECEC11EB2455}.Release|Win32.ActiveCfg = Release|Win32
{3B0B58B1-2734-488E-A542-ECEC11EB2455}.Release|Win32.Build.0 = Release|Win32
{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}.Debug|Win32.ActiveCfg = Debug|Win32
{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}.Debug|Win32.Build.0 = Debug|Win32
{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}.Release|Win32.ActiveCfg = Release|Win32
{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}.Release|Win32.Build.0 = Release|Win32
{929480E7-23C0-4DF6-8456-096D71547116}.Debug|Win32.ActiveCfg = Debug|Win32
{929480E7-23C0-4DF6-8456-096D71547116}.Debug|Win32.Build.0 = Debug|Win32
{929480E7-23C0-4DF6-8456-096D71547116}.Release|Win32.ActiveCfg = Release|Win32
{929480E7-23C0-4DF6-8456-096D71547116}.Release|Win32.Build.0 = Release|Win32
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}.Debug|Win32.ActiveCfg = Debug|Win32
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}.Debug|Win32.Build.0 = Debug|Win32
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}.Release|Win32.ActiveCfg = Release|Win32
{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}.Release|Win32.Build.0 = Release|Win32
{39379840-825A-45A0-B363-C09FFEF864BD}.Debug|Win32.ActiveCfg = Debug|Win32
{39379840-825A-45A0-B363-C09FFEF864BD}.Debug|Win32.Build.0 = Debug|Win32
{39379840-825A-45A0-B363-C09FFEF864BD}.Release|Win32.ActiveCfg = Release|Win32
{39379840-825A-45A0-B363-C09FFEF864BD}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{B7C2A162-DEC9-4418-972E-240AB3CBFCAE} = {8C6B0381-B325-4D7F-B1BB-474ABACE46AC}
{929480E7-23C0-4DF6-8456-096D71547116} = {8C6B0381-B325-4D7F-B1BB-474ABACE46AC}
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,202 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{3B0B58B1-2734-488E-A542-ECEC11EB2455}</ProjectGuid>
<RootNamespace>HelloJavascript</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '12.0'">v120</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '12.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v120_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '12.0'">v120</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '12.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v120_xp</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\cocos2d-x\cocos\2d\cocos2dx.props" />
<Import Project="..\..\cocos2d-x\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\cocos2d-x\cocos\2d\cocos2dx.props" />
<Import Project="..\..\cocos2d-x\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>false</MkTypLibCompatible>
<TargetEnvironment>Win32</TargetEnvironment>
<GenerateStublessProxies>true</GenerateStublessProxies>
<TypeLibraryName>$(IntDir)game.tlb</TypeLibraryName>
<HeaderFileName>game.h</HeaderFileName>
<DllDataFileName>
</DllDataFileName>
<InterfaceIdentifierFileName>game_i.c</InterfaceIdentifierFileName>
<ProxyFileName>game_p.c</ProxyFileName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)..\Classes;$(EngineRoot);$(EngineRoot)cocos;$(EngineRoot)cocos\base;$(EngineRoot)cocos\storage;$(EngineRoot)cocos\editor-support;$(EngineRoot)cocos\scripting\js-bindings\auto;$(EngineRoot)cocos\scripting\js-bindings\manual;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\spidermonkey\include\win32;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_WINDOWS;STRICT;_DEBUG;XP_WIN;JS_HAVE___INTN;JS_INTPTR_TYPE=int;COCOS2D_DEBUG=1;COCOS2D_JAVASCRIPT=1;CC_ENABLE_CHIPMUNK_INTEGRATION=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>false</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;4800;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<AdditionalIncludeDirectories>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\include;$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
<PreLinkEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
xcopy /Y /Q "$(ProjectDir)..\..\cocos2d-x\external\spidermonkey\prebuilt\win32\debug-build\*.*" "$(OutDir)"
xcopy /Y /Q "$(ProjectDir)..\..\cocos2d-x\external\websockets\prebuilt\win32\*.*" "$(OutDir)"</Command>
</PreLinkEvent>
<Link>
<AdditionalDependencies>libcurl_imp.lib;mozjs-33.lib;ws2_32.lib;sqlite3.lib;websockets.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PreBuildEvent>
<Command>xcopy "$(ProjectDir)..\..\cocos2d-x\cocos\scripting\js-bindings\script" "$(OutDir)\script" /D /E /I /F /Y
xcopy "$(ProjectDir)..\..\..\src" "$(OutDir)\src" /D /E /I /F /Y
xcopy "$(ProjectDir)..\..\..\res" "$(OutDir)\res" /D /E /I /F /Y
