mirror of https://github.com/axmolengine/axmol.git
103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
#include "AppDelegate.h"
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#include <vector>
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#include <string>
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#include "GameControllerTest.h"
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#include "AppMacros.h"
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USING_NS_CC;
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using namespace std;
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AppDelegate::AppDelegate() {
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}
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AppDelegate::~AppDelegate()
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{
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}
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bool AppDelegate::applicationDidFinishLaunching() {
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// initialize director
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview) {
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glview = GLView::create("Cpp Empty Test");
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director->setOpenGLView(glview);
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}
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director->setOpenGLView(glview);
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// Set the design resolution
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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// a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
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#else
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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#endif
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Size frameSize = glview->getFrameSize();
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vector<string> searchPath;
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// In this demo, we select resource according to the frame's height.
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// If the resource size is different from design resolution size, you need to set contentScaleFactor.
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// We use the ratio of resource's height to the height of design resolution,
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// this can make sure that the resource's height could fit for the height of design resolution.
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// if the frame's height is larger than the height of medium resource size, select large resource.
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if (frameSize.height > mediumResource.size.height)
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{
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searchPath.push_back(largeResource.directory);
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director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
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}
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// if the frame's height is larger than the height of small resource size, select medium resource.
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else if (frameSize.height > smallResource.size.height)
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{
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searchPath.push_back(mediumResource.directory);
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director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
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}
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// if the frame's height is smaller than the height of medium resource size, select small resource.
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else
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{
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searchPath.push_back(smallResource.directory);
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director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
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}
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// set searching path
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FileUtils::getInstance()->setSearchPaths(searchPath);
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// turn on display FPS
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director->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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director->setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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auto scene = GameControllerTest::scene();
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// run
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director->runWithScene(scene);
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return true;
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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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Director::getInstance()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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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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Director::getInstance()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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