axmol/tests/lua-tests/project/Classes/AppDelegate.cpp

74 lines
1.9 KiB
C++

#include "cocos2d.h"
#include "AppDelegate.h"
#include "scripting/lua-bindings/manual/CCLuaEngine.h"
#include "audio/include/SimpleAudioEngine.h"
#include "lua_assetsmanager_test_sample.h"
#include "scripting/lua-bindings/manual/lua_module_register.h"
#include "lua_test_bindings.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// register lua engine
LuaEngine* pEngine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
LuaStack* stack = pEngine->getLuaStack();
stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
lua_State* L = stack->getLuaState();
lua_module_register(L);
lua_getglobal(L, "_G");
if (lua_istable(L,-1))//stack:...,_G,
{
#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)
register_assetsmanager_test_sample(L);
#endif
register_test_binding(L);
}
lua_pop(L, 1);
pEngine->executeScriptFile("src/controller.lua");
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}