mirror of https://github.com/axmolengine/axmol.git
132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
//
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// testjsAppDelegate.cpp
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// testjs
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//
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// Created by Rolando Abarca on 3/19/12.
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// Copyright __MyCompanyName__ 2012. All rights reserved.
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//
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#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "HelloWorldScene.h"
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#include "simple_native_generated.hpp"
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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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delete m_scripting;
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}
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bool AppDelegate::initInstance()
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{
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bool bRet = false;
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do
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The HelloWorld is designed as HVGA.
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd
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|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), 480, 320));
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#endif // CC_PLATFORM_WIN32
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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// OpenGLView is initialized in AppDelegate.mm on ios platform, nothing need to do here.
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#endif // CC_PLATFORM_IOS
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// OpenGLView is initialized in HelloWorld/android/jni/helloworld/main.cpp
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// the default setting is to create a fullscreen view
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// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
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#endif // CC_PLATFORM_ANDROID
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The HelloWorld is designed as HVGA.
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CCEGLView* pMainWnd = new CCEGLView(this);
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CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));
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#ifndef _TRANZDA_VM_
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// on wophone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file
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cocos2d::CCFileUtils::setResource("HelloWorld.zip");
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#endif
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#endif // CC_PLATFORM_WOPHONE
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
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// MaxAksenov said it's NOT a very elegant solution. I agree, haha
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CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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#endif
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bRet = true;
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} while (0);
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return bRet;
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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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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
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// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
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// pDirector->enableRetinaDisplay(true);
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// sets landscape mode
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// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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// turn on display FPS
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pDirector->setDisplayFPS(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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// add our generated bindings
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JSContext *cx = ScriptingCore::getInstance().getGlobalContext();
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JSObject *obj = JS_GetGlobalObject(cx);
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// since we pass the global object as the second argument, so these classes
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// will also be "global" much like properties added to "window" or "document"
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// in a browser
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S_SimpleNativeClass::jsCreateClass(cx, obj, "SimpleNativeClass");
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S_AnotherClass::jsCreateClass(cx, obj, "AnotherClass");
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// pDirector->runWithScene(HelloWorld::scene());
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// run the main script
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ScriptingCore::getInstance().runScript("JS/1to1/test_actions.js");
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// ScriptingCore::getInstance().runScript("JS/1to1/test_ease_actions.js");
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// ScriptingCore::getInstance().runScript("JS/1to1/test_particles.js");
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// ScriptingCore::getInstance().runScript("JS/1to1/test_layer.js");
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// ScriptingCore::getInstance().runScript("JS/1to1/test_sound.js");
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// ScriptingCore::getInstance().runScript("JS/1to1/test_bindings.js");
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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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CCDirector::sharedDirector()->pause();
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// if you use SimpleAudioEngine, it must be pause
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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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{
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CCDirector::sharedDirector()->resume();
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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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