axmol/samples/Cpp/TestCpp/Classes/AppDelegate.cpp

75 lines
2.2 KiB
C++

#include "AppDelegate.h"
#include "cocos2d.h"
#include "controller.h"
#include "SimpleAudioEngine.h"
#include "cocos-ext.h"
#include "CCArmature/utils/CCArmatureDataManager.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
// SimpleAudioEngine::end();
cocos2d::extension::armature::ArmatureDataManager::purgeArmatureSystem();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// As an example, load config file
// XXX: This should be loaded before the Director is initialized,
// XXX: but at this point, the director is already initialized
Configuration::sharedConfiguration()->loadConfigFile("configs/config-example.plist");
// initialize director
Director *pDirector = Director::sharedDirector();
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
Size screenSize = EGLView::sharedOpenGLView()->getFrameSize();
Size designSize = CCSizeMake(480, 320);
FileUtils* pFileUtils = FileUtils::sharedFileUtils();
if (screenSize.height > 320)
{
Size resourceSize = CCSizeMake(960, 640);
std::vector<std::string> searchPaths;
searchPaths.push_back("hd");
pFileUtils->setSearchPaths(searchPaths);
pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
}
EGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
Scene * pScene = Scene::create();
Layer * pLayer = new TestController();
pLayer->autorelease();
pScene->addChild(pLayer);
pDirector->runWithScene(pScene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
Director::sharedDirector()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}