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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 "RaptorExample.h"
#include "BatchingExample.h"
#include "CoinExample.h"
#include "SkeletonRendererSeparatorExample.h"
#include "MixAndMatchExample.h"
#include <spine/Debug.h>
#include "AppMacros.h"
#include <spine/SkeletonTwoColorBatch.h>
USING_NS_CC;
using namespace std;
DebugExtension debugExtension(SpineExtension::getInstance());
AppDelegate::AppDelegate () {
}
AppDelegate::~AppDelegate () {
SkeletonBatch::destroyInstance();
SkeletonTwoColorBatch::destroyInstance();
debugExtension.reportLeaks();
}
bool AppDelegate::applicationDidFinishLaunching () {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview) {
GLContextAttrs attrs = { 8, 8, 8, 8, 0, 0 };
GLView::setGLContextAttrs(attrs);
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
cocos2d::Size frameSize = glview->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 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);
// Set the Debug wrapper extension so we know about memory leaks.
SpineExtension::setInstance(&debugExtension);
// 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();
}