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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated April 5, 2025. Replaces all prior versions.
- *
- * Copyright (c) 2013-2025, 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.
- *
- * THE SPINE RUNTIMES ARE 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #include "AppDelegate.h"
- #include <string>
- #include <vector>
- #include "AppMacros.h"
- #include "PhysicsExample.h"
- #include <spine/Debug.h>
- #include <spine/spine-cocos2dx.h>
- USING_NS_CC;
- using namespace std;
- using namespace spine;
- 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 = PhysicsExample::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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