more fixes for new GLView API

This commit is contained in:
Ricardo Quesada 2014-01-23 16:04:11 -08:00
parent 8ecaf49f93
commit 2b92ba75b4
6 changed files with 131 additions and 126 deletions

View File

@ -38,61 +38,62 @@ NS_CC_BEGIN
Application * Application::sm_pSharedApplication = 0;
static long getCurrentMillSecond() {
long lLastTime;
struct timeval stCurrentTime;
long lLastTime;
struct timeval stCurrentTime;
gettimeofday(&stCurrentTime,NULL);
lLastTime = stCurrentTime.tv_sec*1000+stCurrentTime.tv_usec*0.001; //millseconds
return lLastTime;
gettimeofday(&stCurrentTime,NULL);
lLastTime = stCurrentTime.tv_sec*1000+stCurrentTime.tv_usec*0.001; //millseconds
return lLastTime;
}
Application::Application()
{
CC_ASSERT(! sm_pSharedApplication);
sm_pSharedApplication = this;
CC_ASSERT(! sm_pSharedApplication);
sm_pSharedApplication = this;
}
Application::~Application()
{
CC_ASSERT(this == sm_pSharedApplication);
sm_pSharedApplication = NULL;
_animationInterval = 1.0f/60.0f*1000.0f;
CC_ASSERT(this == sm_pSharedApplication);
sm_pSharedApplication = NULL;
_animationInterval = 1.0f/60.0f*1000.0f;
}
int Application::run()
{
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
return 0;
}
EGLView* pMainWnd = EGLView::getInstance();
while (!pMainWnd->windowShouldClose())
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
long iLastTime = getCurrentMillSecond();
Director::getInstance()->mainLoop();
pMainWnd->pollEvents();
long iCurTime = getCurrentMillSecond();
if (iCurTime-iLastTime<_animationInterval){
usleep((_animationInterval - iCurTime+iLastTime)*1000);
}
return 0;
}
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
while (!glview->windowShouldClose())
{
long iLastTime = getCurrentMillSecond();
director->mainLoop();
glview->pollEvents();
long iCurTime = getCurrentMillSecond();
if (iCurTime-iLastTime<_animationInterval){
usleep((_animationInterval - iCurTime+iLastTime)*1000);
}
}
/* Only work on Desktop
* Director::mainLoop is really one frame logic
* when we want to close the window, we should call Director::end();
* then call Director::mainLoop to do release of internal resources
*/
Director::getInstance()->end();
Director::getInstance()->mainLoop();
return -1;
director->end();
director->mainLoop();
return -1;
}
void Application::setAnimationInterval(double interval)
{
//TODO do something else
_animationInterval = interval*1000.0f;
//TODO do something else
_animationInterval = interval*1000.0f;
}
void Application::setResourceRootPath(const std::string& rootResDir)
@ -123,8 +124,8 @@ Application::Platform Application::getTargetPlatform()
//////////////////////////////////////////////////////////////////////////
Application* Application::getInstance()
{
CC_ASSERT(sm_pSharedApplication);
return sm_pSharedApplication;
CC_ASSERT(sm_pSharedApplication);
return sm_pSharedApplication;
}
// @deprecated Use getInstance() instead
@ -135,76 +136,76 @@ Application* Application::sharedApplication()
LanguageType Application::getCurrentLanguage()
{
char *pLanguageName = getenv("LANG");
LanguageType ret = LanguageType::ENGLISH;
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
strtok(pLanguageName, "_");
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
if (0 == strcmp("zh", pLanguageName))
{
ret = LanguageType::CHINESE;
}
else if (0 == strcmp("en", pLanguageName))
{
ret = LanguageType::ENGLISH;
}
else if (0 == strcmp("fr", pLanguageName))
{
ret = LanguageType::FRENCH;
}
else if (0 == strcmp("it", pLanguageName))
{
ret = LanguageType::ITALIAN;
}
else if (0 == strcmp("de", pLanguageName))
{
ret = LanguageType::GERMAN;
}
else if (0 == strcmp("es", pLanguageName))
{
ret = LanguageType::SPANISH;
}
else if (0 == strcmp("ru", pLanguageName))
{
ret = LanguageType::RUSSIAN;
}
else if (0 == strcmp("ko", pLanguageName))
{
ret = LanguageType::KOREAN;
}
else if (0 == strcmp("ja", pLanguageName))
{
ret = LanguageType::JAPANESE;
}
else if (0 == strcmp("hu", pLanguageName))
{
ret = LanguageType::HUNGARIAN;
}
char *pLanguageName = getenv("LANG");
LanguageType ret = LanguageType::ENGLISH;
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
strtok(pLanguageName, "_");
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
if (0 == strcmp("zh", pLanguageName))
{
ret = LanguageType::CHINESE;
}
else if (0 == strcmp("en", pLanguageName))
{
ret = LanguageType::ENGLISH;
}
else if (0 == strcmp("fr", pLanguageName))
{
ret = LanguageType::FRENCH;
}
else if (0 == strcmp("it", pLanguageName))
{
ret = LanguageType::ITALIAN;
}
else if (0 == strcmp("de", pLanguageName))
{
ret = LanguageType::GERMAN;
}
else if (0 == strcmp("es", pLanguageName))
{
ret = LanguageType::SPANISH;
}
else if (0 == strcmp("ru", pLanguageName))
{
ret = LanguageType::RUSSIAN;
}
else if (0 == strcmp("ko", pLanguageName))
{
ret = LanguageType::KOREAN;
}
else if (0 == strcmp("ja", pLanguageName))
{
ret = LanguageType::JAPANESE;
}
else if (0 == strcmp("hu", pLanguageName))
{
ret = LanguageType::HUNGARIAN;
}
else if (0 == strcmp("pt", pLanguageName))
{
ret = LanguageType::PORTUGUESE;
}
{
ret = LanguageType::PORTUGUESE;
}
else if (0 == strcmp("ar", pLanguageName))
{
ret = LanguageType::ARABIC;
}
else if (0 == strcmp("nb", pLanguageName))
{
ret = LanguageType::NORWEGIAN;
}
else if (0 == strcmp("pl", pLanguageName))
{
ret = LanguageType::POLISH;
}
return ret;
{
ret = LanguageType::ARABIC;
}
else if (0 == strcmp("nb", pLanguageName))
{
ret = LanguageType::NORWEGIAN;
}
else if (0 == strcmp("pl", pLanguageName))
{
ret = LanguageType::POLISH;
}
return ret;
}
NS_CC_END

