123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 |
- /******************************************************************************
- * 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 <vector>
- #include <string>
- #include "RaptorExample.h"
- #include "BatchingExample.h"
- #include "CoinExample.h"
- #include "SkeletonRendererSeparatorExample.h"
- #include <spine/Debug.h>
- #include "AppMacros.h"
- #include <spine/SkeletonTwoColorBatch.h>
- 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<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);
- // 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();
- }
|