mirror of https://github.com/axmolengine/axmol.git
155 lines
5.2 KiB
C++
155 lines
5.2 KiB
C++
/**
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* Copyright(c) Live2D Inc. All rights reserved.
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*
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* Use of this source code is governed by the Live2D Open Software license
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* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
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*/
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#include "AppDelegate.h"
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#include "SampleScene.h"
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#include "LAppLive2DManager.hpp"
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#include "LAppDefine.hpp"
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#include "LAppPal.hpp"
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#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
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#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
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#endif
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#if USE_AUDIO_ENGINE
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#include "audio/include/AudioEngine.h"
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using namespace cocos2d::experimental;
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#elif USE_SIMPLE_AUDIO_ENGINE
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#include "audio/include/SimpleAudioEngine.h"
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using namespace CocosDenshion;
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#endif
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USING_NS_CC;
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static cocos2d::Size designResolutionSize = cocos2d::Size(LAppDefine::RenderTargetWidth, LAppDefine::RenderTargetHeight);
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static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
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static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
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static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
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AppDelegate::AppDelegate()
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{
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}
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AppDelegate::~AppDelegate()
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{
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Director::getInstance()->getEventDispatcher()->removeEventListener(_recreatedEventlistener);
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LAppLive2DManager::ReleaseInstance();
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#if USE_AUDIO_ENGINE
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AudioEngine::end();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::end();
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#endif
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}
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// if you want a different context, modify the value of glContextAttrs
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// it will affect all platforms
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void AppDelegate::initGLContextAttrs()
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{
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// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
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GLView::setGLContextAttrs(glContextAttrs);
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}
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// if you want to use the package manager to install more packages,
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// don't modify or remove this function
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static int register_all_packages()
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{
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return 0; //flag for packages manager
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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glview = GLViewImpl::createWithRect("Demo", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
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#else
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glview = GLViewImpl::create("Demo");
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#endif
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director->setOpenGLView(glview);
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}
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// turn on display FPS
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director->setStatsDisplay(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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director->setAnimationInterval(1.0f / 60);
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// Set the design resolution
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
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// auto frameSize = glview->getFrameSize();
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// // if the frame's height is larger than the height of medium size.
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// if (frameSize.height > mediumResolutionSize.height)
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// {
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// director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
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// }
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// // if the frame's height is larger than the height of small size.
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// else if (frameSize.height > smallResolutionSize.height)
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// {
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// director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
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// }
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// // if the frame's height is smaller than the height of medium size.
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// else
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// {
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// director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
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// }
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register_all_packages();
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// prepare for Cubism Framework API.
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_cubismOption.LogFunction = LAppPal::PrintMessage;
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_cubismOption.LoggingLevel = LAppDefine::CubismLoggingLevel;
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Csm::CubismFramework::StartUp(&_cubismAllocator, &_cubismOption);
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_recreatedEventlistener = cocos2d::EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*)
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{
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LAppLive2DManager::GetInstance()->RecreateRenderer();
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});
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director->getEventDispatcher()->addEventListenerWithFixedPriority(_recreatedEventlistener, -1);
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// create a scene. it's an autorelease object
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auto scene = SampleScene::createScene();
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// run
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director->runWithScene(scene);
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return true;
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}
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// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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#endif
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}
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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Director::getInstance()->startAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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#endif
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// Director::getInstance()->startAnimation();
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}
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