/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 #include "AppMacros.h" #include USING_NS_CC; using namespace std; DebugExtension debugExtension(SpineExtension::getInstance()); AppDelegate::AppDelegate () { } AppDelegate::~AppDelegate () { SkeletonBatch::destroyInstance(); SkeletonTwoColorBatch::destroyInstance(); debugExtension.reportLeaks(); } bool AppDelegate::applicationDidFinishLaunching () { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { GLContextAttrs attrs = { 8, 8, 8, 8, 0, 0 }; GLView::setGLContextAttrs(attrs); 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); // Set the Debug wrapper extension so we know about memory leaks. SpineExtension::setInstance(&debugExtension); // create a scene. it's an autorelease object //auto scene = RaptorExample::scene(); auto scene = CoinExample::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(); }