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AppDelegate.cpp
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#include "AppDelegate.h"
#include "HelloWorldScene.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "IMGUIGLViewImpl.h"
#include "ImGuiLayer.h"
#endif
USING_NS_CC;
static cocos2d::Size designResolutionSize = cocos2d::Size(1136, 640);
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 you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// If you want to use packages 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)
glview = IMGUIGLViewImpl::createWithRect("HomeTown", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("HomeTown", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("HomeTown");
#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(1.0 / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = Scene::create();
scene->addChild(HelloWorldScene::create());
director->runWithScene(scene);
// auto check when imGUI layer is not added yet.
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
director->getScheduler()->schedule([=](float dt)
{
if(director->getRunningScene()->getChildByName("ImGUILayer") == NULL)
{
scene->addChild(ImGuiLayer::create(), INT_MAX, "ImGUILayer");
}
}, this, 0,false, "checkImGUI");
#endif
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();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}