axmol/tests/AppDelegate.cpp

80 lines
2.0 KiB
C++

#include "AppDelegate.h"
#include "cocos2d.h"
#include "tests/controller.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::initInstance()
{
bool bRet = false;
do
{
#if (CCX_TARGET_PLATFORM == CCX_PLATFORM_WIN32)
// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The tests is designed as HVGA.
CCXEGLView * pMainWnd = new CCXEGLView();
CCX_BREAK_IF(! pMainWnd
|| ! pMainWnd->Create(TEXT("cocos2d: tests"), 320, 480));
#endif // CCX_PLATFORM_WIN32
#if (CCX_TARGET_PLATFORM == CCX_PLATFORM_IOS)
// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.
#endif // CCX_PLATFORM_IOS
bRet = true;
} while (0);
return bRet;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCXEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// sets landscape mode
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
CCScene * pScene = CCScene::node();
CCLayer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
pDirector->runWithScene(pScene);
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()
{
CCDirector::sharedDirector()->pause();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->resume();
}