mirror of https://github.com/axmolengine/axmol.git
168 lines
6.2 KiB
C++
168 lines
6.2 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#include "AppDelegate.h"
|
|
|
|
#include <vector>
|
|
#include <string>
|
|
|
|
#include "HelloWorldScene.h"
|
|
#include "AppMacros.h"
|
|
|
|
//Uncomment the following line to use localize manager
|
|
//#include "editor-support/cocostudio/LocalizationManager.h"
|
|
|
|
USING_NS_CC;
|
|
using namespace std;
|
|
|
|
AppDelegate::AppDelegate()
|
|
{
|
|
|
|
}
|
|
|
|
AppDelegate::~AppDelegate()
|
|
{
|
|
}
|
|
|
|
void AppDelegate::initGLContextAttrs()
|
|
{
|
|
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
|
|
|
|
GLView::setGLContextAttrs(glContextAttrs);
|
|
}
|
|
|
|
bool AppDelegate::applicationDidFinishLaunching()
|
|
{
|
|
// Initialize director
|
|
auto director = Director::getInstance();
|
|
auto glview = director->getOpenGLView();
|
|
if(!glview) {
|
|
glview = GLViewImpl::create("Cpp Empty Test");
|
|
director->setOpenGLView(glview);
|
|
}
|
|
|
|
// Set window icon with best resolution (windows and linux)
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
|
|
// assert error when using listFilesRecursively on Windows 10
|
|
// refer to: https://github.com/cocos2d/cocos2d-x/issues/18835
|
|
// don't use listFiles as workaround (it will return directory itself)
|
|
// refer to: https://github.com/cocos2d/cocos2d-x/issues/18834
|
|
std::vector<std::string> icons;
|
|
FileUtils::getInstance()->listFilesRecursively("icons", &icons);
|
|
#else
|
|
std::string icons = "icons/Icon-60@3x.png";
|
|
#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) */
|
|
glview->setIcon(icons);
|
|
|
|
director->setOpenGLView(glview);
|
|
|
|
// Set the design resolution
|
|
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
|
|
|
|
Size frameSize = glview->getFrameSize();
|
|
|
|
vector<string> searchPath;
|
|
|
|
// In this demo, we select resource according to the frame's height.
|
|
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
|
|
// We use the ratio of resource's height to the height of design resolution,
|
|
// This can make sure that the resource's height could fit for the height of design resolution.
|
|
|
|
// If the frame's height is larger than the height of medium resource size, select large resource.
|
|
if (frameSize.height > mediumResource.size.height)
|
|
{
|
|
searchPath.push_back(largeResource.directory);
|
|
|
|
director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
|
|
}
|
|
// If the frame's height is larger than the height of small resource size, select medium resource.
|
|
else if (frameSize.height > smallResource.size.height)
|
|
{
|
|
searchPath.push_back(mediumResource.directory);
|
|
|
|
director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
|
|
}
|
|
// If the frame's height is smaller than the height of medium resource size, select small resource.
|
|
else
|
|
{
|
|
searchPath.push_back(smallResource.directory);
|
|
|
|
director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
|
|
}
|
|
|
|
// Set searching path
|
|
FileUtils::getInstance()->setSearchPaths(searchPath);
|
|
|
|
// Uncomment follow block to use localize manager to set localize strings
|
|
|
|
// If you want to load json localize data, use follow block
|
|
/*
|
|
cocostudio::ILocalizationManager * lm = cocostudio::JsonLocalizationManager::getInstance();
|
|
lm->initLanguageData("your localize file name.lang.json");
|
|
cocostudio::LocalizationHelper::setCurrentManager(lm, false);
|
|
*/
|
|
|
|
// If you want to load binary localize data, use follow block
|
|
/*
|
|
cocostudio::ILocalizationManager * lm = cocostudio::BinLocalizationManager::getInstance();
|
|
lm->initLanguageData("your localize file name.lang.csb");
|
|
cocostudio::LocalizationHelper::setCurrentManager(lm, true);
|
|
*/
|
|
|
|
// to enable VR, uncomment the following lines
|
|
// auto vrImpl = new VRGenericRenderer;
|
|
// glview->setVR(vrImpl);
|
|
|
|
// Turn on display FPS
|
|
director->setDisplayStats(true);
|
|
|
|
// Set FPS. the default value is 1.0/60 if you don't call this
|
|
director->setAnimationInterval(1.0f / 60);
|
|
|
|
// Create a scene. it's an autorelease object
|
|
auto scene = utils::createInstance<HelloWorld>();
|
|
|
|
// 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 you use SimpleAudioEngine, it must be paused
|
|
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
|
}
|
|
|
|
// This function will be called when the app is active again
|
|
void AppDelegate::applicationWillEnterForeground() {
|
|
Director::getInstance()->startAnimation();
|
|
|
|
// If you use SimpleAudioEngine, it must resume here
|
|
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
|
}
|