mirror of https://github.com/axmolengine/axmol.git
93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
#include "AppDelegate.h"
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#include "CCLuaEngine.h"
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#include "SimpleAudioEngine.h"
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#include "cocos2d.h"
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#include "Runtime.h"
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#include "ConfigParser.h"
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#include "lua_module_register.h"
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using namespace CocosDenshion;
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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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SimpleAudioEngine::end();
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}
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//if you want a different context,just modify the value of glContextAttrs
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//it will takes effect on all platforms
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void AppDelegate::initGLContextAttrs()
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{
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//set OpenGL context attributions,now can only set six attributions:
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//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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bool AppDelegate::applicationDidFinishLaunching()
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{
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#if (COCOS2D_DEBUG>0)
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initRuntime();
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#endif
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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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Size viewSize = ConfigParser::getInstance()->getInitViewSize();
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string title = ConfigParser::getInstance()->getInitViewName();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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extern void createSimulator(const char* viewName, float width, float height,bool isLandscape = true, float frameZoomFactor = 1.0f);
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bool isLanscape = ConfigParser::getInstance()->isLanscape();
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createSimulator(title.c_str(),viewSize.width,viewSize.height,isLanscape);
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#else
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glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height));
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director->setOpenGLView(glview);
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#endif
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}
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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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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 (COCOS2D_DEBUG>0)
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if (startRuntime())
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return true;
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#endif
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engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
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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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{
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Director::getInstance()->stopAnimation();
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SimpleAudioEngine::getInstance()->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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{
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Director::getInstance()->startAnimation();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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