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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
Source formatting, clean up.
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1f991ac234
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@ -13,82 +13,63 @@ AppDelegate::AppDelegate() {
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}
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AppDelegate::~AppDelegate()
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{
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AppDelegate::~AppDelegate () {
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}
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bool AppDelegate::applicationDidFinishLaunching () {
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// initialize director
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CCDirector* pDirector = CCDirector::sharedDirector();
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CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
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CCDirector* director = CCDirector::sharedDirector();
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pDirector->setOpenGLView(pEGLView);
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// Set the design resolution
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pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
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CCSize frameSize = pEGLView->getFrameSize();
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vector<string> searchPath;
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CCEGLView* view = CCEGLView::sharedOpenGLView();
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director->setOpenGLView(view);
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view->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
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// In this demo, we select resource according to the frame's height.
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// If the resource size is different from design resolution size, you need to set contentScaleFactor.
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// We use the ratio of resource's height to the height of design resolution,
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// this can make sure that the resource's height could fit for the height of design resolution.
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vector<string> searchPath;
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CCSize frameSize = view->getFrameSize();
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if (frameSize.height > mediumResource.size.height) {
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// if the frame's height is larger than the height of medium resource size, select large resource.
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if (frameSize.height > mediumResource.size.height)
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{
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searchPath.push_back(largeResource.directory);
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pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
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}
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director->setContentScaleFactor( //
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MIN(largeResource.size.height / designResolutionSize.height, //
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largeResource.size.width / designResolutionSize.width));
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} else if (frameSize.height > smallResource.size.height) {
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// if the frame's height is larger than the height of small resource size, select medium resource.
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else if (frameSize.height > smallResource.size.height)
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{
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searchPath.push_back(mediumResource.directory);
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pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
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}
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director->setContentScaleFactor( //
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MIN(mediumResource.size.height / designResolutionSize.height, //
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mediumResource.size.width / designResolutionSize.width));
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} else {
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// if the frame's height is smaller than the height of medium resource size, select small resource.
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else
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{
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searchPath.push_back(smallResource.directory);
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pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
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director->setContentScaleFactor( //
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MIN(smallResource.size.height / designResolutionSize.height, //
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smallResource.size.width / designResolutionSize.width));
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}
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searchPath.push_back("common");
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// set searching path
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CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
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// turn on display FPS
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pDirector->setDisplayStats(true);
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// set FPS. the default value is 1.0/60 if you don't call this
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pDirector->setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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director->setDisplayStats(true);
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director->setAnimationInterval(1.0 / 60);
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CCScene *pScene = ExampleScene::scene();
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// run
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pDirector->runWithScene(pScene);
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director->runWithScene(pScene);
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground () {
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CCDirector::sharedDirector()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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}
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground () {
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CCDirector::sharedDirector()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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@ -1,38 +1,16 @@
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#ifndef _APP_DELEGATE_H_
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#define _APP_DELEGATE_H_
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#ifndef _APPDELEGATE_H_
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#define _APPDELEGATE_H_
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#include "cocos2d.h"
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/**
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@brief The cocos2d Application.
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The reason for implement as private inheritance is to hide some interface call by CCDirector.
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*/
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class AppDelegate : private cocos2d::CCApplication
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{
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class AppDelegate: private cocos2d::CCApplication {
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public:
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AppDelegate ();
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virtual ~AppDelegate ();
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/**
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@brief Implement CCDirector and CCScene init code here.
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@return true Initialize success, app continue.
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@return false Initialize failed, app terminate.
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*/
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virtual bool applicationDidFinishLaunching ();
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/**
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@brief The function be called when the application enter background
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@param the pointer of the application
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*/
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virtual void applicationDidEnterBackground ();
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/**
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@brief The function be called when the application enter foreground
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@param the pointer of the application
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*/
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virtual void applicationWillEnterForeground ();
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};
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#endif // _APP_DELEGATE_H_
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#endif // _APPDELEGATE_H_
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@ -1,5 +1,5 @@
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#ifndef __APPMACROS_H__
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#define __APPMACROS_H__
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#ifndef _APPMACROS_H_
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#define _APPMACROS_H_
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#include "cocos2d.h"
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@ -31,8 +31,7 @@
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/* If you want to switch design resolution, change next line */
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#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320
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typedef struct tagResource
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{
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typedef struct tagResource {
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cocos2d::CCSize size;
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char directory[100];
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} Resource;
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@ -57,4 +56,4 @@ static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536);
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// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
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#define TITLE_FONT_SIZE (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
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#endif /* __APPMACROS_H__ */
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#endif /* _APPMACROS_H_ */
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@ -12,4 +12,4 @@ public:
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CREATE_FUNC (ExampleScene);
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};
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#endif // SPINE_EXAMPLESCENE_H_
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#endif // _EXAMPLESCENE_H_
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@ -38,8 +38,7 @@ using namespace spine;
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USING_NS_CC;
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CCSkeleton::CCSkeleton (SkeletonData *skeletonData, AnimationStateData *stateData) :
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debug(false)
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{
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debug(false) {
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if (!skeletonData) throw std::invalid_argument("skeletonData cannot be null.");
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skeleton = new Skeleton(skeletonData);
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state = new AnimationState(stateData);
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