mirror of https://github.com/axmolengine/axmol.git
126 lines
3.8 KiB
C++
126 lines
3.8 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "AppDelegate.h"
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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#include "cocos2d.h"
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#include "scripting/lua-bindings/manual/lua_module_register.h"
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// #define USE_AUDIO_ENGINE 1
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#if USE_AUDIO_ENGINE
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#include "audio/include/AudioEngine.h"
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using namespace cocos2d::experimental;
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#endif
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USING_NS_CC;
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using namespace std;
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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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#if USE_AUDIO_ENGINE
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AudioEngine::end();
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#endif
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#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
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// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
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RuntimeEngine::getInstance()->end();
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#endif
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}
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// if you want a different context, modify the value of glContextAttrs
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// it will affect all platforms
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void AppDelegate::initGLContextAttrs()
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{
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// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0 };
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GLView::setGLContextAttrs(glContextAttrs);
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}
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// if you want to use the package manager to install more packages,
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// don't modify or remove this function
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static int register_all_packages()
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{
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return 0; //flag for packages manager
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// set default FPS
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Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
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// register lua module
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auto engine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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lua_State* L = engine->getLuaStack()->getLuaState();
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lua_module_register(L);
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register_all_packages();
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LuaStack* stack = engine->getLuaStack();
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stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
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//register custom function
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//LuaStack* stack = engine->getLuaStack();
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//register_custom_function(stack->getLuaState());
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#if CC_64BITS
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FileUtils::getInstance()->addSearchPath("src/64bit");
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#endif
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FileUtils::getInstance()->addSearchPath("src");
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FileUtils::getInstance()->addSearchPath("res");
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if (engine->executeScriptFile("main.lua"))
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{
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return false;
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}
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return true;
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}
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// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#endif
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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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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#endif
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}
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