mirror of https://github.com/axmolengine/axmol.git
159 lines
5.1 KiB
C++
159 lines
5.1 KiB
C++
#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "SimpleAudioEngine.h"
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#include "ScriptingCore.h"
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#include "jsb_cocos2dx_auto.hpp"
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#include "jsb_cocos2dx_extension_auto.hpp"
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#include "jsb_cocos2dx_builder_auto.hpp"
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#include "jsb_cocos2dx_studio_auto.hpp"
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#include "jsb_cocos2dx_gui_auto.hpp"
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#include "jsb_cocos2dx_spine_auto.hpp"
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#include "extension/jsb_cocos2dx_extension_manual.h"
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#include "cocostudio/jsb_cocos2dx_studio_manual.h"
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#include "gui/jsb_cocos2dx_gui_manual.h"
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#include "cocos2d_specifics.hpp"
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#include "cocosbuilder/cocosbuilder_specifics.hpp"
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#include "chipmunk/js_bindings_chipmunk_registration.h"
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#include "localstorage/js_bindings_system_registration.h"
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#include "jsb_opengl_registration.h"
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#include "network/XMLHTTPRequest.h"
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#include "network/jsb_websocket.h"
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#include "cocosbuilder/js_bindings_ccbreader.h"
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USING_NS_CC;
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USING_NS_CC_EXT;
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using namespace CocosDenshion;
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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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ScriptEngineManager::destroyInstance();
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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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// JS-Test in Html5 uses 800x450 as design resolution
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EGLView::getInstance()->setDesignResolutionSize(800, 450, ResolutionPolicy::FIXED_HEIGHT);
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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 fileUtils = FileUtils::getInstance();
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std::vector<std::string> searchPaths;
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searchPaths.push_back("script");
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const char* paths[] = {
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"res",
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"res/scenetest",
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"res/scenetest/ArmatureComponentTest",
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"res/scenetest/AttributeComponentTest",
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"res/scenetest/BackgroundComponentTest",
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"res/scenetest/EffectComponentTest",
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"res/scenetest/LoadSceneEdtiorFileTest",
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"res/scenetest/ParticleComponentTest",
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"res/scenetest/SpriteComponentTest",
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"res/scenetest/TmxMapComponentTest",
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"res/scenetest/UIComponentTest",
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"res/scenetest/TriggerTest",
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};
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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std::string testFolder = "tests/";
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searchPaths.push_back(testFolder);
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for (const auto& path : paths)
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{
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searchPaths.push_back(testFolder + path);
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}
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#else
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for (const auto& path : paths)
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{
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searchPaths.push_back(path);
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}
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#endif
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fileUtils->setSearchPaths(searchPaths);
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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->addRegisterCallback(register_all_cocos2dx);
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sc->addRegisterCallback(register_all_cocos2dx_extension);
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sc->addRegisterCallback(register_cocos2dx_js_extensions);
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sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
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sc->addRegisterCallback(jsb_register_chipmunk);
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sc->addRegisterCallback(JSB_register_opengl);
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sc->addRegisterCallback(jsb_register_system);
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sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
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sc->addRegisterCallback(register_jsb_websocket);
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sc->addRegisterCallback(register_all_cocos2dx_builder);
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sc->addRegisterCallback(register_CCBuilderReader);
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sc->addRegisterCallback(register_all_cocos2dx_gui);
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sc->addRegisterCallback(register_all_cocos2dx_gui_manual);
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sc->addRegisterCallback(register_all_cocos2dx_studio);
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sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
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sc->addRegisterCallback(register_all_cocos2dx_spine);
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sc->start();
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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sc->enableDebugger();
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#endif
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auto pEngine = ScriptingCore::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
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#ifdef JS_OBFUSCATED
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ScriptingCore::getInstance()->runScript("game.js");
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#else
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ScriptingCore::getInstance()->runScript("tests-boot-jsb.js");
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#endif
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return true;
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}
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void handle_signal(int signal) {
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static int internal_state = 0;
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ScriptingCore* sc = ScriptingCore::getInstance();
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// should start everything back
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auto director = Director::getInstance();
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if (director->getRunningScene()) {
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director->popToRootScene();
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} else {
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PoolManager::sharedPoolManager()->finalize();
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if (internal_state == 0) {
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//sc->dumpRoot(NULL, 0, NULL);
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sc->start();
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internal_state = 1;
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} else {
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sc->runScript("hello.js");
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internal_state = 0;
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}
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}
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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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SimpleAudioEngine::getInstance()->pauseAllEffects();
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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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SimpleAudioEngine::getInstance()->resumeAllEffects();
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}
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