Removing blackberry template, please use tools/project-creator instead.

This commit is contained in:
James Chen 2013-06-19 15:19:23 +08:00
parent 24da0d6de5
commit 74e9be0a85
10 changed files with 0 additions and 1125 deletions

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@ -1,49 +0,0 @@
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
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() {
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

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@ -1,38 +0,0 @@
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
class AppDelegate : private cocos2d::CCApplication
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement CCDirector and CCScene 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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@ -1,86 +0,0 @@
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
using namespace CocosDenshion;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize size = CCDirector::sharedDirector()->getWinSize();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccp(size.width - 20, 20));
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen
pLabel->setPosition( ccp(size.width / 2, size.height - 20) );
// add the label as a child to this layer
this->addChild(pLabel, 1);
// add "HelloWorld" splash screen"
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
// position the sprite on the center of the screen
pSprite->setPosition( ccp(size.width/2, size.height/2) );
// add the sprite as a child to this layer
this->addChild(pSprite, 0);
return true;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}

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@ -1,22 +0,0 @@
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
// a selector callback
void menuCloseCallback(CCObject* pSender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__

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@ -1 +0,0 @@
5fe89fb5bd58cedf13b0363f97b20e3ea7ff255d

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@ -1,681 +0,0 @@
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View File

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View File

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</configuration>
<configuration id="com.qnx.qcc.configuration.exe.debug.660208940" name="Simulator">
<platformArchitecture>x86</platformArchitecture>
<asset path="empty/../../../../CocosDenshion/proj.blackberry/Simulator/libCocosDenshion.so" type="Qnx/Elf">lib/libCocosDenshion.so</asset>
<asset path="Simulator/BBTemplateProject" entry="true" type="Qnx/Elf">BBTemplateProject</asset>
</configuration>
<configuration id="com.qnx.qcc.configuration.exe.profile.1237484173" name="Simulator-Profile">
<platformArchitecture>x86</platformArchitecture>
<asset path="empty/../../../../CocosDenshion/proj.blackberry/Simulator-Profile/libCocosDenshion.so" type="Qnx/Elf">lib/libCocosDenshion.so</asset>
<asset path="Simulator-Profile/BBTemplateProject" entry="true" type="Qnx/Elf">BBTemplateProject</asset>
</configuration>
<configuration id="com.qnx.qcc.configuration.exe.profile.coverage.181538713" name="Simulator-Coverage">
<platformArchitecture>x86</platformArchitecture>
<asset path="empty/../../../../CocosDenshion/proj.blackberry/Simulator-Coverage/libCocosDenshion.so" type="Qnx/Elf">lib/libCocosDenshion.so</asset>
<asset path="Simulator-Coverage/BBTemplateProject" entry="true" type="Qnx/Elf">BBTemplateProject</asset>
</configuration>
<!-- The icon for the application, which should be 86x86. -->
<!-- The splash screen that will appear when your application is launching. Should be 1024x600. -->
<!-- <splashscreen></splashscreen> -->
<!-- Request permission to execute native code. Required for native applications. -->
<action system="true">run_native</action>
<!-- The permissions requested by your application. -->
<!-- <action>access_shared</action> -->
<!-- <action>record_audio</action> -->
<!-- <action>read_geolocation</action> -->
<!-- <action>use_camera</action> -->
<!-- <action>access_internet</action> -->
<!-- <action>play_audio</action> -->
<!-- <action>post_notification</action> -->
<!-- <action>set_audio_volume</action> -->
<!-- <action>read_device_identifying_information</action> -->
<!-- Ensure that shared libraries in the package are found at run-time. -->
<env var="LD_LIBRARY_PATH" value="app/native/lib"/>
</qnx>

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@ -1,32 +0,0 @@
#include "../Classes/AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int main(int argc, char **argv)
{
// create the application instance
AppDelegate app;
int width, height;
const char *width_str, *height_str;
width_str = getenv("WIDTH");
height_str = getenv("HEIGHT");
if (width_str && height_str)
{
width = atoi(width_str);
height = atoi(height_str);
}
else
{
width = 1024;
height = 600;
}
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
eglView->setFrameSize(width, height);
return CCApplication::sharedApplication()->run();
}