#include "AppDelegate.h" #include "cocos2d.h" #include "HelloWorldScene.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"), 320, 480)); #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_UPHONE) // 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)); #ifndef _TRANZDA_VM_ // on uphone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file cocos2d::CCFileUtils::setResource("HelloWorld.zip"); #endif #endif // CC_PLATFORM_UPHONE 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); // sets landscape mode pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // turn on display FPS pDirector->setDisplayFPS(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()->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(); }