mirror of https://github.com/axmolengine/axmol.git
165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
#include "AppDelegate.h"
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#include "PlayerStatus.h"
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#include "cocos2d.h"
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#include "SimpleAudioEngine.h"
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#include "ScriptingCore.h"
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#include "generated/cocos2dx.hpp"
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#include "cocos2d_specifics.hpp"
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#include "js_bindings_chipmunk_registration.h"
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#include "js_bindings_ccbreader.h"
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#include "MainSceneHelper.h"
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#ifdef JSLOG
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#undef JSLOG
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#endif
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#define JSLOG CocosBuilder_log
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char *_js_log_buf_ccbuilder = NULL;
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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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CCScriptEngineManager::sharedManager()->purgeSharedManager();
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}
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void handle_ccb_run() {
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CCFileUtils::sharedFileUtils()->purgeCachedEntries();
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ScriptingCore::getInstance()->runScript("main.js");
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}
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void handle_connected() {
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CCBHelper::setStatusMessage("Connected!");
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}
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void handle_disconnected() {
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CCBHelper::setStatusMessage("Disconnected");
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}
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void handle_ccb_stop() {
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CCLOG("STOP UNIMPLEMENTED");
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}
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extern "C" {
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bool runMainScene() {
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PlayerStatus::loadMainScene("StatusLayer.ccbi");
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return true;
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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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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
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pDirector->setProjection(kCCDirectorProjection2D);
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CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
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CCSize designSize = CCSizeMake(320, 480);
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CCSize resourceSize = CCSizeMake(320, 480);
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CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils();
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std::vector<std::string> searchResOrder = pFileUtils->getSearchResolutionsOrder();
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string res = "xlarge";
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// if (screenSize.height > 1024)
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// {
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// resourceSize = CCSizeMake(1280, 1920);
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// searchResOrder.insert(searchResOrder.begin(), "resources-xlarge");
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// res = "xlarge";
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// }
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// else
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if (screenSize.height > 960)
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{
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resourceSize = CCSizeMake(640, 960);
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searchResOrder.insert(searchResOrder.begin(), "resources-large");
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res = "large";
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}
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else if (screenSize.height > 480)
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{
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resourceSize = CCSizeMake(480, 720);
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searchResOrder.insert(searchResOrder.begin(), "resources-medium");
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res = "medium";
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}
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else
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{
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resourceSize = CCSizeMake(320, 568);
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searchResOrder.insert(searchResOrder.begin(), "resources-small");
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res = "small";
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}
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pFileUtils->setSearchResolutionsOrder(searchResOrder);
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pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
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CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
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std::vector<std::string> searchPaths = pFileUtils->getSearchPath();
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searchPaths.insert(searchPaths.begin(), pFileUtils->getWriteablePath());
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pFileUtils->setSearchPath(searchPaths);
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PlayerStatus::setDeviceResolution(res);
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// turn on display FPS
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pDirector->setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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pDirector->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_extensions);
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sc->addRegisterCallback(register_CCBuilderReader);
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sc->addRegisterCallback(jsb_register_chipmunk);
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sc->start();
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CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
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CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
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runMainScene();
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}
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void handle_signal(int signal) {
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static int internal_state = 0;
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ScriptingCore* sc = ScriptingCore::getInstance();
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// should start everything back
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CCDirector* director = CCDirector::sharedDirector();
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if (director->getRunningScene()) {
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director->popToRootScene();
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} else {
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CCPoolManager::sharedPoolManager()->finalize();
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if (internal_state == 0) {
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//sc->dumpRoot(NULL, 0, NULL);
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sc->start();
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internal_state = 1;
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} else {
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sc->runScript("hello.js");
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internal_state = 0;
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}
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}
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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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CCDirector::sharedDirector()->stopAnimation();
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->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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CCDirector::sharedDirector()->startAnimation();
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->resumeAllEffects();
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}
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}
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