mirror of https://github.com/axmolengine/axmol.git
128 lines
4.2 KiB
C++
128 lines
4.2 KiB
C++
#include "AppDelegate.h"
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#include "HelloWorldScene.h"
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// #define USE_AUDIO_ENGINE 1
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// #define USE_SIMPLE_AUDIO_ENGINE 1
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#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
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#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
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#endif
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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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#elif USE_SIMPLE_AUDIO_ENGINE
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#include "audio/include/SimpleAudioEngine.h"
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using namespace CocosDenshion;
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#endif
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USING_NS_CC;
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static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
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static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
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static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
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static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
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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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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::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
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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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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// initialize director
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview) {
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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glview = GLViewImpl::createWithRect("HelloCpp", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
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#else
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glview = GLViewImpl::create("HelloCpp");
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#endif
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director->setOpenGLView(glview);
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}
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// turn on display FPS
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director->setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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director->setAnimationInterval(1.0f / 60);
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// Set the design resolution
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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auto frameSize = glview->getFrameSize();
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// if the frame's height is larger than the height of medium size.
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if (frameSize.height > mediumResolutionSize.height)
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{
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director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
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}
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// if the frame's height is larger than the height of small size.
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else if (frameSize.height > smallResolutionSize.height)
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{
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director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
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}
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// if the frame's height is smaller than the height of medium size.
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else
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{
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director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
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}
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register_all_packages();
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// create a scene. it's an autorelease object
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auto scene = HelloWorld::createScene();
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// run
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director->runWithScene(scene);
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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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Director::getInstance()->stopAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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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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Director::getInstance()->startAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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#endif
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}
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