mirror of https://github.com/axmolengine/axmol.git
168 lines
6.2 KiB
C++
168 lines
6.2 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "AppDelegate.h"
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#include <vector>
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#include <string>
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#include "HelloWorldScene.h"
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#include "AppMacros.h"
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//Uncomment the following line to use localize manager
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//#include "extensions/cocostudio/LocalizationManager.h"
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USING_NS_CC;
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using namespace std;
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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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}
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void AppDelegate::initGLContextAttrs()
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{
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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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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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glview = GLViewImpl::create("Cpp Empty Test");
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director->setOpenGLView(glview);
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}
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// Set window icon with best resolution (windows and linux)
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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// assert error when using listFilesRecursively on Windows 10
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// refer to: https://github.com/cocos2d/cocos2d-x/issues/18835
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// don't use listFiles as workaround (it will return directory itself)
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// refer to: https://github.com/cocos2d/cocos2d-x/issues/18834
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std::vector<std::string> icons;
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FileUtils::getInstance()->listFilesRecursively("icons", &icons);
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#else
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std::string icons = "icons/Icon-60@3x.png";
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) */
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glview->setIcon(icons);
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director->setOpenGLView(glview);
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// Set the design resolution
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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auto frameSize = glview->getFrameSize();
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vector<string> searchPath;
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// In this demo, we select resource according to the frame's height.
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// If the resource size is different from design resolution size, you need to set contentScaleFactor.
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// We use the ratio of resource's height to the height of design resolution,
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// This can make sure that the resource's height could fit for the height of design resolution.
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// If the frame's height is larger than the height of medium resource size, select large resource.
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if (frameSize.height > mediumResource.size.height)
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{
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searchPath.push_back(largeResource.directory);
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director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
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}
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// If the frame's height is larger than the height of small resource size, select medium resource.
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else if (frameSize.height > smallResource.size.height)
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{
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searchPath.push_back(mediumResource.directory);
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director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
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}
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// If the frame's height is smaller than the height of medium resource size, select small resource.
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else
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{
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searchPath.push_back(smallResource.directory);
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director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
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}
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// Set searching path
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FileUtils::getInstance()->setSearchPaths(searchPath);
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// Uncomment follow block to use localize manager to set localize strings
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// If you want to load json localize data, use follow block
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/*
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cocostudio::ILocalizationManager * lm = cocostudio::JsonLocalizationManager::getInstance();
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lm->initLanguageData("your localize file name.lang.json");
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cocostudio::LocalizationHelper::setCurrentManager(lm, false);
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*/
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// If you want to load binary localize data, use follow block
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/*
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cocostudio::ILocalizationManager * lm = cocostudio::BinLocalizationManager::getInstance();
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lm->initLanguageData("your localize file name.lang.csb");
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cocostudio::LocalizationHelper::setCurrentManager(lm, true);
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*/
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// to enable VR, uncomment the following lines
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// auto vrImpl = new VRGenericRenderer;
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// glview->setVR(vrImpl);
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// Turn on display FPS
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director->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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director->setAnimationInterval(1.0f / 60);
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// Create a scene. it's an autorelease object
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auto scene = utils::createInstance<HelloWorld>();
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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 you use SimpleAudioEngine, it must be paused
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// SimpleAudioEngine::sharedEngine()->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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Director::getInstance()->startAnimation();
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// If you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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