axmol/templates/js-template-default/frameworks/runtime-src/Classes/AppDelegate.cpp

234 lines
9.9 KiB
C++

/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "AppDelegate.h"
#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_extension_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_builder_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_extension_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_network_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_navmesh_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_physics3d_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_spine_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_studio_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_ui_auto.hpp"
#include "scripting/js-bindings/manual/3d/jsb_cocos2dx_3d_manual.h"
#include "scripting/js-bindings/manual/chipmunk/js_bindings_chipmunk_registration.h"
#include "scripting/js-bindings/manual/cocosbuilder/js_bindings_ccbreader.h"
#include "scripting/js-bindings/manual/cocostudio/jsb_cocos2dx_studio_manual.h"
#include "scripting/js-bindings/manual/extension/jsb_cocos2dx_extension_manual.h"
#include "scripting/js-bindings/manual/jsb_opengl_registration.h"
#include "scripting/js-bindings/manual/localstorage/js_bindings_system_registration.h"
#include "scripting/js-bindings/manual/navmesh/jsb_cocos2dx_navmesh_manual.h"
#include "scripting/js-bindings/manual/network/XMLHTTPRequest.h"
#include "scripting/js-bindings/manual/network/jsb_socketio.h"
#include "scripting/js-bindings/manual/network/jsb_websocket.h"
#include "scripting/js-bindings/manual/physics3d/jsb_cocos2dx_physics3d_manual.h"
#include "scripting/js-bindings/manual/spine/jsb_cocos2dx_spine_manual.h"
#include "scripting/js-bindings/manual/ui/jsb_cocos2dx_ui_manual.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_video_auto.hpp"
#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_webView_auto.hpp"
#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_video_manual.h"
#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_webView_manual.h"
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include "scripting/js-bindings/auto/jsb_cocos2dx_audioengine_auto.hpp"
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "cocos/scripting/js-bindings/manual/platform/android/CCJavascriptJavaBridge.h"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "cocos/scripting/js-bindings/manual/platform/ios/JavaScriptObjCBridge.h"
#endif
// #define USE_AUDIO_ENGINE 1
// #define USE_SIMPLE_AUDIO_ENGINE 1
#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
#endif
#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
using namespace cocos2d::experimental;
#elif USE_SIMPLE_AUDIO_ENGINE
#include "audio/include/SimpleAudioEngine.h"
using namespace CocosDenshion;
#endif
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
#if USE_AUDIO_ENGINE
AudioEngine::end();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::end();
#endif
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = cocos2d::GLViewImpl::createWithRect("HelloJavascript", Rect(0,0,960,640));
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_core);
sc->addRegisterCallback(jsb_register_system);
// extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_extension);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
// chipmunk can be commented out to reduce the package
sc->addRegisterCallback(jsb_register_chipmunk);
// opengl can be commented out to reduce the package
sc->addRegisterCallback(JSB_register_opengl);
// builder can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
// ui can be commented out to reduce the package, attention studio need ui module
sc->addRegisterCallback(register_all_cocos2dx_ui);
sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
// studio can be commented out to reduce the package,
sc->addRegisterCallback(register_all_cocos2dx_studio);
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
// spine can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_spine);
sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
// XmlHttpRequest can be commented out to reduce the package
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
// websocket can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_websocket);
// socket io can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_socketio);
// Downloader
sc->addRegisterCallback(register_all_cocos2dx_network);
// 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d);
sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
// 3d extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
// Physics 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_physics3d);
sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual);
#endif
#if CC_USE_NAVMESH
sc->addRegisterCallback(register_all_cocos2dx_navmesh);
sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
sc->addRegisterCallback(register_all_cocos2dx_experimental_video);
sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView);
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
sc->addRegisterCallback(register_all_cocos2dx_audioengine);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
#endif
sc->start();
sc->runScript("script/jsb_boot.js");
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
sc->enableDebugger();
#endif
ScriptEngineProtocol *engine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
ScriptingCore::getInstance()->runScript("main.js");
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
auto director = Director::getInstance();
director->stopAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
#endif
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
auto director = Director::getInstance();
director->startAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
#endif
}