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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "AppDelegate.h"
#include "MainScene.h"
#define USE_AUDIO_ENGINE 1
#if USE_AUDIO_ENGINE
# include "audio/AudioEngine.h"
#endif
using namespace ax;
static ax::Size designResolutionSize = ax::Size(1280, 720);
AppDelegate::AppDelegate() {}
AppDelegate::~AppDelegate() {}
// if you want a different context, modify the value of gfxContextAttrs
// it will affect all platforms
void AppDelegate::initGfxContextAttrs()
{
// set graphics context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
GfxContextAttrs gfxContextAttrs = {8, 8, 8, 8, 24, 8, 0};
// since axmol-2.2 vsync was enabled in engine by default
// gfxContextAttrs.vsync = false;
RenderView::setGfxContextAttrs(gfxContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto renderView = director->getRenderView();
if (!renderView)
{
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) || \
(AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
renderView = RenderViewImpl::createWithRect(
"Pinball", ax::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
renderView = RenderViewImpl::create("Pinball");
#endif
director->setRenderView(renderView);
}
// turn on display FPS
director->setStatsDisplay(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
renderView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height,
ResolutionPolicy::SHOW_ALL);
// create a scene. it's an autorelease object
auto scene = utils::createInstance<MainScene>();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#endif
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#endif
}