mirror of https://github.com/axmolengine/axmol.git
124 lines
4.8 KiB
C++
124 lines
4.8 KiB
C++
#include "cocos2d.h"
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#include "AppDelegate.h"
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#include "CCLuaEngine.h"
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#include "SimpleAudioEngine.h"
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#include "lua_assetsmanager_test_sample.h"
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using namespace CocosDenshion;
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USING_NS_CC;
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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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SimpleAudioEngine::end();
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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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::createWithRect("Lua Tests", Rect(0,0,900,640));
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director->setOpenGLView(glview);
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}
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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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auto screenSize = glview->getFrameSize();
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auto designSize = Size(480, 320);
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auto pFileUtils = FileUtils::getInstance();
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if (screenSize.height > 320)
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{
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auto resourceSize = Size(960, 640);
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std::vector<std::string> searchPaths;
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searchPaths.push_back("hd");
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pFileUtils->setSearchPaths(searchPaths);
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director->setContentScaleFactor(resourceSize.height/designSize.height);
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}
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glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
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// register lua engine
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LuaEngine* pEngine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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LuaStack* stack = pEngine->getLuaStack();
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register_assetsmanager_test_sample(stack->getLuaState());
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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std::string resPrefix("");
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#else
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std::string resPrefix("res/");
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#endif
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std::vector<std::string> searchPaths = pFileUtils->getSearchPaths();
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searchPaths.insert(searchPaths.begin(), resPrefix);
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searchPaths.insert(searchPaths.begin(), resPrefix + "cocosbuilderRes");
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if (screenSize.height > 320)
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{
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/Images");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/ArmatureComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/AttributeComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/BackgroundComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/EffectComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/LoadSceneEdtiorFileTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/ParticleComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/SpriteComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/TmxMapComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/UIComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/TriggerTest");
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}
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else
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{
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searchPaths.insert(searchPaths.begin(), resPrefix + "Images");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/ArmatureComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/AttributeComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/BackgroundComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/EffectComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/LoadSceneEdtiorFileTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/ParticleComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/SpriteComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/TmxMapComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/UIComponentTest");
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searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/TriggerTest");
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}
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FileUtils::getInstance()->setSearchPaths(searchPaths);
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pEngine->executeScriptFile("src/controller.lua");
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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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Director::getInstance()->stopAnimation();
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SimpleAudioEngine::getInstance()->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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{
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Director::getInstance()->startAnimation();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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