#include "AppDelegate.h" #include "cocos2d.h" #include "controller.h" #include "SimpleAudioEngine.h" #include "cocos-ext.h" #include "CCArmature/utils/CCArmatureDataManager.h" USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { // SimpleAudioEngine::end(); cocos2d::extension::armature::ArmatureDataManager::purgeArmatureSystem(); } bool AppDelegate::applicationDidFinishLaunching() { // As an example, load config file // XXX: This should be loaded before the Director is initialized, // XXX: but at this point, the director is already initialized Configuration::getInstance()->loadConfigFile("configs/config-example.plist"); // initialize director auto director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto screenSize = EGLView::getInstance()->getFrameSize(); auto designSize = Size(480, 320); auto pFileUtils = FileUtils::getInstance(); if (screenSize.height > 320) { auto resourceSize = Size(960, 640); std::vector searchPaths; searchPaths.push_back("hd"); pFileUtils->setSearchPaths(searchPaths); director->setContentScaleFactor(resourceSize.height/designSize.height); } EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER); auto scene = Scene::create(); auto layer = new TestController(); layer->autorelease(); scene->addChild(layer); director->runWithScene(scene); 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() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); SimpleAudioEngine::getInstance()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); SimpleAudioEngine::getInstance()->resumeAllEffects(); }