mirror of https://github.com/axmolengine/axmol.git
169 lines
6.4 KiB
C++
169 lines
6.4 KiB
C++
#include "AppDelegate.h"
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#include "SimpleAudioEngine.h"
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#include "jsb_cocos2dx_auto.hpp"
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#include "jsb_cocos2dx_ui_auto.hpp"
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#include "jsb_cocos2dx_studio_auto.hpp"
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#include "jsb_cocos2dx_builder_auto.hpp"
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#include "jsb_cocos2dx_spine_auto.hpp"
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#include "jsb_cocos2dx_extension_auto.hpp"
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#include "jsb_cocos2dx_3d_auto.hpp"
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#include "jsb_cocos2dx_3d_extension_auto.hpp"
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#include "3d/jsb_cocos2dx_3d_manual.h"
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#include "ui/jsb_cocos2dx_ui_manual.h"
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#include "cocostudio/jsb_cocos2dx_studio_manual.h"
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#include "cocosbuilder/js_bindings_ccbreader.h"
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#include "spine/jsb_cocos2dx_spine_manual.h"
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#include "extension/jsb_cocos2dx_extension_manual.h"
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#include "localstorage/js_bindings_system_registration.h"
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#include "chipmunk/js_bindings_chipmunk_registration.h"
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#include "jsb_opengl_registration.h"
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#include "network/XMLHTTPRequest.h"
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#include "network/jsb_websocket.h"
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#include "network/jsb_socketio.h"
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#include "jsb_cocos2dx_physics3d_auto.hpp"
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#include "physics3d/jsb_cocos2dx_physics3d_manual.h"
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#include "jsb_cocos2dx_navmesh_auto.hpp"
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#include "navmesh/jsb_cocos2dx_navmesh_manual.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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#include "experimental/jsb_cocos2dx_experimental_video_manual.h"
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#include "experimental/jsb_cocos2dx_experimental_webView_manual.h"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#include "platform/android/CCJavascriptJavaBridge.h"
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#include "platform/ios/JavaScriptObjCBridge.h"
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#endif
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USING_NS_CC;
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using namespace CocosDenshion;
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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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ScriptEngineManager::destroyInstance();
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}
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void AppDelegate::initGLContextAttrs()
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{
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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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// 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_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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glview = cocos2d::GLViewImpl::create("HelloJavascript");
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#else
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glview = cocos2d::GLViewImpl::createWithRect("HelloJavascript", Rect(0,0,900,640));
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#endif
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director->setOpenGLView(glview);
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}
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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(1.0 / 60);
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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->addRegisterCallback(register_all_cocos2dx);
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sc->addRegisterCallback(register_cocos2dx_js_core);
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sc->addRegisterCallback(jsb_register_system);
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// extension can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_extension);
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sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
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// chipmunk can be commented out to reduce the package
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sc->addRegisterCallback(jsb_register_chipmunk);
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// opengl can be commented out to reduce the package
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sc->addRegisterCallback(JSB_register_opengl);
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// builder can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_builder);
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sc->addRegisterCallback(register_CCBuilderReader);
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// ui can be commented out to reduce the package, attension studio need ui module
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sc->addRegisterCallback(register_all_cocos2dx_ui);
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sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
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// studio can be commented out to reduce the package,
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sc->addRegisterCallback(register_all_cocos2dx_studio);
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sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
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// spine can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_spine);
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sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
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// XmlHttpRequest can be commented out to reduce the package
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sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
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// websocket can be commented out to reduce the package
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sc->addRegisterCallback(register_jsb_websocket);
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// sokcet io can be commented out to reduce the package
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sc->addRegisterCallback(register_jsb_socketio);
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// 3d can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_3d);
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sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
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// 3d extension can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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// Physics 3d can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_physics3d);
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sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual);
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#endif
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#if CC_USE_NAVMESH
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sc->addRegisterCallback(register_all_cocos2dx_navmesh);
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sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
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sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
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#endif
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sc->start();
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sc->runScript("script/jsb_boot.js");
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ScriptEngineProtocol *engine = ScriptingCore::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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ScriptingCore::getInstance()->runScript("main.js");
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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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auto director = Director::getInstance();
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director->stopAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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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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auto director = Director::getInstance();
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director->startAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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}
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