copy "$(ProjectDir)..\..\..\main.js" "$(OutDir)\" /Y
copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Copy js and resource files.</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>false</MkTypLibCompatible>
<TargetEnvironment>Win32</TargetEnvironment>
<GenerateStublessProxies>true</GenerateStublessProxies>
<TypeLibraryName>$(IntDir)game.tlb</TypeLibraryName>
<HeaderFileName>game.h</HeaderFileName>
<DllDataFileName>
</DllDataFileName>
<InterfaceIdentifierFileName>game_i.c</InterfaceIdentifierFileName>
<ProxyFileName>game_p.c</ProxyFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir)..\Classes;$(EngineRoot);$(EngineRoot)cocos;$(EngineRoot)cocos\base;$(EngineRoot)cocos\storage;$(EngineRoot)cocos\editor-support;$(EngineRoot)cocos\scripting\js-bindings\auto;$(EngineRoot)cocos\scripting\js-bindings\manual;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\spidermonkey\include\win32;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_WINDOWS;STRICT;NDEBUG;XP_WIN;JS_HAVE___INTN;JS_INTPTR_TYPE=int;COCOS2D_JAVASCRIPT=1;CC_ENABLE_CHIPMUNK_INTEGRATION=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>
</ExceptionHandling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;4800;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<AdditionalIncludeDirectories>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\include;$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
<PreLinkEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
xcopy /Y /Q "$(ProjectDir)..\..\cocos2d-x\external\spidermonkey\prebuilt\win32\release-build\*.*" "$(OutDir)"
xcopy /Y /Q "$(ProjectDir)..\..\cocos2d-x\external\websockets\prebuilt\win32\*.*" "$(OutDir)"</Command>
</PreLinkEvent>
<Link>
<AdditionalDependencies>libcurl_imp.lib;mozjs-33.lib;ws2_32.lib;sqlite3.lib;websockets.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<PreBuildEvent>
<Command>xcopy "$(ProjectDir)..\..\cocos2d-x\cocos\scripting\js-bindings\script" "$(OutDir)\script" /D /E /I /F /Y
xcopy "$(ProjectDir)..\..\..\src" "$(OutDir)\src" /D /E /I /F /Y
xcopy "$(ProjectDir)..\..\..\res" "$(OutDir)\res" /D /E /I /F /Y
copy "$(ProjectDir)..\..\..\main.js" "$(OutDir)\" /Y
copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
<Message>Copy js and resource files.</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="..\Classes\AppDelegate.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h" />
<ClInclude Include="..\Classes\AppDelegate.h" />
<ClInclude Include="resource.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="game.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="res\game.ico" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\cocos2d-x\cocos\scripting\js-bindings\proj.win32\libjscocos2d.vcxproj">
<Project>{39379840-825a-45a0-b363-c09ffef864bd}</Project>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="resource">
<UniqueIdentifier>{ca9c9e15-d942-43a1-aa7a-5f0b74ca1afd}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;jpg;jpeg;jpe;png;manifest</Extensions>
</Filter>
<Filter Include="win32">
<UniqueIdentifier>{ccb2323b-1cfa-41ea-bcf4-ba5f07309396}</UniqueIdentifier>
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<Filter Include="Classes">
<UniqueIdentifier>{e93a77e1-af1e-4400-87d3-504b62ebdbb0}</UniqueIdentifier>
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<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>win32</Filter>
</ClCompile>
<ClCompile Include="..\Classes\AppDelegate.cpp">
<Filter>Classes</Filter>
</ClCompile>
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<ItemGroup>
<ClInclude Include="..\Classes\AppDelegate.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="main.h">
<Filter>win32</Filter>
</ClInclude>
<ClInclude Include="resource.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="game.rc">
<Filter>resource</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<Image Include="res\game.ico">
<Filter>resource</Filter>
</Image>
</ItemGroup>
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
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@ -0,0 +1,24 @@
{
"copy_resources": [
{
"from": "../../../src",
"to": "src"
},
{
"from": "../../../res",
"to": "res"
},
{
"from": "../../../main.js",
"to": ""
},
{
"from": "../../../project.json",
"to": ""
},
{
"from": "../../cocos2d-x/cocos/scripting/js-bindings/script",
"to": "script"
}
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}

