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- #include "AppDelegate.h"
- #include "BeginScene.h"
- // #define USE_AUDIO_ENGINE 1
- #define USE_SIMPLE_AUDIO_ENGINE 1
- #if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
- #error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
- #endif
- #if USE_AUDIO_ENGINE
- #include "audio/include/AudioEngine.h"
- using namespace cocos2d::experimental;
- #elif USE_SIMPLE_AUDIO_ENGINE
- #include "audio/include/SimpleAudioEngine.h"
- using namespace CocosDenshion;
- #endif
- USING_NS_CC;
- static cocos2d::Size designResolutionSize = cocos2d::Size(1080/2, 1920/2);
- AppDelegate::AppDelegate() {
- }
- AppDelegate::~AppDelegate() {
- #if USE_AUDIO_ENGINE
- AudioEngine::end();
- #elif USE_SIMPLE_AUDIO_ENGINE
- SimpleAudioEngine::end();
- #endif
- }
- // if you want a different context, modify the value of glContextAttrs
- // it will affect all platforms
- void AppDelegate::initGLContextAttrs() {
- // set OpenGL context attributes: red,green,blue,alpha,depth,stencil
- GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
- GLView::setGLContextAttrs(glContextAttrs);
- }
- // if you want to use the package manager to install more packages,
- // don't modify or remove this function
- static int register_all_packages() {
- return 0; //flag for packages manager
- }
- bool AppDelegate::applicationDidFinishLaunching() {
- // initialize director
- auto director = Director::getInstance();
- auto glview = director->getOpenGLView();
- if(!glview) {
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
- director->setContentScaleFactor(2);
- glview = GLViewImpl::createWithRect("RedCore", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
- #else
- glview = GLViewImpl::create("RedCore");
- #endif
- 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(1.0f / 60);
- // Set the design resolution
- glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
- auto frameSize = glview->getFrameSize();
- // if the frame's height is larger than the height of medium size.
- // if (frameSize.height > mediumResolutionSize.height)
- // {
- // director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
- // }
- // // if the frame's height is larger than the height of small size.
- // else if (frameSize.height > smallResolutionSize.height)
- // {
- // director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
- // }
- // // if the frame's height is smaller than the height of medium size.
- // else
- // {
- // director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
- // }
-
- // if (!UserDefault::getInstance()->isXMLFileExist()) {
- // //CCLOG(UserDefault::getInstance()->getXMLFilePath());
- // }
- register_all_packages();
- // create a scene. it's an autorelease object
- // auto scene = BeginScene::createScene();
- //
- // // run
- // director->runWithScene(scene);
- Scene* scene = BeginScene::createScene();
- director->runWithScene(scene);
- return true;
- }
- // This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
- void AppDelegate::applicationDidEnterBackground() {
- Director::getInstance()->stopAnimation();
- #if USE_AUDIO_ENGINE
- AudioEngine::pauseAll();
- #elif USE_SIMPLE_AUDIO_ENGINE
- SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
- SimpleAudioEngine::getInstance()->pauseAllEffects();
- #endif
- }
- // this function will be called when the app is active again
- void AppDelegate::applicationWillEnterForeground() {
- Director::getInstance()->startAnimation();
- #if USE_AUDIO_ENGINE
- AudioEngine::resumeAll();
- #elif USE_SIMPLE_AUDIO_ENGINE
- SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
- SimpleAudioEngine::getInstance()->resumeAllEffects();
- #endif
- }
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