axmol/samples/Javascript/MoonWarriors/Classes/AppDelegate.cpp

106 lines
3.3 KiB
C++

#include "AppDelegate.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_builder_auto.hpp"
#include "extension/jsb_cocos2dx_extension_manual.h"
#include "cocos2d_specifics.hpp"
#include "cocosbuilder/js_bindings_ccbreader.h"
#include "localstorage/js_bindings_system_registration.h"
#include "chipmunk/js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
ScriptEngineManager::destroyInstance();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto pDirector = Director::getInstance();
pDirector->setOpenGLView(EGLView::getInstance());
pDirector->setProjection(Director::Projection::_2D);
// Set the design resolution
EGLView::getInstance()->setDesignResolutionSize(320, 480, ResolutionPolicy::SHOW_ALL);
// 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);
FileUtils::getInstance()->addSearchPath("script");
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_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_system);
sc->addRegisterCallback(JSB_register_opengl);
sc->start();
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
sc->enableDebugger();
#endif
auto pEngine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("MoonWarriors-jsb.js");
return true;
}
void handle_signal(int signal) {
static int internal_state = 0;
ScriptingCore* sc = ScriptingCore::getInstance();
// should start everything back
auto director = Director::getInstance();
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::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
}