#include "cocos2d.h" #include "CCEGLView.h" #include "AppDelegate.h" [! if CC_USE_LUA] #include "CCLuaEngine.h" [! else] #include "HelloWorldScene.h" [! endif] [! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] #include "SimpleAudioEngine.h" using namespace CocosDenshion; [! endif] USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { [! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::end(); [! endif] } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); [! if CC_USE_LUA] // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) CCString* pstrFileContent = CCString::createWithContentsOfFile("hello.lua"); if (pstrFileContent) { pEngine->executeString(pstrFileContent->getCString()); } #else std::string path = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("hello.lua"); pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str()); pEngine->executeScriptFile(path.c_str()); #endif [! else] // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); [! endif] 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()->stopAnimation(); [! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); [! endif] } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->startAnimation(); [! if CC_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); [! endif] }