/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 #include #include "RaptorExample.h" #include "BatchingExample.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 Size frameSize = glview->getFrameSize(); vector 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 = BatchingExample::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(); }