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@ -0,0 +1,127 @@
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Chinese (Simplified, PRC) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_CHS)
LANGUAGE LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED
#pragma code_page(936)
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#endif // Chinese (Simplified, PRC) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (United States) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
GLFW_ICON ICON "res\\game.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904B0"
BEGIN
VALUE "FileDescription", "game Module"
VALUE "FileVersion", "1, 0, 0, 1"
VALUE "InternalName", "game"
VALUE "LegalCopyright", "Copyright "
VALUE "OriginalFilename", "game.exe"
VALUE "ProductName", "game Module"
VALUE "ProductVersion", "1, 0, 0, 1"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // English (United States) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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@ -0,0 +1,33 @@
#include "main.h"
#include "AppDelegate.h"
USING_NS_CC;
// uncomment below line, open debug console
// #define USE_WIN32_CONSOLE
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
#ifdef USE_WIN32_CONSOLE
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
#endif
// create the application instance
AppDelegate app;
int ret = Application::getInstance()->run();
#ifdef USE_WIN32_CONSOLE
FreeConsole();
#endif
return ret;
}

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@ -0,0 +1,12 @@
#ifndef __MAIN_H__
#define __MAIN_H__
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <tchar.h>
// C RunTime Header Files
#include "CCStdC.h"
#endif // __WINMAIN_H__

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Width:  |  Height:  |  Size: 46 KiB

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@ -0,0 +1,17 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by game.rc
//
#define IDS_PROJNAME 100
#define IDR_TESTJS 100
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 204
#define _APS_NEXT_COMMAND_VALUE 32785
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

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<Application
x:Class="cocos2d.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:cocos2d"
xmlns:localData="using:Shared">
<Application.Resources>
<x:String x:Key="AppName">cpp_tests</x:String>
</Application.Resources>
</Application>

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@ -0,0 +1,21 @@
#include "App.xaml.h"
#include "OpenGLESPage.xaml.h"
using namespace cocos2d;
App::App()
{
InitializeComponent();
}
void App::OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e)
{
if (mPage == nullptr)
{
mPage = ref new OpenGLESPage(&mOpenGLES);
}
// Place the page in the current window and ensure that it is active.
Windows::UI::Xaml::Window::Current->Content = mPage;
Windows::UI::Xaml::Window::Current->Activate();
}

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@ -0,0 +1,19 @@
#pragma once
#include "app.g.h"
#include "OpenGLES.h"
#include "openglespage.xaml.h"
namespace cocos2d
{
ref class App sealed
{
public:
App();
virtual void OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e) override;
private:
OpenGLESPage^ mPage;
OpenGLES mOpenGLES;
};
}

