axmol/samples/Javascript/CocosPlayer/Classes/AppDelegate.cpp

165 lines
4.7 KiB
C++

#include "AppDelegate.h"
#include "PlayerStatus.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "generated/cocos2dx.hpp"
#include "cocos2d_specifics.hpp"
#include "js_bindings_chipmunk_registration.h"
#include "js_bindings_ccbreader.h"
#include "MainSceneHelper.h"
#ifdef JSLOG
#undef JSLOG
#endif
#define JSLOG CocosBuilder_log
char *_js_log_buf_ccbuilder = NULL;
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
CCScriptEngineManager::sharedManager()->purgeSharedManager();
}
void handle_ccb_run() {
CCFileUtils::sharedFileUtils()->purgeCachedEntries();
ScriptingCore::getInstance()->runScript("main.js");
}
void handle_connected() {
CCBHelper::setStatusMessage("Connected!");
}
void handle_disconnected() {
CCBHelper::setStatusMessage("Disconnected");
}
void handle_ccb_stop() {
CCLOG("STOP UNIMPLEMENTED");
}
extern "C" {
bool runMainScene() {
PlayerStatus::loadMainScene("StatusLayer.ccbi");
return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
pDirector->setProjection(kCCDirectorProjection2D);
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
CCSize designSize = CCSizeMake(320, 480);
CCSize resourceSize = CCSizeMake(320, 480);
CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils();
std::vector<std::string> searchResOrder = pFileUtils->getSearchResolutionsOrder();
string res = "xlarge";
// if (screenSize.height > 1024)
// {
// resourceSize = CCSizeMake(1280, 1920);
// searchResOrder.insert(searchResOrder.begin(), "resources-xlarge");
// res = "xlarge";
// }
// else
if (screenSize.height > 960)
{
resourceSize = CCSizeMake(640, 960);
searchResOrder.insert(searchResOrder.begin(), "resources-large");
res = "large";
}
else if (screenSize.height > 480)
{
resourceSize = CCSizeMake(480, 720);
searchResOrder.insert(searchResOrder.begin(), "resources-medium");
res = "medium";
}
else
{
resourceSize = CCSizeMake(320, 568);
searchResOrder.insert(searchResOrder.begin(), "resources-small");
res = "small";
}
pFileUtils->setSearchResolutionsOrder(searchResOrder);
pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
std::vector<std::string> searchPaths = pFileUtils->getSearchPath();
searchPaths.insert(searchPaths.begin(), pFileUtils->getWriteablePath());
pFileUtils->setSearchPath(searchPaths);
PlayerStatus::setDeviceResolution(res);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->start();
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
runMainScene();
}
void handle_signal(int signal) {
static int internal_state = 0;
ScriptingCore* sc = ScriptingCore::getInstance();
// should start everything back
CCDirector* director = CCDirector::sharedDirector();
if (director->getRunningScene()) {
director->popToRootScene();
} else {
CCPoolManager::sharedPoolManager()->finalize();
if (internal_state == 0) {
//sc->dumpRoot(NULL, 0, NULL);
sc->start();
internal_state = 1;
} else {
sc->runScript("hello.js");
internal_state = 0;
}
}
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
CCDirector::sharedDirector()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}
}