axmol/samples/Lua/TestLua/Classes/AppDelegate.cpp

97 lines
2.8 KiB
C++

#include "cocos2d.h"
#include "CCEGLView.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "lua_assetsmanager_test_sample.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto pDirector = Director::getInstance();
pDirector->setOpenGLView(EGLView::getInstance());
// 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);
auto screenSize = EGLView::getInstance()->getFrameSize();
auto designSize = Size(480, 320);
auto pFileUtils = FileUtils::getInstance();
if (screenSize.height > 320)
{
auto resourceSize = Size(960, 640);
std::vector<std::string> searchPaths;
searchPaths.push_back("hd");
pFileUtils->setSearchPaths(searchPaths);
pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
}
EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
// register lua engine
LuaEngine* pEngine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
LuaStack* stack = pEngine->getLuaStack();
register_assetsmanager_test_sample(stack->getLuaState());
#endif
std::vector<std::string> searchPaths = pFileUtils->getSearchPaths();
searchPaths.insert(searchPaths.begin(), "Images");
searchPaths.insert(searchPaths.begin(), "cocosbuilderRes");
if (screenSize.height > 320)
{
searchPaths.insert(searchPaths.begin(), "hd/scenetest");
}
else
{
searchPaths.insert(searchPaths.begin(), "scenetest");
}
#if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
searchPaths.push_back("TestCppResources");
searchPaths.push_back("script");
#endif
FileUtils::getInstance()->setSearchPaths(searchPaths);
pEngine->executeScriptFile("luaScript/controller.lua");
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()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}