axmol/tests/lua-game-controller-test/project/Classes/AppDelegate.cpp

59 lines
1.8 KiB
C++

#include "cocos2d.h"
#include "AppDelegate.h"
#include "audio/include/SimpleAudioEngine.h"
#include "base/CCScriptSupport.h"
#include "scripting/lua-bindings/manual/CCLuaEngine.h"
#include "scripting/lua-bindings/auto/lua_cocos2dx_controller_auto.hpp"
#include "scripting/lua-bindings/manual/controller/lua_cocos2dx_controller_manual.hpp"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
// fixed me
//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
}
AppDelegate::~AppDelegate()
{
// end simple audio engine here, or it may crashed on win32
SimpleAudioEngine::getInstance()->end();
//CCScriptEngineManager::destroyInstance();
}
bool AppDelegate::applicationDidFinishLaunching()
{
LuaEngine* engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
LuaStack* stack = engine->getLuaStack();
lua_State* L = stack->getLuaState();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS )
lua_getglobal(L, "_G");
if (lua_istable(L,-1))//stack:...,_G,
{
register_all_cocos2dx_controller(L);
register_all_cocos2dx_controller_manual(L);
}
lua_pop(L, 1);//statck:...
#endif
engine->executeString("require 'src/main.lua'");
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::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}