Source formatting, clean up.

This commit is contained in:
NathanSweet 2013-03-25 22:27:00 +01:00
parent 1f991ac234
commit ec8509b511
8 changed files with 129 additions and 172 deletions

View File

@ -13,82 +13,63 @@ AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
AppDelegate::~AppDelegate () {
}
bool AppDelegate::applicationDidFinishLaunching () {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
CCDirector* director = CCDirector::sharedDirector();
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
vector<string> searchPath;
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<string> 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.
if (frameSize.height > mediumResource.size.height)
{
searchPath.push_back(largeResource.directory);
pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
}
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.
else if (frameSize.height > smallResource.size.height)
{
searchPath.push_back(mediumResource.directory);
pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
}
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.
else
{
searchPath.push_back(smallResource.directory);
pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
director->setContentScaleFactor( //
MIN(smallResource.size.height / designResolutionSize.height, //
smallResource.size.width / designResolutionSize.width));
}
searchPath.push_back("common");
// set searching path
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
director->setDisplayStats(true);
director->setAnimationInterval(1.0 / 60);
CCScene *pScene = ExampleScene::scene();
// run
pDirector->runWithScene(pScene);
director->runWithScene(pScene);
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 () {
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground () {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

View File

@ -1,38 +1,16 @@
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#ifndef _APPDELEGATE_H_
#define _APPDELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
class AppDelegate : private cocos2d::CCApplication
{
class AppDelegate: private cocos2d::CCApplication {
public:
AppDelegate ();
virtual ~AppDelegate ();
/**
@brief Implement CCDirector and CCScene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching ();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground ();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground ();
};
#endif // _APP_DELEGATE_H_
#endif // _APPDELEGATE_H_

View File

@ -1,5 +1,5 @@
#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#ifndef _APPMACROS_H_
#define _APPMACROS_H_
#include "cocos2d.h"
@ -31,8 +31,7 @@
/* If you want to switch design resolution, change next line */
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320
typedef struct tagResource
{
typedef struct tagResource {
cocos2d::CCSize size;
char directory[100];
} Resource;
@ -57,4 +56,4 @@ static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536);
// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
#define TITLE_FONT_SIZE (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
#endif /* __APPMACROS_H__ */
#endif /* _APPMACROS_H_ */

View File

@ -12,4 +12,4 @@ public:
CREATE_FUNC (ExampleScene);
};
#endif // SPINE_EXAMPLESCENE_H_
#endif // _EXAMPLESCENE_H_

View File

@ -38,8 +38,7 @@ using namespace spine;
USING_NS_CC;
CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
debug(false)
{
debug(false) {
if (!skeletonData) throw std::invalid_argument("skeletonData cannot be null.");
skeleton = new Skeleton(skeletonData);
state = new AnimationState(stateData);