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- /******************************************************************************
- * 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 <vector>
- #include <string>
- #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<string> 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();
- }
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