#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 Director *pDirector = Director::getInstance(); pDirector->setOpenGLView(EGLView::getInstance()); Size screenSize = EGLView::getInstance()->getFrameSize(); Size designSize = Size(480, 320); FileUtils* pFileUtils = FileUtils::getInstance(); if (screenSize.height > 320) { Size resourceSize = Size(960, 640); std::vector searchPaths; searchPaths.push_back("hd"); pFileUtils->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); } EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); Scene * pScene = Scene::create(); Layer * 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() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); SimpleAudioEngine::sharedEngine()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); SimpleAudioEngine::sharedEngine()->resumeAllEffects(); }