axmol/tests/live2d-tests/Classes/AppDelegate.cpp

155 lines
5.2 KiB
C++

/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
#include "AppDelegate.h"
#include "SampleScene.h"
#include "LAppLive2DManager.hpp"
#include "LAppDefine.hpp"
#include "LAppPal.hpp"
#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
#endif
#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
using namespace ax::experimental;
#elif USE_SIMPLE_AUDIO_ENGINE
#include "audio/include/SimpleAudioEngine.h"
using namespace CocosDenshion;
#endif
USING_NS_AX;
static axis::Size designResolutionSize = axis::Size(LAppDefine::RenderTargetWidth, LAppDefine::RenderTargetHeight);
static axis::Size smallResolutionSize = axis::Size(480, 320);
static axis::Size mediumResolutionSize = axis::Size(1024, 768);
static axis::Size largeResolutionSize = axis::Size(2048, 1536);
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
Director::getInstance()->getEventDispatcher()->removeEventListener(_recreatedEventlistener);
LAppLive2DManager::ReleaseInstance();
#if USE_AUDIO_ENGINE
AudioEngine::end();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::end();
#endif
}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
GLView::setGLContextAttrs(glContextAttrs);
}
// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glView = director->getOpenGLView();
if(!glView)
{
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) || (AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
glView = GLViewImpl::createWithRect("Demo", axis::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glView = GLViewImpl::create("Demo");
#endif
director->setOpenGLView(glView);
}
// turn on display FPS
director->setStatsDisplay(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
// auto frameSize = glView->getFrameSize();
// // if the frame's height is larger than the height of medium size.
// if (frameSize.height > mediumResolutionSize.height)
// {
// director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
// }
// // if the frame's height is larger than the height of small size.
// else if (frameSize.height > smallResolutionSize.height)
// {
// director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
// }
// // if the frame's height is smaller than the height of medium size.
// else
// {
// director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
// }
register_all_packages();
// prepare for Cubism Framework API.
_cubismOption.LogFunction = LAppPal::PrintMessage;
_cubismOption.LoggingLevel = LAppDefine::CubismLoggingLevel;
Csm::CubismFramework::StartUp(&_cubismAllocator, &_cubismOption);
_recreatedEventlistener = axis::EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*)
{
LAppLive2DManager::GetInstance()->RecreateRenderer();
});
director->getEventDispatcher()->addEventListenerWithFixedPriority(_recreatedEventlistener, -1);
// create a scene. it's an autorelease object
auto scene = SampleScene::createScene();
// run
director->runWithScene(scene);
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();
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
#endif
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#elif USE_SIMPLE_AUDIO_ENGINE
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
#endif
// Director::getInstance()->startAnimation();
}