mirror of https://github.com/axmolengine/axmol.git
187 lines
7.8 KiB
C++
187 lines
7.8 KiB
C++
#include "AppDelegate.h"
|
|
|
|
#include "cocos2d.h"
|
|
#include "audio/include/SimpleAudioEngine.h"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_extension_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_builder_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_extension_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_navmesh_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_physics3d_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_spine_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_studio_auto.hpp"
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_ui_auto.hpp"
|
|
#include "scripting/js-bindings/manual/3d/jsb_cocos2dx_3d_manual.h"
|
|
#include "scripting/js-bindings/manual/ScriptingCore.h"
|
|
#include "scripting/js-bindings/manual/chipmunk/js_bindings_chipmunk_registration.h"
|
|
#include "scripting/js-bindings/manual/cocos2d_specifics.hpp"
|
|
#include "scripting/js-bindings/manual/cocosbuilder/cocosbuilder_specifics.hpp"
|
|
#include "scripting/js-bindings/manual/cocosbuilder/js_bindings_ccbreader.h"
|
|
#include "scripting/js-bindings/manual/cocostudio/jsb_cocos2dx_studio_manual.h"
|
|
#include "scripting/js-bindings/manual/extension/jsb_cocos2dx_extension_manual.h"
|
|
#include "scripting/js-bindings/manual/jsb_opengl_registration.h"
|
|
#include "scripting/js-bindings/manual/localstorage/js_bindings_system_registration.h"
|
|
#include "scripting/js-bindings/manual/navmesh/jsb_cocos2dx_navmesh_manual.h"
|
|
#include "scripting/js-bindings/manual/network/XMLHTTPRequest.h"
|
|
#include "scripting/js-bindings/manual/network/jsb_socketio.h"
|
|
#include "scripting/js-bindings/manual/network/jsb_websocket.h"
|
|
#include "scripting/js-bindings/manual/physics3d/jsb_cocos2dx_physics3d_manual.h"
|
|
#include "scripting/js-bindings/manual/spine/jsb_cocos2dx_spine_manual.h"
|
|
#include "scripting/js-bindings/manual/ui/jsb_cocos2dx_ui_manual.h"
|
|
#include "js_DrawNode3D_bindings.h"
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
|
#include "scripting/js-bindings/manual/platform/android/CCJavascriptJavaBridge.h"
|
|
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
|
|
#include "scripting/js-bindings/manual/platform/ios/JavaScriptObjCBridge.h"
|
|
#endif
|
|
|
|
#include "js_Effect3D_bindings.h"
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_webView_auto.hpp"
|
|
#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_webView_manual.h"
|
|
#endif
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_video_auto.hpp"
|
|
#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_video_manual.h"
|
|
#endif
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
|
|
#include "scripting/js-bindings/auto/jsb_cocos2dx_audioengine_auto.hpp"
|
|
#endif
|
|
|
|
USING_NS_CC;
|
|
USING_NS_CC_EXT;
|
|
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_WINRT)
|
|
glview = cocos2d::GLViewImpl::create("js-tests");
|
|
#else
|
|
glview = cocos2d::GLViewImpl::createWithRect("js-tests", 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(1.0f / 60);
|
|
|
|
ScriptingCore* sc = ScriptingCore::getInstance();
|
|
sc->addRegisterCallback(register_all_cocos2dx);
|
|
sc->addRegisterCallback(register_cocos2dx_js_core);
|
|
sc->addRegisterCallback(jsb_register_system);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_extension);
|
|
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
|
|
|
|
sc->addRegisterCallback(jsb_register_chipmunk);
|
|
sc->addRegisterCallback(JSB_register_opengl);
|
|
|
|
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
|
|
sc->addRegisterCallback(register_jsb_websocket);
|
|
sc->addRegisterCallback(register_jsb_socketio);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_builder);
|
|
sc->addRegisterCallback(register_CCBuilderReader);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_ui);
|
|
sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
|
|
sc->addRegisterCallback(register_all_cocos2dx_studio);
|
|
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_spine);
|
|
sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_3d);
|
|
sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
|
|
|
|
sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
|
|
|
|
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
|
|
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)
|
|
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->addRegisterCallback(register_DrawNode3D_bindings);
|
|
sc->addRegisterCallback(register_Effect3D_bindings);
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) && !defined(CC_TARGET_OS_TVOS)
|
|
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView);
|
|
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
|
|
sc->addRegisterCallback(register_all_cocos2dx_experimental_video);
|
|
sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
|
|
#endif
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
|
|
sc->addRegisterCallback(register_all_cocos2dx_audioengine);
|
|
#endif
|
|
|
|
sc->start();
|
|
sc->runScript("script/jsb_boot.js");
|
|
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
|
|
sc->enableDebugger();
|
|
#endif
|
|
|
|
auto pEngine = ScriptingCore::getInstance();
|
|
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
|
|
|
|
ScriptingCore::getInstance()->runScript("main.js");
|
|
|
|
return true;
|
|
}
|
|
|
|
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
|
|
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();
|
|
}
|