#include "AppDelegate.h" #include "PlayerStatus.h" #include "MainSceneHelper.h" #include "cocos2d.h" #include "SimpleAudioEngine.h" #include "ScriptingCore.h" #include "generated/jsb_cocos2dx_auto.hpp" #include "generated/jsb_cocos2dx_extension_auto.hpp" #include "jsb_cocos2dx_extension_manual.h" #include "cocos2d_specifics.hpp" #include "js_bindings_chipmunk_registration.h" #include "js_bindings_ccbreader.h" #include "js_bindings_system_registration.h" #include "jsb_opengl_registration.h" #ifdef JSLOG #undef JSLOG #endif #define JSLOG CocosBuilder_log char *_js_log_buf_ccbuilder = NULL; USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { CCScriptEngineManager::sharedManager()->purgeSharedManager(); } void handle_ccb_run() { CCFileUtils::sharedFileUtils()->purgeCachedEntries(); ScriptingCore::getInstance()->runScript("main.js"); } void handle_connected() { CCBHelper::setStatusMessage("Connected!"); } void handle_set_orient(bool isPortrait) { CCLOG("ORIENTATION HALF IMPLEMENTED"); } void handle_disconnected() { CCBHelper::setStatusMessage("Disconnected"); } void handle_ccb_stop() { CCLOG("STOP UNIMPLEMENTED"); } extern "C" { bool runMainScene() { PlayerStatus::loadMainScene("StatusLayer.ccbi"); return true; } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); pDirector->setProjection(kCCDirectorProjection2D); CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize(); CCSize designSize = CCSizeMake(320, 480); CCSize resourceSize = CCSizeMake(320, 480); CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils(); std::vector searchResOrder; string res = "xlarge"; // if (screenSize.height > 1024) // { // resourceSize = CCSizeMake(1280, 1920); // searchResOrder.push_back("resources-xlarge"); // res = "xlarge"; // } // else if (screenSize.height > 960) { resourceSize = CCSizeMake(640, 960); searchResOrder.push_back("resources-large"); res = "large"; } else if (screenSize.height > 480) { resourceSize = CCSizeMake(480, 720); searchResOrder.push_back("resources-medium"); res = "medium"; } else { resourceSize = CCSizeMake(320, 568); searchResOrder.push_back("resources-small"); res = "small"; } pFileUtils->setSearchResolutionsOrder(searchResOrder); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); std::vector searchPaths = pFileUtils->getSearchPaths(); searchPaths.insert(searchPaths.begin(), pFileUtils->getWritablePath()); pFileUtils->setSearchPaths(searchPaths); PlayerStatus::setDeviceResolution(res); // 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); ScriptingCore* sc = ScriptingCore::getInstance(); sc->addRegisterCallback(register_all_cocos2dx); sc->addRegisterCallback(register_all_cocos2dx_extension); sc->addRegisterCallback(register_cocos2dx_js_extensions); sc->addRegisterCallback(register_all_cocos2dx_extension_manual); sc->addRegisterCallback(register_CCBuilderReader); sc->addRegisterCallback(jsb_register_system); sc->addRegisterCallback(jsb_register_chipmunk); sc->addRegisterCallback(JSB_register_opengl); sc->start(); CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); runMainScene(); } void handle_signal(int signal) { static int internal_state = 0; ScriptingCore* sc = ScriptingCore::getInstance(); // should start everything back CCDirector* director = CCDirector::sharedDirector(); if (director->getRunningScene()) { director->popToRootScene(); } else { CCPoolManager::sharedPoolManager()->finalize(); if (internal_state == 0) { //sc->dumpRoot(NULL, 0, NULL); sc->start(); internal_state = 1; } else { sc->runScript("hello.js"); internal_state = 0; } } } // 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(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); SimpleAudioEngine::sharedEngine()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->startAnimation(); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); SimpleAudioEngine::sharedEngine()->resumeAllEffects(); } }