#include "AppDelegate.h" #include "LuaEngine.h" #include "cocos2d.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } bool AppDelegate::initInstance() { bool bRet = false; do { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The HelloWorld is designed as HVGA. CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(TEXT("cocos2d: Hello World"), 480, 320)); #endif // CC_PLATFORM_WIN32 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) // OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here. #endif // CC_PLATFORM_IOS #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) // OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp // the default setting is to create a fullscreen view // if you want to use auto-scale, please enable view->create(320,480) in main.cpp #endif // CC_PLATFORM_ANDROID #if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The HelloWorld is designed as HVGA. CCEGLView* pMainWnd = new CCEGLView(this); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW)); #ifndef _TRANZDA_VM_ // on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file cocos2d::CCFileUtils::setResource("HelloWorld.zip"); #endif #endif // CC_PLATFORM_WOPHONE #if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY) // MaxAksenov said it's NOT a very elegant solution. I agree, haha CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); #endif bRet = true; } while (0); return bRet; } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // turn on display FPS pDirector->setDisplayFPS(true); // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // register lua engine CCScriptEngineManager::sharedScriptEngineManager()->registerScriptEngine(new LuaEngine()); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) CCLog("1"); unsigned long size; char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size); if (pFileContent) { // copy the file contents and add '\0' at the end, or the lua parser can not parse it char *pTmp = new char[size + 1]; pTmp[size] = '\0'; memcpy(pTmp, pFileContent, size); delete[] pFileContent; string code(pTmp); CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeString(code); delete []pTmp; } #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) // CCLuaScriptModule::sharedLuaScriptModule()->executeScriptFile("./../../HelloLua/Resource/hello.lua"); CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile("./../../HelloLua/Resource/hello.lua"); /* * Another way to run lua script. * Load the file into memory and run it. * unsigned long size; char *pFileContent = (char*)CCFileUtils::getFileData("./../../HelloLua/Resource/hello.lua", "r", &size); if (pFileContent) { // copy the file contents and add '\0' at the end, or the lua parser can not parse it char *pTmp = new char[size + 1]; pTmp[size] = '\0'; memcpy(pTmp, pFileContent, size); delete[] pFileContent; string code(pTmp); CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(code); delete []pTmp; } */ #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); string path = CCFileUtils::fullPathFromRelativePath("hello.lua"); CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(path.c_str()); #endif 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()->pause(); // 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()->resume(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); }