mirror of https://github.com/axmolengine/axmol.git
161 lines
5.2 KiB
C++
161 lines
5.2 KiB
C++
#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "SimpleAudioEngine.h"
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#include "ScriptingCore.h"
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#include "jsb_cocos2dx_auto.hpp"
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#include "jsb_cocos2dx_extension_auto.hpp"
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#include "jsb_cocos2dx_extension_manual.h"
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#include "cocos2d_specifics.hpp"
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#include "js_bindings_ccbreader.h"
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#include "js_bindings_system_registration.h"
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#include "js_bindings_chipmunk_registration.h"
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#include "jsb_opengl_registration.h"
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USING_NS_CC;
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using namespace CocosDenshion;
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AppDelegate::AppDelegate()
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{
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}
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AppDelegate::~AppDelegate()
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{
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ScriptEngineManager::destroyInstance();
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto pDirector = Director::getInstance();
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pDirector->setOpenGLView(EGLView::getInstance());
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pDirector->setProjection(Director::Projection::_2D);
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auto screenSize = EGLView::getInstance()->getFrameSize();
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auto designSize = Size(320, 480);
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auto resourceSize = Size(320, 480);
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std::vector<std::string> searchPaths;
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std::vector<std::string> resDirOrders;
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Application::Platform platform = Application::getInstance()->getTargetPlatform();
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if (platform == Application::Platform::OS_IPHONE || platform == Application::Platform::OS_IPAD || platform == Application::Platform::OS_MAC)
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{
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searchPaths.push_back("Published-iOS"); // Resources/Published-iOS
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FileUtils::getInstance()->setSearchPaths(searchPaths);
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if (screenSize.height > 480)
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{
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resourceSize = Size(640, 960);
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resDirOrders.push_back("resources-iphonehd");
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}
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else
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{
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resDirOrders.push_back("resources-iphone");
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}
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FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders);
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}
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else if (platform == Application::Platform::OS_ANDROID || platform == Application::Platform::OS_WINDOWS)
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{
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// Comments it since opengles2.0 only supports texture size within 2048x2048.
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// if (screenSize.height > 1024)
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// {
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// resourceSize = Size(1280, 1920);
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// resDirOrders.push_back("resources-xlarge");
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// resDirOrders.push_back("");
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// }
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// else
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if (screenSize.height > 960)
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{
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resourceSize = Size(640, 960);
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resDirOrders.push_back("resources-large");
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resDirOrders.push_back("resources-medium");
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resDirOrders.push_back("resources-small");
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}
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else if (screenSize.height > 480)
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{
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resourceSize = Size(480, 720);
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resDirOrders.push_back("resources-medium");
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resDirOrders.push_back("resources-small");
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}
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else
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{
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resourceSize = Size(320, 568);
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resDirOrders.push_back("resources-small");
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}
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FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders);
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}
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pDirector->setContentScaleFactor(resourceSize.width/designSize.width);
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EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);
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// turn on display FPS
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pDirector->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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pDirector->setAnimationInterval(1.0 / 60);
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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->addRegisterCallback(register_all_cocos2dx);
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sc->addRegisterCallback(register_all_cocos2dx_extension);
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sc->addRegisterCallback(register_cocos2dx_js_extensions);
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sc->addRegisterCallback(jsb_register_chipmunk);
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sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
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sc->addRegisterCallback(register_CCBuilderReader);
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sc->addRegisterCallback(jsb_register_system);
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sc->addRegisterCallback(JSB_register_opengl);
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sc->start();
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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sc->enableDebugger();
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#endif
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js_log("RUNNING Main");
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auto pEngine = ScriptingCore::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
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ScriptingCore::getInstance()->runScript("main.js");
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return true;
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}
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void handle_signal(int signal) {
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static int internal_state = 0;
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ScriptingCore* sc = ScriptingCore::getInstance();
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// should start everything back
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auto director = Director::getInstance();
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if (director->getRunningScene()) {
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director->popToRootScene();
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} else {
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PoolManager::sharedPoolManager()->finalize();
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if (internal_state == 0) {
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//sc->dumpRoot(NULL, 0, NULL);
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sc->start();
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internal_state = 1;
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} else {
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sc->runScript("hello.js");
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internal_state = 0;
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}
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}
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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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{
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Director::getInstance()->stopAnimation();
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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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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{
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Director::getInstance()->startAnimation();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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}
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