NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

113 lines
4.8 KiB
C++

/******************************************************************************
* 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 <vector>
#include <string>
#include "SpineboyExample.h"
#include "AppMacros.h"
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate () {
}
AppDelegate::~AppDelegate () {
}
bool AppDelegate::applicationDidFinishLaunching () {
// initialize director
CCDirector* director = CCDirector::sharedDirector();
CCEGLView* view = CCEGLView::sharedOpenGLView();
director->setOpenGLView(view);
view->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize frameSize = view->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 searching path
CCFileUtils::sharedFileUtils()->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(1.0 / 60);
// create a scene. it's an autorelease object
auto scene = SpineboyExample::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 () {
CCDirector::sharedDirector()->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 () {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}