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#include "Cocos2dRenderer.h"
#include "AppDelegate.h"
#include "CCGLViewImpl-winrt.h"
#include "CCApplication.h"
#include "cocos2d.h"
#include "renderer/CCTextureCache.h"
// These are used by the shader compilation methods.
#include <vector>
#include <iostream>
#include <fstream>
using namespace Platform;
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::Graphics::Display;
USING_NS_CC;
Cocos2dRenderer::Cocos2dRenderer(int width, int height, float dpi, DisplayOrientations orientation, CoreDispatcher^ dispatcher, Panel^ panel)
: m_app(nullptr)
, m_width(width)
, m_height(height)
, m_dpi(dpi)
, m_dispatcher(dispatcher)
, m_panel(panel)
, m_orientation(orientation)
{
m_app = new AppDelegate();
}
Cocos2dRenderer::~Cocos2dRenderer()
{
delete m_app;
}
void Cocos2dRenderer::Resume()
{
auto director = cocos2d::Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview)
{
GLViewImpl* glview = GLViewImpl::create("Test Cpp");
glview->setDispatcher(m_dispatcher.Get());
glview->setPanel(m_panel.Get());
glview->Create(static_cast<float>(m_width), static_cast<float>(m_height), m_dpi, m_orientation);
director->setOpenGLView(glview);
CCApplication::getInstance()->run();
}
else
{
Application::getInstance()->applicationWillEnterForeground();
}
}
void Cocos2dRenderer::Pause()
{
if (Director::getInstance()->getOpenGLView()) {
Application::getInstance()->applicationDidEnterBackground();
//cocos2d::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND);
//cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent);
}
}
void Cocos2dRenderer::DeviceLost()
{
Pause();
auto director = cocos2d::Director::getInstance();
if (director->getOpenGLView()) {
cocos2d::GL::invalidateStateCache();
cocos2d::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
cocos2d::DrawPrimitives::init();
cocos2d::VolatileTextureMgr::reloadAllTextures();
cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director->setGLDefaultValues();
Application::getInstance()->applicationWillEnterForeground();
cocos2d::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
}
}
void Cocos2dRenderer::Draw(GLsizei width, GLsizei height, float dpi, DisplayOrientations orientation)
{
if (orientation != m_orientation)
{
m_orientation = orientation;
GLViewImpl::sharedOpenGLView()->UpdateOrientation(orientation);
}
if (width != m_width || height != m_height)
{
m_width = width;
m_height = height;
GLViewImpl::sharedOpenGLView()->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
}
if (dpi != m_dpi)
{
m_dpi = dpi;
GLViewImpl::sharedOpenGLView()->SetDPI(m_dpi);
}
GLViewImpl::sharedOpenGLView()->ProcessEvents();
GLViewImpl::sharedOpenGLView()->Render();
}
void Cocos2dRenderer::QueuePointerEvent(cocos2d::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args)
{
GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
}
void Cocos2dRenderer::QueueKeyBoardEvent(cocos2d::Cocos2dKeyEvent type, Windows::UI::Core::KeyEventArgs^ e)
{
//GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, e);
}

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#pragma once
#include <agile.h>
#include "cocos2d.h"
class AppDelegate;
namespace cocos2d
{
class Cocos2dRenderer
{
public:
Cocos2dRenderer(int width, int height, float dpi,
Windows::Graphics::Display::DisplayOrientations orientation,
Windows::UI::Core::CoreDispatcher^ dispathcer, Windows::UI::Xaml::Controls::Panel^ panel);
~Cocos2dRenderer();
void Draw(GLsizei width, GLsizei height, float dpi, Windows::Graphics::Display::DisplayOrientations orientation);
void QueuePointerEvent(PointerEventType type, Windows::UI::Core::PointerEventArgs^ args);
void QueueKeyBoardEvent(Cocos2dKeyEvent type, Windows::UI::Core::KeyEventArgs^ e);
void Pause();
void Resume();
void DeviceLost();
private:
int m_width;
int m_height;
float m_dpi;
// The AppDelegate for the Cocos2D app
AppDelegate* m_app;
Platform::Agile<Windows::UI::Core::CoreDispatcher> m_dispatcher;
Platform::Agile<Windows::UI::Xaml::Controls::Panel> m_panel;
Windows::Graphics::Display::DisplayOrientations m_orientation;
};
}

