mirror of https://github.com/axmolengine/axmol.git
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
#include "cocos2d.h"
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#include "AppDelegate.h"
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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#include "audio/include/SimpleAudioEngine.h"
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#include "lua_assetsmanager_test_sample.h"
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#include "scripting/lua-bindings/manual/lua_module_register.h"
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#include "lua_test_bindings.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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void AppDelegate::initGLContextAttrs()
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{
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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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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// register lua engine
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LuaEngine* pEngine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
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LuaStack* stack = pEngine->getLuaStack();
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stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
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lua_State* L = stack->getLuaState();
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lua_module_register(L);
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lua_getglobal(L, "_G");
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if (lua_istable(L,-1))//stack:...,_G,
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{
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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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register_assetsmanager_test_sample(L);
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#endif
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register_test_binding(L);
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}
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lua_pop(L, 1);
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pEngine->executeScriptFile("src/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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