mirror of https://github.com/axmolengine/axmol.git
124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "HelloWorldScene.h"
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#include "CCEGLView.h"
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USING_NS_CC;
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AppDelegate::AppDelegate() {
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}
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AppDelegate::~AppDelegate() {
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}
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bool AppDelegate::initInstance() {
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bool bRet = false;
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do {
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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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// set the design resolution screen size, if you want to use Design Resoulution scaled to current screen, please uncomment next line.
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//pMainWnd->setDesignResolutionSize(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 initialized in testsAppDelegate.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 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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// if the resources under '/sdcard" or other writeable path, set it.
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// warning: the audio source should in assets/
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// cocos2d::CCFileUtils::setResourcePath("/sdcard");
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#endif // CC_PLATFORM_ANDROID
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
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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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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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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("cocos2d: Hello World", 480, 320 ,480, 320));
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CCFileUtils::setResourcePath("../Resources/");
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#endif // CC_PLATFORM_LINUX
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_BADA)
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(this, 480, 320));
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pMainWnd->setDeviceOrientation(Osp::Ui::ORIENTATION_LANDSCAPE);
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CCFileUtils::setResourcePath("/Res/");
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#endif // CC_PLATFORM_BADA
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_QNX)
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(1024, 600));
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CCFileUtils::setResourcePath("app/native/Resources");
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#endif // CC_PLATFORM_QNX
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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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// 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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// turn on display FPS
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pDirector->setDisplayStats(true);
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// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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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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// create a scene. it's an autorelease object
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CCScene *pScene = HelloWorld::scene();
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// run
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pDirector->runWithScene(pScene);
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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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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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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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