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https://github.com/tiennm99/fbird.git
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init: fbird
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "AppDelegate.h"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_3d_extension_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_builder_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_extension_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_network_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_navmesh_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_physics3d_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_spine_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_studio_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_ui_auto.hpp"
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#include "scripting/js-bindings/manual/3d/jsb_cocos2dx_3d_manual.h"
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#include "scripting/js-bindings/manual/chipmunk/js_bindings_chipmunk_registration.h"
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#include "scripting/js-bindings/manual/cocosbuilder/js_bindings_ccbreader.h"
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#include "scripting/js-bindings/manual/cocostudio/jsb_cocos2dx_studio_manual.h"
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#include "scripting/js-bindings/manual/extension/jsb_cocos2dx_extension_manual.h"
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#include "scripting/js-bindings/manual/jsb_opengl_registration.h"
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#include "scripting/js-bindings/manual/localstorage/js_bindings_system_registration.h"
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#include "scripting/js-bindings/manual/navmesh/jsb_cocos2dx_navmesh_manual.h"
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#include "scripting/js-bindings/manual/network/XMLHTTPRequest.h"
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#include "scripting/js-bindings/manual/network/jsb_socketio.h"
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#include "scripting/js-bindings/manual/network/jsb_websocket.h"
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#include "scripting/js-bindings/manual/physics3d/jsb_cocos2dx_physics3d_manual.h"
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#include "scripting/js-bindings/manual/spine/jsb_cocos2dx_spine_manual.h"
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#include "scripting/js-bindings/manual/ui/jsb_cocos2dx_ui_manual.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_video_auto.hpp"
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#include "scripting/js-bindings/auto/jsb_cocos2dx_experimental_webView_auto.hpp"
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#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_video_manual.h"
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#include "scripting/js-bindings/manual/experimental/jsb_cocos2dx_experimental_webView_manual.h"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#include "scripting/js-bindings/auto/jsb_cocos2dx_audioengine_auto.hpp"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#include "cocos/scripting/js-bindings/manual/platform/android/CCJavascriptJavaBridge.h"
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#include "cocos/scripting/js-bindings/manual/platform/ios/JavaScriptObjCBridge.h"
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#endif
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// #define USE_AUDIO_ENGINE 1
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// #define USE_SIMPLE_AUDIO_ENGINE 1
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#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
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#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
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#endif
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#if USE_AUDIO_ENGINE
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#include "audio/include/AudioEngine.h"
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using namespace cocos2d::experimental;
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#elif USE_SIMPLE_AUDIO_ENGINE
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#include "audio/include/SimpleAudioEngine.h"
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using namespace CocosDenshion;
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#endif
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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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#if USE_AUDIO_ENGINE
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AudioEngine::end();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::end();
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#endif
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}
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void AppDelegate::initGLContextAttrs()
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{
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};
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GLView::setGLContextAttrs(glContextAttrs);
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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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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview) {
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#if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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glview = cocos2d::GLViewImpl::create("Fbird");
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#else
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glview = cocos2d::GLViewImpl::createWithRect("Fbird", Rect(0,0,960,640));
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#endif
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director->setOpenGLView(glview);
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}
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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(1.0f / 60);
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ScriptingCore* sc = ScriptingCore::getInstance();
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sc->addRegisterCallback(register_all_cocos2dx);
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sc->addRegisterCallback(register_cocos2dx_js_core);
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sc->addRegisterCallback(jsb_register_system);
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// extension can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_extension);
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sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
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// chipmunk can be commented out to reduce the package
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sc->addRegisterCallback(jsb_register_chipmunk);
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// opengl can be commented out to reduce the package
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sc->addRegisterCallback(JSB_register_opengl);
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// builder can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_builder);
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sc->addRegisterCallback(register_CCBuilderReader);
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// ui can be commented out to reduce the package, attention studio need ui module
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sc->addRegisterCallback(register_all_cocos2dx_ui);
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sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
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// studio can be commented out to reduce the package,
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sc->addRegisterCallback(register_all_cocos2dx_studio);
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sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
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// spine can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_spine);
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sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
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// XmlHttpRequest can be commented out to reduce the package
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sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
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// websocket can be commented out to reduce the package
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sc->addRegisterCallback(register_jsb_websocket);
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// socket io can be commented out to reduce the package
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sc->addRegisterCallback(register_jsb_socketio);
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// Downloader
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sc->addRegisterCallback(register_all_cocos2dx_network);
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// 3d can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_3d);
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sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
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// 3d extension can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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// Physics 3d can be commented out to reduce the package
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sc->addRegisterCallback(register_all_cocos2dx_physics3d);
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sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual);
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#endif
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#if CC_USE_NAVMESH
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sc->addRegisterCallback(register_all_cocos2dx_navmesh);
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sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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sc->addRegisterCallback(register_all_cocos2dx_experimental_video);
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sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
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sc->addRegisterCallback(register_all_cocos2dx_experimental_webView);
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sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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sc->addRegisterCallback(register_all_cocos2dx_audioengine);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
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#endif
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sc->start();
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sc->runScript("script/jsb_boot.js");
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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sc->enableDebugger();
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#endif
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ScriptEngineProtocol *engine = ScriptingCore::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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ScriptingCore::getInstance()->runScript("main.js");
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return true;
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}
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// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
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{
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auto director = Director::getInstance();
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director->stopAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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#endif
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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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auto director = Director::getInstance();
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director->startAnimation();
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director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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#endif
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}
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