mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
138 lines
5.8 KiB
C++
138 lines
5.8 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "AppDelegate.h"
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#include <vector>
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#include <string>
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#include "RaptorExample.h"
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#include "BatchingExample.h"
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#include "CoinExample.h"
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#include "SkeletonRendererSeparatorExample.h"
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#include <spine/Debug.h>
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#include "AppMacros.h"
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#include <spine/SkeletonTwoColorBatch.h>
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USING_NS_CC;
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using namespace std;
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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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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(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(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(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 = CoinExample::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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