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<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
<HasSharedItems>true</HasSharedItems>
<SharedGUID>e956c24b-f04e-47bf-bf00-746681ae1301</SharedGUID>
<ItemsProjectGuid>{a3ad93e4-0b2f-4c58-9181-69bed2e42e3e}</ItemsProjectGuid>
<ItemsRootNamespace>HelloJavascript</ItemsRootNamespace>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(MSBuildThisFileDirectory)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ApplicationDefinition Include="$(MSBuildThisFileDirectory)App.xaml">
<SubType>Designer</SubType>
</ApplicationDefinition>
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\AppDelegate.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)App.xaml.cpp">
<DependentUpon>$(MSBuildThisFileDirectory)App.xaml</DependentUpon>
</ClCompile>
<ClCompile Include="$(MSBuildThisFileDirectory)Cocos2dRenderer.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)OpenGLES.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml.cpp">
<DependentUpon>$(MSBuildThisFileDirectory)OpenGLESPage.xaml</DependentUpon>
</ClCompile>
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\AppDelegate.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)App.xaml.h">
<DependentUpon>$(MSBuildThisFileDirectory)App.xaml</DependentUpon>
</ClInclude>
<ClCompile Include="$(MSBuildThisFileDirectory)pch.cpp">
<PrecompiledHeader>Create</PrecompiledHeader>
</ClCompile>
<ClInclude Include="$(MSBuildThisFileDirectory)OpenGLES.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml.h">
<DependentUpon>$(MSBuildThisFileDirectory)OpenGLESPage.xaml</DependentUpon>
</ClInclude>
<ClInclude Include="$(MSBuildThisFileDirectory)pch.h" />
</ItemGroup>
<ItemGroup>
<ProjectCapability Include="SourceItemsFromImports" />
</ItemGroup>
<ItemGroup>
<_CustomResource Include="$(MSBuildThisFileDirectory)..\..\Resources\**\*">
<Link>Assets\Resources\%(RecursiveDir)%(FileName)%(Extension)</Link>
<DeploymentContent>true</DeploymentContent>
</_CustomResource>
</ItemGroup>
<ItemGroup>
<Page Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml" />
</ItemGroup>
<Target Name="_CollectCustomResources" BeforeTargets="AssignTargetPaths">
<Message Text="Adding resource: %(_CustomResource.Identity) -&gt; %(_CustomResource.Link)" />
<ItemGroup>
<None Include="@(_CustomResource)" />
</ItemGroup>
</Target>
</Project>

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@ -0,0 +1,33 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<CLCompile Include="$(MSBuildThisFileDirectory)App.xaml.cpp" />
<ClInclude Include="$(MSBuildThisFileDirectory)App.xaml.h" />
<CLCompile Include="$(MSBuildThisFileDirectory)pch.cpp" />
<ClInclude Include="$(MSBuildThisFileDirectory)pch.h" />
<ClCompile Include="$(MSBuildThisFileDirectory)Cocos2dRenderer.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)OpenGLES.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\Classes\AppDelegate.cpp">
<Filter>Classes</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="$(MSBuildThisFileDirectory)App.xaml" />
</ItemGroup>
<ItemGroup>
<Filter Include="Classes">
<UniqueIdentifier>{38ad799c-8c3c-44a2-8e41-516c8f62f556}</UniqueIdentifier>
</Filter>
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<ItemGroup>
<ClInclude Include="$(MSBuildThisFileDirectory)OpenGLES.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\Classes\AppDelegate.h">
<Filter>Classes</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Page Include="$(MSBuildThisFileDirectory)OpenGLESPage.xaml" />
</ItemGroup>
</Project>

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#include "OpenGLES.h"
using namespace Platform;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
OpenGLES::OpenGLES() :
mEglConfig(nullptr),
mEglDisplay(EGL_NO_DISPLAY),
mEglContext(EGL_NO_CONTEXT)
{
Initialize();
}
OpenGLES::~OpenGLES()
{
Cleanup();
}
void OpenGLES::Initialize()
{
const EGLint configAttributes[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 8,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};
const EGLint contextAttributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
EGLConfig config = NULL;
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
}
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// Note: On Windows Phone, we #ifdef out the first set of calls to eglPlatformDisplayEXT and eglInitialize.
// Windows Phones devices only support D3D11 Feature Level 9_3, but the Windows Phone emulator supports 11_0+.
// We use this #ifdef to limit the Phone emulator to Feature Level 9_3, making it behave more like
// real Windows Phone devices.
// If you wish to test Feature Level 10_0+ in the Windows Phone emulator then you should remove this #ifdef.
//
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
#endif
{
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on Windows Phone, or certain Windows tablets).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU (e.g. on Surface RT).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
}
}
}
EGLint numConfigs = 0;
if ((eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
}
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
if (mEglContext == EGL_NO_CONTEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
}
}
void OpenGLES::Cleanup()
{
if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = EGL_NO_CONTEXT;
}
if (mEglDisplay != EGL_NO_DISPLAY)
{
eglTerminate(mEglDisplay);
mEglDisplay = EGL_NO_DISPLAY;
}
}
void OpenGLES::Reset()
{
Cleanup();
Initialize();
}
EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurfaceSize)
{
if (!panel)
{
throw Exception::CreateException(E_INVALIDARG, L"SwapChainPanel parameter is invalid");
}
EGLSurface surface = EGL_NO_SURFACE;
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
// Create a PropertySet and initialize with the EGLNativeWindowType.
PropertySet^ surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
// If a render surface size is specified, add it to the surface creation properties
if (renderSurfaceSize != nullptr)
{
surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(*renderSurfaceSize));
}
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");
}
return surface;
}
void OpenGLES::DestroySurface(const EGLSurface surface)
{
if (mEglDisplay != EGL_NO_DISPLAY && surface != EGL_NO_SURFACE)
{
eglDestroySurface(mEglDisplay, surface);
}
}
void OpenGLES::MakeCurrent(const EGLSurface surface)
{
if (eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to make EGLSurface current");
}
}
EGLBoolean OpenGLES::SwapBuffers(const EGLSurface surface)
{
return (eglSwapBuffers(mEglDisplay, surface));
}

