// Application application cpp file. // Original file name: cocosTemplateApp.cpp // Generated by TOPS Builder:Project wizard,Date:2010-09-27 #include "cocos2d.h" #include "AppDelegate.h" #include "HelloWorldScene.h" #include "Resource.h" using namespace cocos2d; extern const AppResourceEntry cocosTemplateResourceEntry; // the works are the same as NSObject::applicationDidFinishLaunching of cocos2d-iphone bool AppDelegate::initCocos2d() { // init director CCDirector *pDirector = CCDirector::getSharedDirector(); pDirector->setOpenGLView(m_pMainWnd); // sets landscape mode pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // turn on display FPS pDirector->setDisplayFPS(true); // set the ResourceEntry CCFileUtils::setResourceEntry(&cocosTemplateResourceEntry); // set the Images ResInfo (name and ResID) CCFileUtils::setResourceInfo(ResInfo, sizeof(ResInfo) / sizeof(T_ResourceInfo)); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run CCDirector::getSharedDirector()->runWithScene(pScene); return true; } AppDelegate::AppDelegate() :m_rcWnd(0, 0, GetScreenWidth(), GetScreenHeight()) ,m_pMainWnd(NULL) { } AppDelegate::~AppDelegate() { } Boolean AppDelegate::EventHandler(EventType* pEvent) { Boolean bHandled = FALSE; switch(pEvent->eType) { case EVENT_AppLoad: { // it's important to use CCXEGLView, or you may inherit it to add your implement if (! (m_pMainWnd = new CCXEGLView(this)) || ! m_pMainWnd->Create(&m_rcWnd)) { // create window failed, quit application SendStopEvent(); bHandled = TRUE; break; } SetActiveWindow(m_pMainWnd); // do not return bHandle equal TRUE, CCXApplication::EventHandler need do some thing. break; } bHandled = TRUE; break; case EVENT_AppStopNotify: { } bHandled = FALSE; break; } return (bHandled) ? TRUE : CCXApplication::EventHandler(pEvent); } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void AppDelegate::applicationDidEnterBackground() { CCDirector::getSharedDirector()->stopAnimation(); // if you use SimpleAudioEngine, it must be pause // SimpleAudioEngine::getSharedEngine()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::getSharedDirector()->startAnimation(); // SimpleAudioEngine::getSharedEngine()->resumeBackgroundMusic(); }