axmol/cocos/platform/CCApplicationProtocol.h

137 lines
3.7 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CC_APPLICATION_PROTOCOL_H__
#define __CC_APPLICATION_PROTOCOL_H__
#include "base/CCPlatformMacros.h"
#include "base/CCScriptSupport.h"
#include "base/CCAutoreleasePool.h"
NS_CC_BEGIN
/**
* @addtogroup platform
* @{
*/
class CC_DLL ApplicationProtocol
{
public:
// Since WINDOWS and ANDROID are defined as macros, we could not just use these keywords in enumeration(Platform).
// Therefore, 'OS_' prefix is added to avoid conflicts with the definitions of system macros.
enum class Platform
{
OS_WINDOWS,
OS_LINUX,
OS_MAC,
OS_ANDROID,
OS_IPHONE,
OS_IPAD,
OS_BLACKBERRY,
OS_NACL,
OS_EMSCRIPTEN,
OS_TIZEN,
OS_WINRT,
OS_WP8
};
/**
* @js NA
* @lua NA
*/
virtual ~ApplicationProtocol(){
#if CC_ENABLE_SCRIPT_BINDING
ScriptEngineManager::destroyInstance();
#endif
// clean auto release pool
PoolManager::destroyInstance();
}
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
* @js NA
* @lua NA
*/
virtual bool applicationDidFinishLaunching() = 0;
/**
@brief This function will be called when the application enters background.
* @js NA
* @lua NA
*/
virtual void applicationDidEnterBackground() = 0;
/**
@brief This function will be called when the application enters foreground.
* @js NA
* @lua NA
*/
virtual void applicationWillEnterForeground() = 0;
/**
@brief Callback by Director for limit FPS.
@param interval The time, expressed in seconds, between current frame and next.
* @js NA
* @lua NA
*/
virtual void setAnimationInterval(double interval) = 0;
virtual bool setOGLCntattrs() { return false; }
/**
@brief Get current language config
@return Current language config
* @js NA
* @lua NA
*/
virtual LanguageType getCurrentLanguage() = 0;
/**
@brief Get current language iso 639-1 code
@return Current language iso 639-1 code
* @js NA
* @lua NA
*/
virtual const char * getCurrentLanguageCode() = 0;
/**
@brief Get target platform
* @js NA
* @lua NA
*/
virtual Platform getTargetPlatform() = 0;
};
// end of platform group
/// @}
NS_CC_END
#endif // __CC_APPLICATION_PROTOCOL_H__