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#pragma once
// OpenGL ES includes
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
// EGL includes
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <EGL/eglplatform.h>
#include <angle_windowsstore.h>
class OpenGLES
{
public:
OpenGLES();
~OpenGLES();
EGLSurface CreateSurface(Windows::UI::Xaml::Controls::SwapChainPanel^ panel, const Windows::Foundation::Size* renderSurfaceSize);
void DestroySurface(const EGLSurface surface);
void MakeCurrent(const EGLSurface surface);
EGLBoolean SwapBuffers(const EGLSurface surface);
void Reset();
private:
void Initialize();
void Cleanup();
private:
EGLDisplay mEglDisplay;
EGLContext mEglContext;
EGLConfig mEglConfig;
};

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<Page
x:Class="cocos2d.OpenGLESPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:cocos2d"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<SwapChainPanel x:Name="swapChainPanel">
<Button x:Name="cocos2d_editbox" Visibility="Collapsed" Height="1">
<Button.Flyout>
<Flyout x:Name="cocos2d_editbox_flyout">
<Grid VerticalAlignment="Top" x:Name="cocos2d_editbox_grid">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="120" />
<ColumnDefinition Width="120" />
</Grid.ColumnDefinitions>
<Button x:Name="cocos2d_editbox_done" Grid.Column="1" VerticalAlignment="Center">Done</Button>
<Button x:Name="cocos2d_editbox_cancel" Grid.Column="2" VerticalAlignment="Center">Cancel</Button>
</Grid>
</Flyout>
</Button.Flyout>
</Button>
</SwapChainPanel>
</Page>

