/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "AppDelegate.h" #include #include #include "RaptorExample.h" #include "BatchingExample.h" #include "CoinExample.h" #include "SkeletonRendererSeparatorExample.h" #include "AppMacros.h" USING_NS_CC; using namespace std; AppDelegate::AppDelegate () { } AppDelegate::~AppDelegate () { } bool AppDelegate::applicationDidFinishLaunching () { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLViewImpl::create("Spine Example"); director->setOpenGLView(glview); } // Set the design resolution #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL); #else glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); #endif cocos2d::Size frameSize = glview->getFrameSize(); vector searchPath; // In this demo, we select resource according to the frame's height. // If the resource size is different from design resolution size, you need to set contentScaleFactor. // We use the ratio of resource's height to the height of design resolution, // this can make sure that the resource's height could fit for the height of design resolution. if (frameSize.height > mediumResource.size.height) { // if the frame's height is larger than the height of medium resource size, select large resource. searchPath.push_back(largeResource.directory); director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width)); } else if (frameSize.height > smallResource.size.height) { // if the frame's height is larger than the height of small resource size, select medium resource. searchPath.push_back(mediumResource.directory); director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width)); } else { // if the frame's height is smaller than the height of medium resource size, select small resource. searchPath.push_back(smallResource.directory); director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } searchPath.push_back("common"); // set search path FileUtils::getInstance()->setSearchPaths(searchPath); // 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); // create a scene. it's an autorelease object //auto scene = RaptorExample::scene(); auto scene = SkeletonRendererSeparatorExample::scene(); // run director->runWithScene(scene); 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 paused // SimpleAudioEngine::sharedEngine()->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::sharedEngine()->resumeBackgroundMusic(); }