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

137 lines
3.6 KiB
C++

//
// AssetsManagerTestAppDelegate.cpp
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#include "AppDelegate.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "generated/cocos2dx.hpp"
#include "cocos2d_specifics.hpp"
#include "js_bindings_chipmunk_registration.h"
#include "js_bindings_system_registration.h"
#include "js_bindings_ccbreader.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// turn on display FPS
//pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(jsb_register_system);
sc->start();
CCScene *scene = CCScene::create();
UpdateLayer *updateLayer = new UpdateLayer();
scene->addChild(updateLayer);
updateLayer->release();
pDirector->runWithScene(scene);
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()
{
CCDirector::sharedDirector()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}
UpdateLayer::UpdateLayer()
: pAssetManager(NULL)
, pItemEnter(NULL)
, pItemReset(NULL)
, pItemUpdate(NULL)
{
init();
}
UpdateLayer::~UpdateLayer()
{
CC_SAFE_DELETE(pAssetManager);
}
void UpdateLayer::update(cocos2d::CCObject *pSender)
{
// update resources
pAssetManager = new AssetsManager("http://localhost/package.zip", "http://localhost/version");
pAssetManager->update();
delete pAssetManager;
pAssetManager = NULL;
// Run new version
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("main.js");
}
void UpdateLayer::reset(cocos2d::CCObject *pSender)
{
}
void UpdateLayer::enter(cocos2d::CCObject *pSender)
{
}
bool UpdateLayer::init()
{
CCLayer::init();
CCSize size = CCDirector::sharedDirector()->getWinSize();
pItemReset = CCMenuItemFont::create("reset", this, menu_selector(UpdateLayer::reset));
pItemEnter = CCMenuItemFont::create("enter", this, menu_selector(UpdateLayer::enter));
pItemUpdate = CCMenuItemFont::create("update", this, menu_selector(UpdateLayer::update));
pItemEnter->setPosition(ccp(size.width/2, size.height/2 + 50));
pItemReset->setPosition(ccp(size.width/2, size.height/2));
pItemUpdate->setPosition(ccp(size.width/2, size.height/2 - 50));
CCMenu *menu = CCMenu::create(pItemUpdate, pItemEnter, pItemReset, NULL);
menu->setPosition(ccp(0,0));
addChild(menu);
return true;
}