#include "AppDelegate.h" #include "cocos2d.h" #include "tests/controller.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } bool AppDelegate::initInstance() { bool bRet = false; do { #if (CCX_TARGET_PLATFORM == CCX_PLATFORM_WIN32) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The tests is designed as HVGA. CCXEGLView * pMainWnd = new CCXEGLView(); CCX_BREAK_IF(! pMainWnd || ! pMainWnd->Create(TEXT("cocos2d: tests"), 320, 480)); #endif // CCX_PLATFORM_WIN32 #if (CCX_TARGET_PLATFORM == CCX_PLATFORM_IOS) // OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here. #endif // CCX_PLATFORM_IOS bRet = true; } while (0); return bRet; } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCXEGLView::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); CCScene * pScene = CCScene::node(); CCLayer * pLayer = new TestController(); pLayer->autorelease(); pScene->addChild(pLayer); 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(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->resume(); }