/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "AppDelegate.h" #include "HelloWorldScene.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(1024,768); static cocos2d::Size designResolutionSize = cocos2d::Size(320, 480); static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320); static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768); static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536); 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,multisamplesCount GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0}; 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) glview = GLViewImpl::createWithRect("MyGame", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("MyGame"); #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(); auto fscaleX = frameSize.width / designResolutionSize.width; auto fscaley = frameSize.height / designResolutionSize.height; director->setContentScaleFactor(((1024/designResolutionSize.height) / (MIN(fscaleX,fscaley) / MAX(fscaleX,fscaley)) )); //1920 is art height, design resolution is (320 x 480 - portrait) /* // 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)); }*/ register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run 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 }