mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
139 lines
5.5 KiB
C++
139 lines
5.5 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "AppDelegate.h"
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#include <string>
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#include <vector>
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#include "AppMacros.h"
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#include "PhysicsExample.h"
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#include <spine/Debug.h>
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#include <spine/spine-cocos2dx.h>
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USING_NS_CC;
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using namespace std;
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using namespace spine;
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DebugExtension debugExtension(SpineExtension::getInstance());
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AppDelegate::AppDelegate() {
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}
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AppDelegate::~AppDelegate() {
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SkeletonBatch::destroyInstance();
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SkeletonTwoColorBatch::destroyInstance();
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debugExtension.reportLeaks();
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}
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bool AppDelegate::applicationDidFinishLaunching() {
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// initialize director
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if (!glview) {
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GLContextAttrs attrs = {8, 8, 8, 8, 0, 0};
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GLView::setGLContextAttrs(attrs);
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glview = GLViewImpl::create("Spine Example");
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director->setOpenGLView(glview);
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}
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// Set the design resolution
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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// a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
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#else
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glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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#endif
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cocos2d::Size frameSize = glview->getFrameSize();
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vector<string> searchPath;
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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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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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searchPath.push_back(largeResource.directory);
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director->setContentScaleFactor(
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MIN(largeResource.size.height / designResolutionSize.height, 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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searchPath.push_back(mediumResource.directory);
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director->setContentScaleFactor(
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MIN(mediumResource.size.height / designResolutionSize.height, 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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searchPath.push_back(smallResource.directory);
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director->setContentScaleFactor(
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MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width));
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}
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searchPath.push_back("common");
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// set search path
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FileUtils::getInstance()->setSearchPaths(searchPath);
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// turn on display FPS
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director->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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director->setAnimationInterval(1.0f / 60);
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// Set the Debug wrapper extension so we know about memory leaks.
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SpineExtension::setInstance(&debugExtension);
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// create a scene. it's an autorelease object
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//auto scene = RaptorExample::scene();
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auto scene = PhysicsExample::scene();
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// run
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director->runWithScene(scene);
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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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Director::getInstance()->stopAnimation();
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// if you use SimpleAudioEngine, it must be paused
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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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Director::getInstance()->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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