/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "AppDelegate.h" #include "scripting/js-bindings/auto/jsb_cocos2dx_3d_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_3d_extension_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_builder_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_extension_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_network_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_navmesh_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_physics3d_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_spine_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_studio_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_ui_auto.hpp" #include "scripting/js-bindings/manual/3d/jsb_cocos2dx_3d_manual.h" #include "scripting/js-bindings/manual/chipmunk/js_bindings_chipmunk_registration.h" #include "scripting/js-bindings/manual/cocosbuilder/js_bindings_ccbreader.h" #include "scripting/js-bindings/manual/cocostudio/jsb_cocos2dx_studio_manual.h" #include "scripting/js-bindings/manual/extension/jsb_cocos2dx_extension_manual.h" #include "scripting/js-bindings/manual/jsb_opengl_registration.h" #include "scripting/js-bindings/manual/localstorage/js_bindings_system_registration.h" #include "scripting/js-bindings/manual/navmesh/jsb_cocos2dx_navmesh_manual.h" #include "scripting/js-bindings/manual/network/XMLHTTPRequest.h" #include "scripting/js-bindings/manual/network/jsb_socketio.h" #include "scripting/js-bindings/manual/network/jsb_websocket.h" #include "scripting/js-bindings/manual/physics3d/jsb_cocos2dx_physics3d_manual.h" #include "scripting/js-bindings/manual/spine/jsb_cocos2dx_spine_manual.h" #include "scripting/js-bindings/manual/ui/jsb_cocos2dx_ui_manual.h" #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS) #include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_video_auto.hpp" #include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_webView_auto.hpp" #include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_video_manual.h" #include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_webView_manual.h" #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) #include "scripting/js-bindings/auto/jsb_cocos2dx_audioengine_auto.hpp" #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) #include "cocos/scripting/js-bindings/manual/platform/android/CCJavascriptJavaBridge.h" #elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) #include "cocos/scripting/js-bindings/manual/platform/ios/JavaScriptObjCBridge.h" #endif // #define USE_AUDIO_ENGINE 1 // #define USE_SIMPLE_AUDIO_ENGINE 1 #if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE #error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!" #endif #if USE_AUDIO_ENGINE #include "audio/include/AudioEngine.h" using namespace cocos2d::experimental; #elif USE_SIMPLE_AUDIO_ENGINE #include "audio/include/SimpleAudioEngine.h" using namespace CocosDenshion; #endif USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { #if USE_AUDIO_ENGINE AudioEngine::end(); #elif USE_SIMPLE_AUDIO_ENGINE SimpleAudioEngine::end(); #endif } void AppDelegate::initGLContextAttrs() { GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = cocos2d::GLViewImpl::createWithRect("HelloJavascript", Rect(0,0,960,640)); director->setOpenGLView(glview); } // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0f / 60); ScriptingCore* sc = ScriptingCore::getInstance(); sc->addRegisterCallback(register_all_cocos2dx); sc->addRegisterCallback(register_cocos2dx_js_core); sc->addRegisterCallback(jsb_register_system); // extension can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_extension); sc->addRegisterCallback(register_all_cocos2dx_extension_manual); // chipmunk can be commented out to reduce the package sc->addRegisterCallback(jsb_register_chipmunk); // opengl can be commented out to reduce the package sc->addRegisterCallback(JSB_register_opengl); // builder can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_builder); sc->addRegisterCallback(register_CCBuilderReader); // ui can be commented out to reduce the package, attention studio need ui module sc->addRegisterCallback(register_all_cocos2dx_ui); sc->addRegisterCallback(register_all_cocos2dx_ui_manual); // studio can be commented out to reduce the package, sc->addRegisterCallback(register_all_cocos2dx_studio); sc->addRegisterCallback(register_all_cocos2dx_studio_manual); // spine can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_spine); sc->addRegisterCallback(register_all_cocos2dx_spine_manual); // XmlHttpRequest can be commented out to reduce the package sc->addRegisterCallback(MinXmlHttpRequest::_js_register); // websocket can be commented out to reduce the package sc->addRegisterCallback(register_jsb_websocket); // socket io can be commented out to reduce the package sc->addRegisterCallback(register_jsb_socketio); // Downloader sc->addRegisterCallback(register_all_cocos2dx_network); // 3d can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_3d); sc->addRegisterCallback(register_all_cocos2dx_3d_manual); // 3d extension can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_3d_extension); #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION // Physics 3d can be commented out to reduce the package sc->addRegisterCallback(register_all_cocos2dx_physics3d); sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual); #endif #if CC_USE_NAVMESH sc->addRegisterCallback(register_all_cocos2dx_navmesh); sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS) sc->addRegisterCallback(register_all_cocos2dx_experimental_video); sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual); sc->addRegisterCallback(register_all_cocos2dx_experimental_webView); sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) sc->addRegisterCallback(register_all_cocos2dx_audioengine); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) sc->addRegisterCallback(JavascriptJavaBridge::_js_register); #elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) sc->addRegisterCallback(JavaScriptObjCBridge::_js_register); #endif sc->start(); sc->runScript("script/jsb_boot.js"); #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0) sc->enableDebugger(); #endif ScriptEngineProtocol *engine = ScriptingCore::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); ScriptingCore::getInstance()->runScript("main.js"); return true; } // This function will be called when the app is inactive. Note, when receiving a phone call it is invoked. void AppDelegate::applicationDidEnterBackground() { auto director = Director::getInstance(); director->stopAnimation(); director->getEventDispatcher()->dispatchCustomEvent("game_on_hide"); #if USE_AUDIO_ENGINE AudioEngine::pauseAll(); #elif USE_SIMPLE_AUDIO_ENGINE SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); SimpleAudioEngine::getInstance()->pauseAllEffects(); #endif } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { auto director = Director::getInstance(); director->startAnimation(); director->getEventDispatcher()->dispatchCustomEvent("game_on_show"); #if USE_AUDIO_ENGINE AudioEngine::resumeAll(); #elif USE_SIMPLE_AUDIO_ENGINE SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); SimpleAudioEngine::getInstance()->resumeAllEffects(); #endif }