mirror of https://github.com/axmolengine/axmol.git
139 lines
4.2 KiB
C++
139 lines
4.2 KiB
C++
#include "AppDelegate.h"
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#include "cocos2d.h"
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#include "tests/controller.h"
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#include "SimpleAudioEngine.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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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
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delete CCDirector::sharedDirector() ;
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#endif
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// SimpleAudioEngine::end();
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}
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bool AppDelegate::initInstance()
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{
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bool bRet = false;
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do
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The tests is designed as HVGA.
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd
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|| ! pMainWnd->Create(TEXT("cocos2d: tests"), 480, 320));
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#endif // CC_PLATFORM_WIN32
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.
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#endif // CC_PLATFORM_IOS
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// Android doesn't need to do anything.
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#endif // CC_PLATFORM_ANDROID
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The tests is designed as HVGA.
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CCEGLView* pMainWnd = new CCEGLView(this);
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CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320 ,480, WM_WINDOW_ROTATE_MODE_CW));
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#ifndef _TRANZDA_VM_
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// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data folder instead of zip file
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cocos2d::CCFileUtils::setResource("TestCocos2dx.zip");
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CocosDenshion::SimpleAudioEngine::setResource("TestCocos2dx.zip");
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#endif
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
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CCDirector::sharedDirector()->setDeviceOrientation(CCDeviceOrientationLandscapeLeft);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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// Initialize OpenGLView instance, that release by CCDirector when application terminate.
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// The HelloWorld is designed as HVGA.
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd
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|| ! pMainWnd->Create("cocos2d: tests", 480, 320, 480, 320));
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//set the base resource folder pay attention to add "/"
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CCFileUtils::setResourcePath("../Res/");
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#endif // CC_PLATFORM_LINUX
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_BADA)
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CCEGLView * pMainWnd = new CCEGLView();
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CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(this, 480, 320));
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pMainWnd->setDeviceOrientation(Osp::Ui::ORIENTATION_LANDSCAPE);
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CCFileUtils::setResourcePath("/Res/");
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#endif // CC_PLATFORM_BADA
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bRet = true;
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} while (0);
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return bRet;
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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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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
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// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
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// pDirector->enableRetinaDisplay(true);
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// sets opengl landscape mode
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// tests set device orientation in RootViewController.mm
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// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
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// turn on display FPS
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pDirector->setDisplayFPS(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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CCScene * pScene = CCScene::node();
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CCLayer * pLayer = new TestController();
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pLayer->autorelease();
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pScene->addChild(pLayer);
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pDirector->runWithScene(pScene);
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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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{
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CCDirector::sharedDirector()->pause();
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->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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CCDirector::sharedDirector()->resume();
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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SimpleAudioEngine::sharedEngine()->resumeAllEffects();
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}
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