#include "AppDelegate.h" #include "cocos2d.h" #include "SimpleAudioEngine.h" #include "ScriptingCore.h" #include "generated/cocos2dx.hpp" #include "cocos2d_specifics.hpp" #include "js_bindings_chipmunk_registration.h" #include "js_bindings_ccbreader.h" #include "js_bindings_system_registration.h" USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { CCScriptEngineManager::sharedManager()->purgeSharedManager(); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); pDirector->setProjection(kCCDirectorProjection2D); CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize(); CCSize designSize = CCSizeMake(320, 480); CCSize resourceSize = CCSizeMake(320, 480); std::vector searchPaths; std::vector resDirOrders; TargetPlatform platform = CCApplication::sharedApplication()->getTargetPlatform(); if (platform == kTargetIphone || platform == kTargetIpad) { searchPaths.push_back("Published-iOS"); // Resources/Published-iOS CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); if (screenSize.height > 480) { resourceSize = CCSizeMake(640, 960); resDirOrders.push_back("resources-iphonehd"); } else { resDirOrders.push_back("resources-iphone"); } CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders); } else if (platform == kTargetAndroid || platform == kTargetWindows) { // Comments it since opengles2.0 only supports texture size within 2048x2048. // if (screenSize.height > 1024) // { // resourceSize = CCSizeMake(1280, 1920); // resDirOrders.push_back("resources-xlarge"); // resDirOrders.push_back(""); // } // else if (screenSize.height > 960) { resourceSize = CCSizeMake(640, 960); resDirOrders.push_back("resources-large"); resDirOrders.push_back("resources-medium"); resDirOrders.push_back("resources-small"); } else if (screenSize.height > 480) { resourceSize = CCSizeMake(480, 720); resDirOrders.push_back("resources-medium"); resDirOrders.push_back("resources-small"); } else { resourceSize = CCSizeMake(320, 568); resDirOrders.push_back("resources-small"); } CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders); } pDirector->setContentScaleFactor(resourceSize.width/designSize.width); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); ScriptingCore* sc = ScriptingCore::getInstance(); sc->addRegisterCallback(register_all_cocos2dx); sc->addRegisterCallback(register_cocos2dx_js_extensions); sc->addRegisterCallback(register_CCBuilderReader); sc->addRegisterCallback(jsb_register_chipmunk); sc->addRegisterCallback(jsb_register_system); sc->start(); js_log("RUNNING Main"); CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); ScriptingCore::getInstance()->runScript("main.js"); return true; } void handle_signal(int signal) { static int internal_state = 0; ScriptingCore* sc = ScriptingCore::getInstance(); // should start everything back CCDirector* director = CCDirector::sharedDirector(); if (director->getRunningScene()) { director->popToRootScene(); } else { CCPoolManager::sharedPoolManager()->finalize(); if (internal_state == 0) { //sc->dumpRoot(NULL, 0, NULL); sc->start(); internal_state = 1; } else { sc->runScript("hello.js"); internal_state = 0; } } } // 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()->stopAnimation(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); SimpleAudioEngine::sharedEngine()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->startAnimation(); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); SimpleAudioEngine::sharedEngine()->resumeAllEffects(); }