#include "AppDelegate.h" #include "cocos2d.h" [! if CCX_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] #include "SimpleAudioEngine.h" using namespace CocosDenshion; [! endif] #include "HelloWorldScene.h" using namespace cocos2d; AppDelegate::AppDelegate() :m_pMainWnd(NULL) { } AppDelegate::~AppDelegate() { [! if CCX_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::release(); [! endif] } bool AppDelegate::applicationDidFinishLaunching() { // init the window if (!(m_pMainWnd = new CCXEGLView()) || ! m_pMainWnd->Create(L"cocos2d-win32", 320, 480) ) { CCX_SAFE_DELETE(m_pMainWnd); return false; } // init director CCDirector * pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(m_pMainWnd); pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // pDirector->setDeviceOrientation(kCCDeviceOrientationPortrait); pDirector->setDisplayFPS(true); CCScene * pScene = HelloWorld::scene(); pDirector->runWithScene(pScene); return true; } void AppDelegate::applicationDidEnterBackground() { CCDirector::sharedDirector()->pause(); [! if CCX_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); [! endif] } void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->resume(); [! if CCX_USE_COCOS_DENSHION_SIMPLE_AUDIO_ENGINE] SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); [! endif] }