#include "AppDelegate.h" #include "cocos2d.h" #include "tests/controller.h" #include "SimpleAudioEngine.h" USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { // SimpleAudioEngine::end(); } bool AppDelegate::initInstance() { bool bRet = false; do { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The tests is designed as HVGA. CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(TEXT("cocos2d: tests"), 480, 320)); #endif // CC_PLATFORM_WIN32 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) // OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here. #endif // CC_PLATFORM_IOS #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) // Android doesn't need to do anything. #endif // CC_PLATFORM_ANDROID #if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The tests is designed as HVGA. CCEGLView* pMainWnd = new CCEGLView(this); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320 ,480, WM_WINDOW_ROTATE_MODE_CW)); #ifndef _TRANZDA_VM_ // on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data folder instead of zip file cocos2d::CCFileUtils::setResource("TestCocos2dx.zip"); CocosDenshion::SimpleAudioEngine::setResource("TestCocos2dx.zip"); #endif #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) CCDirector::sharedDirector()->setDeviceOrientation(CCDeviceOrientationLandscapeLeft); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) // Initialize OpenGLView instance, that release by CCDirector when application terminate. // The HelloWorld is designed as HVGA. CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create("cocos2d: tests", 480, 320, 480, 320)); //set the base resource folder pay attention to add "/" CCFileUtils::setResourcePath("../Res/"); #endif // CC_PLATFORM_LINUX #if (CC_TARGET_PLATFORM == CC_PLATFORM_BADA) CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(this, 480, 320)); pMainWnd->setDeviceOrientation(Osp::Ui::ORIENTATION_LANDSCAPE); CCFileUtils::setResourcePath("/Res/"); #endif // CC_PLATFORM_BADA #if (CC_TARGET_PLATFORM == CC_PLATFORM_QNX) CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(480, 320)); CCFileUtils::setResourcePath("app/native/Resource"); #endif // CC_PLATFORM_QNX bRet = true; } while (0); return bRet; } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // sets opengl landscape mode // tests set device orientation in RootViewController.mm // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // turn on display FPS pDirector->setDisplayFPS(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); CCScene * pScene = CCScene::node(); CCLayer * 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() { CCDirector::sharedDirector()->pause(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); SimpleAudioEngine::sharedEngine()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->resume(); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); SimpleAudioEngine::sharedEngine()->resumeAllEffects(); }