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#include "App.xaml.h"
#include "OpenGLESPage.xaml.h"
using namespace cocos2d;
using namespace Platform;
using namespace Concurrency;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Graphics::Display;
using namespace Windows::System::Threading;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Controls::Primitives;
using namespace Windows::UI::Xaml::Data;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
using namespace Windows::UI::Xaml::Navigation;
OpenGLESPage::OpenGLESPage() :
OpenGLESPage(nullptr)
{
}
OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
mOpenGLES(openGLES),
mRenderSurface(EGL_NO_SURFACE),
mCustomRenderSurfaceSize(0,0),
mUseCustomRenderSurfaceSize(false),
m_coreInput(nullptr),
m_dpi(0.0f),
m_deviceLost(false),
m_orientation(DisplayOrientations::Landscape)
{
InitializeComponent();
Windows::UI::Core::CoreWindow^ window = Windows::UI::Xaml::Window::Current->CoreWindow;
window->VisibilityChanged +=
ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::VisibilityChangedEventArgs^>(this, &OpenGLESPage::OnVisibilityChanged);
swapChainPanel->SizeChanged +=
ref new Windows::UI::Xaml::SizeChangedEventHandler(this, &OpenGLESPage::OnSwapChainPanelSizeChanged);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &OpenGLESPage::OnOrientationChanged);
m_orientation = currentDisplayInformation->CurrentOrientation;
this->Loaded +=
ref new Windows::UI::Xaml::RoutedEventHandler(this, &OpenGLESPage::OnPageLoaded);
mSwapChainPanelSize = { swapChainPanel->RenderSize.Width, swapChainPanel->RenderSize.Height };
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
Windows::UI::ViewManagement::StatusBar::GetForCurrentView()->HideAsync();
#else
// Disable all pointer visual feedback for better performance when touching.
// This is not supported on Windows Phone applications.
auto pointerVisualizationSettings = Windows::UI::Input::PointerVisualizationSettings::GetForCurrentView();
pointerVisualizationSettings->IsContactFeedbackEnabled = false;
pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
#endif
// Register our SwapChainPanel to get independent input pointer events
auto workItemHandler = ref new WorkItemHandler([this](IAsyncAction ^)
{
// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread it's created on.
m_coreInput = swapChainPanel->CreateCoreIndependentInputSource(
Windows::UI::Core::CoreInputDeviceTypes::Mouse |
Windows::UI::Core::CoreInputDeviceTypes::Touch |
Windows::UI::Core::CoreInputDeviceTypes::Pen
);
// Register for pointer events, which will be raised on the background thread.
m_coreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
m_coreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
m_coreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
// Begin processing input messages as they're delivered.
m_coreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
});
// Run task on a dedicated high priority background thread.
m_inputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
}
OpenGLESPage::~OpenGLESPage()
{
StopRenderLoop();
DestroyRenderSurface();
}
void OpenGLESPage::OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e)
{
// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
CreateRenderSurface();
StartRenderLoop();
}
void OpenGLESPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerPressed, e);
}
}
void OpenGLESPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerMoved, e);
}
}
void OpenGLESPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerReleased, e);
}
}
void OpenGLESPage::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
m_orientation = sender->CurrentOrientation;
}
void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
if (args->Visible && mRenderSurface != EGL_NO_SURFACE)
{
StartRenderLoop();
}
else
{
StopRenderLoop();
}
}
void OpenGLESPage::OnSwapChainPanelSizeChanged(Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e)
{
// Size change events occur outside of the render thread. A lock is required when updating
// the swapchainpanel size
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
mSwapChainPanelSize = { e->NewSize.Width, e->NewSize.Height };
}
void OpenGLESPage::GetSwapChainPanelSize(GLsizei* width, GLsizei* height)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
// If a custom render surface size is specified, return its size instead of
// the swapchain panel size.
if (mUseCustomRenderSurfaceSize)
{
*width = static_cast<GLsizei>(mCustomRenderSurfaceSize.Width);
*height = static_cast<GLsizei>(mCustomRenderSurfaceSize.Height);
}
else
{
*width = static_cast<GLsizei>(mSwapChainPanelSize.Width);
*height = static_cast<GLsizei>(mSwapChainPanelSize.Height);
}
}
void OpenGLESPage::CreateRenderSurface()
{
if (mOpenGLES)
{
//
// A Custom render surface size can be specified by uncommenting the following lines.
// The render surface will be automatically scaled to fit the entire window. Using a
// smaller sized render surface can result in a performance gain.
//
//mCustomRenderSurfaceSize = Size(800, 600);
//mUseCustomRenderSurfaceSize = true;
mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, mUseCustomRenderSurfaceSize ? &mCustomRenderSurfaceSize : nullptr);
}
}
void OpenGLESPage::DestroyRenderSurface()
{
if (mOpenGLES)
{
mOpenGLES->DestroySurface(mRenderSurface);
}
mRenderSurface = EGL_NO_SURFACE;
}
void OpenGLESPage::RecoverFromLostDevice()
{
// Stop the render loop, reset OpenGLES, recreate the render surface
// and start the render loop again to recover from a lost device.
StopRenderLoop();
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
DestroyRenderSurface();
mOpenGLES->Reset();
CreateRenderSurface();
}
StartRenderLoop();
}
void OpenGLESPage::StartRenderLoop()
{
// If the render loop is already running then do not start another thread.
if (mRenderLoopWorker != nullptr && mRenderLoopWorker->Status == Windows::Foundation::AsyncStatus::Started)
{
return;
}
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
m_dpi = currentDisplayInformation->LogicalDpi;
auto dispatcher = Windows::UI::Xaml::Window::Current->CoreWindow->Dispatcher;
// Create a task for rendering that will be run on a background thread.
auto workItemHandler = ref new Windows::System::Threading::WorkItemHandler([this, dispatcher](Windows::Foundation::IAsyncAction ^ action)
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
mOpenGLES->MakeCurrent(mRenderSurface);
GLsizei panelWidth = 0;
GLsizei panelHeight = 0;
GetSwapChainPanelSize(&panelWidth, &panelHeight);
if (m_renderer.get() == nullptr)
{
m_renderer = std::make_shared<Cocos2dRenderer>(panelWidth, panelHeight, m_dpi, m_orientation, dispatcher, swapChainPanel);
}
if (m_deviceLost)
{
m_deviceLost = false;
m_renderer->DeviceLost();
}
else
{
m_renderer->Resume();
}
while (action->Status == Windows::Foundation::AsyncStatus::Started && !m_deviceLost)
{
GetSwapChainPanelSize(&panelWidth, &panelHeight);
m_renderer.get()->Draw(panelWidth, panelHeight, m_dpi, m_orientation);
// The call to eglSwapBuffers might not be successful (i.e. due to Device Lost)
// If the call fails, then we must reinitialize EGL and the GL resources.
if (mOpenGLES->SwapBuffers(mRenderSurface) != GL_TRUE)
{
m_deviceLost = true;
// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([=]()
{
RecoverFromLostDevice();
}, CallbackContext::Any));
return;
}
}
});
// Run task on a dedicated high priority background thread.
mRenderLoopWorker = Windows::System::Threading::ThreadPool::RunAsync(workItemHandler, Windows::System::Threading::WorkItemPriority::High, Windows::System::Threading::WorkItemOptions::TimeSliced);
}
void OpenGLESPage::StopRenderLoop()
{
if (mRenderLoopWorker)
{
mRenderLoopWorker->Cancel();
mRenderLoopWorker = nullptr;
}
if (m_renderer)
{
m_renderer->Pause();
}
}

