axmol/tests/lua-tests/project/Classes/AppDelegate.cpp

124 lines
4.8 KiB
C++

#include "cocos2d.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "lua_assetsmanager_test_sample.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::createWithRect("Lua Tests", Rect(0,0,900,640));
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
auto screenSize = glview->getFrameSize();
auto designSize = Size(480, 320);
auto pFileUtils = FileUtils::getInstance();
if (screenSize.height > 320)
{
auto resourceSize = Size(960, 640);
std::vector<std::string> searchPaths;
searchPaths.push_back("hd");
pFileUtils->setSearchPaths(searchPaths);
director->setContentScaleFactor(resourceSize.height/designSize.height);
}
glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
// register lua engine
LuaEngine* pEngine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
#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)
LuaStack* stack = pEngine->getLuaStack();
register_assetsmanager_test_sample(stack->getLuaState());
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
std::string resPrefix("");
#else
std::string resPrefix("res/");
#endif
std::vector<std::string> searchPaths = pFileUtils->getSearchPaths();
searchPaths.insert(searchPaths.begin(), resPrefix);
searchPaths.insert(searchPaths.begin(), resPrefix + "cocosbuilderRes");
if (screenSize.height > 320)
{
searchPaths.insert(searchPaths.begin(), resPrefix + "hd");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/Images");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/ArmatureComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/AttributeComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/BackgroundComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/EffectComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/LoadSceneEdtiorFileTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/ParticleComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/SpriteComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/TmxMapComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/UIComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "hd/scenetest/TriggerTest");
}
else
{
searchPaths.insert(searchPaths.begin(), resPrefix + "Images");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/ArmatureComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/AttributeComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/BackgroundComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/EffectComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/LoadSceneEdtiorFileTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/ParticleComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/SpriteComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/TmxMapComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/UIComponentTest");
searchPaths.insert(searchPaths.begin(), resPrefix + "scenetest/TriggerTest");
}
FileUtils::getInstance()->setSearchPaths(searchPaths);
pEngine->executeScriptFile("src/controller.lua");
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()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}