#include "AppDelegate.h" #include "cocos2d.h" #include "SimpleAudioEngine.h" #include "ScriptingCore.h" #include "generated/jsb_cocos2dx_auto.hpp" #include "generated/jsb_cocos2dx_extension_auto.hpp" #include "jsb_cocos2dx_extension_manual.h" #include "cocos2d_specifics.hpp" #include "js_bindings_ccbreader.h" #include "js_bindings_system_registration.h" #include "js_bindings_chipmunk_registration.h" #include "jsb_opengl_registration.h" USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { ScriptEngineManager::purgeSharedManager(); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::sharedDirector(); pDirector->setOpenGLView(EGLView::sharedOpenGLView()); pDirector->setProjection(kDirectorProjection2D); // Set the design resolution EGLView::sharedOpenGLView()->setDesignResolutionSize(320, 480, 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_all_cocos2dx_extension); sc->addRegisterCallback(register_cocos2dx_js_extensions); sc->addRegisterCallback(jsb_register_chipmunk); sc->addRegisterCallback(register_all_cocos2dx_extension_manual); sc->addRegisterCallback(register_CCBuilderReader); sc->addRegisterCallback(jsb_register_system); sc->addRegisterCallback(JSB_register_opengl); sc->start(); ScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); ScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #if JSB_ENABLE_DEBUGGER ScriptingCore::getInstance()->runScript("main.debug.js"); #else ScriptingCore::getInstance()->runScript("MoonWarriors-jsb.js"); #endif return true; } void handle_signal(int signal) { static int internal_state = 0; ScriptingCore* sc = ScriptingCore::getInstance(); // should start everything back Director* director = Director::sharedDirector(); if (director->getRunningScene()) { director->popToRootScene(); } else { PoolManager::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() { Director::sharedDirector()->stopAnimation(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); SimpleAudioEngine::sharedEngine()->pauseAllEffects(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::sharedDirector()->startAnimation(); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); SimpleAudioEngine::sharedEngine()->resumeAllEffects(); }