mirror of https://github.com/axmolengine/axmol.git
97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
#include "cocos2d.h"
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#include "CCEGLView.h"
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#include "AppDelegate.h"
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#include "CCLuaEngine.h"
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#include "SimpleAudioEngine.h"
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#include "lua_assetsmanager_test_sample.h"
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using namespace CocosDenshion;
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USING_NS_CC;
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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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SimpleAudioEngine::end();
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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 pDirector = Director::getInstance();
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pDirector->setOpenGLView(EGLView::getInstance());
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// turn on display FPS
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pDirector->setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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pDirector->setAnimationInterval(1.0 / 60);
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auto screenSize = EGLView::getInstance()->getFrameSize();
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auto designSize = Size(480, 320);
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auto pFileUtils = FileUtils::getInstance();
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if (screenSize.height > 320)
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{
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auto resourceSize = Size(960, 640);
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std::vector<std::string> searchPaths;
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searchPaths.push_back("hd");
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pFileUtils->setSearchPaths(searchPaths);
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pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
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}
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EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
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// register lua engine
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LuaEngine* pEngine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
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#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)
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LuaStack* stack = pEngine->getLuaStack();
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register_assetsmanager_test_sample(stack->getLuaState());
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#endif
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std::vector<std::string> searchPaths = pFileUtils->getSearchPaths();
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searchPaths.insert(searchPaths.begin(), "Images");
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searchPaths.insert(searchPaths.begin(), "cocosbuilderRes");
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if (screenSize.height > 320)
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{
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searchPaths.insert(searchPaths.begin(), "hd/scenetest");
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}
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else
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{
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searchPaths.insert(searchPaths.begin(), "scenetest");
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}
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#if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
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searchPaths.push_back("TestCppResources");
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searchPaths.push_back("script");
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#endif
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FileUtils::getInstance()->setSearchPaths(searchPaths);
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pEngine->executeScriptFile("luaScript/controller.lua");
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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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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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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