#include "AppDelegate.h" #include "CCLuaEngine.h" #include "SimpleAudioEngine.h" #include "cocos2d.h" #include "Runtime.h" #include "ConfigParser.h" #include "lua_module_register.h" using namespace CocosDenshion; USING_NS_CC; using namespace std; AppDelegate::AppDelegate() { #if (COCOS2D_DEBUG > 0) // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE initRuntime(); #endif } AppDelegate::~AppDelegate() { SimpleAudioEngine::end(); } //if you want a different context,just modify the value of glContextAttrs //it will takes effect on all platforms void AppDelegate::initGLContextAttrs() { //set OpenGL context attributions,now can only set six attributions: //red,green,blue,alpha,depth,stencil GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { Size viewSize = ConfigParser::getInstance()->getInitViewSize(); string title = ConfigParser::getInstance()->getInitViewName(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f); bool isLanscape = ConfigParser::getInstance()->isLanscape(); createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape); #else glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height)); director->setOpenGLView(glview); #endif } auto engine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); lua_State* L = engine->getLuaStack()->getLuaState(); lua_module_register(L); LuaStack* stack = engine->getLuaStack(); stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA")); //register custom function //LuaStack* stack = engine->getLuaStack(); //register_custom_function(stack->getLuaState()); #if (COCOS2D_DEBUG > 0) // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE startRuntime(); #else engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str()); #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() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }