/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. Copyright (c) 2021 Bytedance Inc. https://adxe.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 "HelloWorldScene.h" USING_NS_CC; // Print useful error message instead of segfaulting when files are not there. static void problemLoading(const char* filename) { printf("Error while loading: %s\n", filename); printf( "Depending on how you compiled you might have to add 'Resources/' in front of filenames in " "HelloWorldScene.cpp\n"); } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } auto visibleSize = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); auto safeArea = Director::getInstance()->getSafeAreaRect(); auto safeOrigin = safeArea.origin; ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0) { problemLoading("'CloseNormal.png' and 'CloseSelected.png'"); } else { float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2; float y = safeOrigin.y + closeItem->getContentSize().height / 2; closeItem->setPosition(Vec2(x, y)); } // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24); if (label == nullptr) { problemLoading("'fonts/Marker Felt.ttf'"); } else { // position the label on the center of the screen label->setPosition( Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); } // add "HelloWorld" splash screen" auto sprite = Sprite::create("HelloWorld.png"sv); if (sprite == nullptr) { problemLoading("'HelloWorld.png'"); } else { // position the sprite on the center of the screen sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0); auto drawNode = DrawNode::create(); drawNode->setPosition(Vec2(0, 0)); addChild(drawNode); drawNode->drawRect(safeArea.origin, safeArea.origin + safeArea.size, Color4F::BLUE); } return true; } void HelloWorld::menuCloseCallback(Ref* sender) { // Close the cocos2d-x game scene and quit the application Director::getInstance()->end(); /*To navigate back to native iOS screen(if present) without quitting the application ,do not use * Director::getInstance()->end() as given above,instead trigger a custom event created in RootViewController.mm * as below*/ // EventCustom customEndEvent("game_scene_close_event"); //_eventDispatcher->dispatchEvent(&customEndEvent); }