mirror of https://github.com/axmolengine/axmol.git
Adds lua-hello samples, it works on iOS / Mac .
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parent
c156a1df04
commit
f23bb8c9c1
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@ -1 +1 @@
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e5d9c2e48fb429281bcc24f65dd8cfafe99b652b
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d66439c9fcfe71b9c58de2167a4f44a90b311e81
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@ -20,14 +20,18 @@ AppDelegate::~AppDelegate()
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bool AppDelegate::applicationDidFinishLaunching() {
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// initialize director
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auto director = Director::getInstance();
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auto glView = EGLView::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview) {
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glview = GLView::create("Hello Cpp");
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director->setOpenGLView(glview);
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}
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director->setOpenGLView(glView);
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director->setOpenGLView(glview);
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// Set the design resolution
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glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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Size frameSize = glView->getFrameSize();
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Size frameSize = glview->getFrameSize();
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vector<string> searchPath;
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@ -51,6 +51,6 @@ static cocos2d::Size designResolutionSize = cocos2d::Size(2048, 1536);
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#endif
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// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
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#define TITLE_FONT_SIZE (cocos2d::EGLView::getInstance()->getDesignResolutionSize().width / smallResource.size.width * 24)
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#define TITLE_FONT_SIZE (cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
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#endif /* __APPMACROS_H__ */
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@ -1,8 +1,6 @@
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#include "HelloWorldScene.h"
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#include "AppMacros.h"
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#include "CCEventListenerTouch.h"
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USING_NS_CC;
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@ -78,7 +76,7 @@ bool HelloWorld::init()
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return true;
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}
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void HelloWorld::menuCloseCallback(Object* sender)
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void HelloWorld::menuCloseCallback(Ref* sender)
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{
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Director::getInstance()->end();
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@ -13,7 +13,7 @@ public:
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static cocos2d::Scene* scene();
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// a selector callback
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void menuCloseCallback(Object* sender);
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void menuCloseCallback(Ref* sender);
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// implement the "static node()" method manually
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CREATE_FUNC(HelloWorld);
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@ -24,9 +24,8 @@
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#import <UIKit/UIKit.h>
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#import "AppController.h"
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#import "cocos2d.h"
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#import "EAGLView.h"
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#import "AppDelegate.h"
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#import "CCEAGLView.h"
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#import "RootViewController.h"
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@implementation AppController
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@ -43,7 +42,7 @@ static AppDelegate s_sharedApplication;
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// Add the view controller's view to the window and display.
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window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
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CCEAGLView *__glView = [CCEAGLView viewWithFrame: [window bounds]
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CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
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pixelFormat: kEAGLColorFormatRGBA8
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depthFormat: GL_DEPTH_COMPONENT16
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preserveBackbuffer: NO
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@ -54,7 +53,7 @@ static AppDelegate s_sharedApplication;
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// Use RootViewController manage CCEAGLView
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viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
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viewController.wantsFullScreenLayout = YES;
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viewController.view = __glView;
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viewController.view = eaglView;
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// Set RootViewController to window
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if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
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@ -72,7 +71,12 @@ static AppDelegate s_sharedApplication;
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[[UIApplication sharedApplication] setStatusBarHidden: YES];
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cocos2d::Application::getInstance()->run();
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// IMPORTANT: Setting the GLView should be done after creating the RootViewController
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cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
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cocos2d::Director::getInstance()->setOpenGLView(glview);
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cocos2d::Application *app = cocos2d::Application::getInstance();
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app->run();
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return YES;
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}
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@ -29,8 +29,6 @@ USING_NS_CC;
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int main(int argc, char *argv[])
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{
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AppDelegate app;
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EGLView eglView;
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eglView.init("HelloCpp",900,640);
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return Application::getInstance()->run();
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}
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@ -24,9 +24,15 @@ bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto director = Director::getInstance();
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director->setOpenGLView(EGLView::getInstance());
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auto glview = director->getOpenGLView();
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if(!glview) {
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glview = GLView::create("Hello Cpp");
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director->setOpenGLView(glview);
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}
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EGLView::getInstance()->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
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director->setOpenGLView(glview);
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glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
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// turn on display FPS
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director->setDisplayStats(true);
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@ -1,2 +0,0 @@
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#Do now ignore Marmalade icf files
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!*.icf
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@ -1 +0,0 @@
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aec1c0a8c8068377fddca5ddd32084d8c3c3c419
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@ -24,7 +24,7 @@
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#import <UIKit/UIKit.h>
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#import "AppController.h"
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#import "cocos2d.h"
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#import "EAGLView.h"
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#import "CCEAGLView.h"
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#import "AppDelegate.h"
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#import "RootViewController.h"
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@ -43,7 +43,7 @@ static AppDelegate s_sharedApplication;
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// Add the view controller's view to the window and display.
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window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
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CCEAGLView *__glView = [CCEAGLView viewWithFrame: [window bounds]
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CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
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pixelFormat: kEAGLColorFormatRGBA8
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depthFormat: GL_DEPTH_COMPONENT16
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preserveBackbuffer: NO
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@ -54,7 +54,7 @@ static AppDelegate s_sharedApplication;
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// Use RootViewController manage CCEAGLView
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viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
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viewController.wantsFullScreenLayout = YES;
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viewController.view = __glView;
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viewController.view = eaglView;
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// Set RootViewController to window
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if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
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@ -72,7 +72,12 @@ static AppDelegate s_sharedApplication;
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[[UIApplication sharedApplication] setStatusBarHidden: YES];
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cocos2d::Application::getInstance()->run();
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// IMPORTANT: Setting the GLView should be done after creating the RootViewController
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cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
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cocos2d::Director::getInstance()->setOpenGLView(glview);
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cocos2d::Application *app = cocos2d::Application::getInstance();
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app->run();
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return YES;
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}
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@ -30,7 +30,5 @@ USING_NS_CC;
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int main(int argc, char *argv[])
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{
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AppDelegate app;
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EGLView eglView;
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eglView.init("HelloLua",900,640);
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return Application::getInstance()->run();
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}
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