axmol/samples/Javascript/CrystalCraze/Classes/AppDelegate.cpp

161 lines
5.2 KiB
C++

#include "AppDelegate.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_extension_manual.h"
#include "cocos2d_specifics.hpp"
#include "js_bindings_ccbreader.h"
#include "js_bindings_system_registration.h"
#include "js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
ScriptEngineManager::destroyInstance();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto pDirector = Director::getInstance();
pDirector->setOpenGLView(EGLView::getInstance());
pDirector->setProjection(Director::Projection::_2D);
auto screenSize = EGLView::getInstance()->getFrameSize();
auto designSize = Size(320, 480);
auto resourceSize = Size(320, 480);
std::vector<std::string> searchPaths;
std::vector<std::string> resDirOrders;
Application::Platform platform = Application::getInstance()->getTargetPlatform();
if (platform == Application::Platform::OS_IPHONE || platform == Application::Platform::OS_IPAD || platform == Application::Platform::OS_MAC)
{
searchPaths.push_back("Published-iOS"); // Resources/Published-iOS
FileUtils::getInstance()->setSearchPaths(searchPaths);
if (screenSize.height > 480)
{
resourceSize = Size(640, 960);
resDirOrders.push_back("resources-iphonehd");
}
else
{
resDirOrders.push_back("resources-iphone");
}
FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders);
}
else if (platform == Application::Platform::OS_ANDROID || platform == Application::Platform::OS_WINDOWS)
{
// Comments it since opengles2.0 only supports texture size within 2048x2048.
// if (screenSize.height > 1024)
// {
// resourceSize = Size(1280, 1920);
// resDirOrders.push_back("resources-xlarge");
// resDirOrders.push_back("");
// }
// else
if (screenSize.height > 960)
{
resourceSize = Size(640, 960);
resDirOrders.push_back("resources-large");
resDirOrders.push_back("resources-medium");
resDirOrders.push_back("resources-small");
}
else if (screenSize.height > 480)
{
resourceSize = Size(480, 720);
resDirOrders.push_back("resources-medium");
resDirOrders.push_back("resources-small");
}
else
{
resourceSize = Size(320, 568);
resDirOrders.push_back("resources-small");
}
FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders);
}
pDirector->setContentScaleFactor(resourceSize.width/designSize.width);
EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);
// 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_all_cocos2dx_extension);
sc->addRegisterCallback(register_cocos2dx_js_extensions);
sc->addRegisterCallback(jsb_register_chipmunk);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
sc->addRegisterCallback(register_CCBuilderReader);
sc->addRegisterCallback(jsb_register_system);
sc->addRegisterCallback(JSB_register_opengl);
sc->start();
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
sc->enableDebugger();
#endif
js_log("RUNNING Main");
auto pEngine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
ScriptingCore::getInstance()->runScript("main.js");
return true;
}
void handle_signal(int signal) {
static int internal_state = 0;
ScriptingCore* sc = ScriptingCore::getInstance();
// should start everything back
auto director = Director::getInstance();
if (director->getRunningScene()) {
director->popToRootScene();
} else {
PoolManager::sharedPoolManager()->finalize();
if (internal_state == 0) {
//sc->dumpRoot(NULL, 0, NULL);
sc->start();
internal_state = 1;
} else {
sc->runScript("hello.js");
internal_state = 0;
}
}
}
// 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();
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
}