#include "cocos2d.h" #include "AppDelegate.h" #include "SimpleAudioEngine.h" #include "CCScriptSupport.h" #include "CCLuaEngine.h" #define IPAD 0 #if IPAD #define CC_WIDTH 1024 #define CC_HEIGHT 768 #elif IPHONE_4 #define CC_WIDTH 960 #define CC_HEIGHT 640 #else #define CC_WIDTH 480 #define CC_HEIGHT 320 #endif USING_NS_CC; using namespace std; using namespace CocosDenshion; AppDelegate::AppDelegate() { // fixed me //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF); } AppDelegate::~AppDelegate() { // end simple audio engine here, or it may crashed on win32 SimpleAudioEngine::sharedEngine()->end(); CCScriptEngineManager::purgeSharedManager(); } 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 HelloWorld is designed as HVGA. CCEGLView * pMainWnd = new CCEGLView(); CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(TEXT("cocos2d: Hello World"), CC_WIDTH, CC_HEIGHT)); #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) // OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp // the default setting is to create a fullscreen view // if you want to use auto-scale, please enable view->create(320,480) in main.cpp #endif // CC_PLATFORM_ANDROID 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); // turn on display FPS pDirector->setDisplayStats(true); // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // register lua engine CCScriptEngineProtocol* pEngine = CCLuaEngine::engine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) unsigned long size; char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size); if (pFileContent) { // copy the file contents and add '\0' at the end, or the lua parser can not parse it char *pCodes = new char[size + 1]; pCodes[size] = '\0'; memcpy(pCodes, pFileContent, size); delete[] pFileContent; pEngine->executeString(pCodes); delete []pCodes; } #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) string path = CCFileUtils::fullPathFromRelativePath("hello.lua"); pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str()); pEngine->executeScriptFile(path.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() { CCDirector::sharedDirector()->pause(); // if you use SimpleAudioEngine, it must be pause // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { CCDirector::sharedDirector()->resume(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); }