#include "AppDelegate.h" #include #include #include "ExampleScene.h" #include "AppMacros.h" USING_NS_CC; using namespace std; AppDelegate::AppDelegate () { } AppDelegate::~AppDelegate () { } bool AppDelegate::applicationDidFinishLaunching () { CCDirector* director = CCDirector::sharedDirector(); CCEGLView* view = CCEGLView::sharedOpenGLView(); director->setOpenGLView(view); view->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); // 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. vector searchPath; CCSize frameSize = view->getFrameSize(); 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"); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); CCScene *pScene = ExampleScene::scene(); director->runWithScene(pScene); return true; } void AppDelegate::applicationDidEnterBackground () { CCDirector::sharedDirector()->stopAnimation(); // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); } void AppDelegate::applicationWillEnterForeground () { CCDirector::sharedDirector()->startAnimation(); // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); }