View File

@ -72,16 +72,17 @@ int Application::run()
return 0;
}
EGLView* pMainWnd = EGLView::getInstance();
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
while(!pMainWnd->windowShouldClose())
while(!glview->windowShouldClose())
{
QueryPerformanceCounter(&nNow);
if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
{
nLast.QuadPart = nNow.QuadPart;
Director::getInstance()->mainLoop();
pMainWnd->pollEvents();
director->mainLoop();
glview->pollEvents();
}
else
{
@ -94,8 +95,8 @@ int Application::run()
* when we want to close the window, we should call Director::end();
* then call Director::mainLoop to do release of internal resources
*/
Director::getInstance()->end();
Director::getInstance()->mainLoop();
director->end();
director->mainLoop();
return true;
}

View File

@ -34,7 +34,8 @@ bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
director->setOpenGLView(EGLView::getInstance());
auto glview = EGLView::create("Assets Manager");
director->setOpenGLView(glview);
// turn on display FPS
//director->setDisplayStats(true);
@ -45,17 +46,17 @@ bool AppDelegate::applicationDidFinishLaunching()
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->start();
auto scene = Scene::create();
auto updateLayer = new UpdateLayer();
scene->addChild(updateLayer);
updateLayer->release();
director->runWithScene(scene);
return true;
}

View File

@ -14,10 +14,10 @@ AppDelegate::~AppDelegate()
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto eglView = EGLView::getInstance();
auto glview = EGLView::create("My Game");
director->setOpenGLView(glview);
director->setOpenGLView(eglView);
// turn on display FPS
director->setDisplayStats(true);

View File

@ -26,15 +26,16 @@ AppDelegate::~AppDelegate()
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
Director *director = Director::getInstance();
director->setOpenGLView(EGLView::getInstance());
auto director = Director::getInstance();
auto glview = EGLView::create("My Game");
director->setOpenGLView(glview);
// turn on display FPS
director->setDisplayStats(true);
// 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_all_cocos2dx_extension);
@ -44,11 +45,11 @@ bool AppDelegate::applicationDidFinishLaunching()
sc->addRegisterCallback(JSB_register_opengl);
sc->addRegisterCallback(jsb_register_system);
sc->start();
ScriptEngineProtocol *engine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
ScriptingCore::getInstance()->runScript("cocos2d-jsb.js");
return true;
}

View File

@ -19,9 +19,10 @@ bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
director->setOpenGLView(EGLView::getInstance());
auto glview = EGLView::create("My Game");
director->setOpenGLView(glview);
EGLView::getInstance()->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
// turn on display FPS
director->setDisplayStats(true);
@ -32,7 +33,7 @@ bool AppDelegate::applicationDidFinishLaunching()
// register lua engine
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
std::string path = FileUtils::getInstance()->fullPathForFilename("hello.lua");
engine->executeScriptFile(path.c_str());