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#pragma once
#include "OpenGLES.h"
#include "OpenGLESPage.g.h"
#include <memory>
#include "Cocos2dRenderer.h"
namespace cocos2d
{
public ref class OpenGLESPage sealed
{
public:
OpenGLESPage();
virtual ~OpenGLESPage();
internal:
OpenGLESPage(OpenGLES* openGLES);
private:
void OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnSwapChainPanelSizeChanged(Platform::Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e);
void GetSwapChainPanelSize(GLsizei* width, GLsizei* height);
void CreateRenderSurface();
void DestroyRenderSurface();
void RecoverFromLostDevice();
void StartRenderLoop();
void StopRenderLoop();
OpenGLES* mOpenGLES;
std::shared_ptr<cocos2d::Cocos2dRenderer> m_renderer;
Windows::Foundation::Size mSwapChainPanelSize;
Concurrency::critical_section mSwapChainPanelSizeCriticalSection;
Windows::Foundation::Size mCustomRenderSurfaceSize;
bool mUseCustomRenderSurfaceSize;
EGLSurface mRenderSurface; // This surface is associated with a swapChainPanel on the page
Concurrency::critical_section mRenderSurfaceCriticalSection;
Windows::Foundation::IAsyncAction^ mRenderLoopWorker;
// Track user input on a background worker thread.
Windows::Foundation::IAsyncAction^ m_inputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ m_coreInput;
// Independent input handling functions.
void OnPointerPressed(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerMoved(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerReleased(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
float m_dpi;
bool m_deviceLost;
Windows::Graphics::Display::DisplayOrientations m_orientation;
};
}

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//
// pch.h
// Header for standard system include files.
//
#pragma once
#include "mozilla\Char16.h"
#include "cocos2d.h"
#include "cocos-ext.h"

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{79a8fcda-4b12-4dd1-b676-ff148d651638}</ProjectGuid>
<RootNamespace>cocos2d</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>12.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
<ApplicationTypeRevision>8.1</ApplicationTypeRevision>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
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