axmol/templates/js-template-default/frameworks/runtime-src/Classes/AppDelegate.cpp

169 lines
6.4 KiB
C++

#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_ui_auto.hpp"
#include "jsb_cocos2dx_studio_auto.hpp"
#include "jsb_cocos2dx_builder_auto.hpp"
#include "jsb_cocos2dx_spine_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_3d_auto.hpp"
#include "jsb_cocos2dx_3d_extension_auto.hpp"
#include "3d/jsb_cocos2dx_3d_manual.h"
#include "ui/jsb_cocos2dx_ui_manual.h"
#include "cocostudio/jsb_cocos2dx_studio_manual.h"
#include "cocosbuilder/js_bindings_ccbreader.h"
#include "spine/jsb_cocos2dx_spine_manual.h"
#include "extension/jsb_cocos2dx_extension_manual.h"
#include "localstorage/js_bindings_system_registration.h"
#include "chipmunk/js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
#include "network/XMLHTTPRequest.h"
#include "network/jsb_websocket.h"
#include "network/jsb_socketio.h"
#include "jsb_cocos2dx_physics3d_auto.hpp"
#include "physics3d/jsb_cocos2dx_physics3d_manual.h"
#include "jsb_cocos2dx_navmesh_auto.hpp"
#include "navmesh/jsb_cocos2dx_navmesh_manual.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include "experimental/jsb_cocos2dx_experimental_video_manual.h"
#include "experimental/jsb_cocos2dx_experimental_webView_manual.h"
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/CCJavascriptJavaBridge.h"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "platform/ios/JavaScriptObjCBridge.h"
#endif
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
ScriptEngineManager::destroyInstance();
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
glview = cocos2d::GLViewImpl::create("HelloJavascript");
#else
glview = cocos2d::GLViewImpl::createWithRect("HelloJavascript", Rect(0,0,900,640));
#endif
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_core);
sc->addRegisterCallback(jsb_register_system);
// extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_extension);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
// chipmunk can be commented out to reduce the package
sc->addRegisterCallback(jsb_register_chipmunk);
// opengl can be commented out to reduce the package
sc->addRegisterCallback(JSB_register_opengl);
// builder can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
// ui can be commented out to reduce the package, attension studio need ui module
sc->addRegisterCallback(register_all_cocos2dx_ui);
sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
// studio can be commented out to reduce the package,
sc->addRegisterCallback(register_all_cocos2dx_studio);
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
// spine can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_spine);
sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
// XmlHttpRequest can be commented out to reduce the package
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
// websocket can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_websocket);
// sokcet io can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_socketio);
// 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d);
sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
// 3d extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
// Physics 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_physics3d);
sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual);
#endif
#if CC_USE_NAVMESH
sc->addRegisterCallback(register_all_cocos2dx_navmesh);
sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
#endif
sc->start();
sc->runScript("script/jsb_boot.js");
ScriptEngineProtocol *engine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
ScriptingCore::getInstance()->runScript("main.js");
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
auto director = Director::getInstance();
director->stopAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
auto director = Director::getInstance();
director->startAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
}