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Source/AppDelegate.cpp
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109
Source/AppDelegate.cpp
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "AppDelegate.h"
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#include "MainScene.h"
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#define USE_AUDIO_ENGINE 1
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#if USE_AUDIO_ENGINE
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# include "audio/AudioEngine.h"
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#endif
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using namespace ax;
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static ax::Size designResolutionSize = ax::Size(1280, 720);
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AppDelegate::AppDelegate() {}
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AppDelegate::~AppDelegate() {}
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// if you want a different context, modify the value of gfxContextAttrs
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// it will affect all platforms
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void AppDelegate::initGfxContextAttrs()
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{
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// set graphics context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
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GfxContextAttrs gfxContextAttrs = {8, 8, 8, 8, 24, 8, 0};
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// since axmol-2.2 vsync was enabled in engine by default
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// gfxContextAttrs.vsync = false;
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RenderView::setGfxContextAttrs(gfxContextAttrs);
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto director = Director::getInstance();
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auto renderView = director->getRenderView();
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if (!renderView)
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{
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) || \
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(AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
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renderView = RenderViewImpl::createWithRect(
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"Pinball", ax::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
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#else
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renderView = RenderViewImpl::create("Pinball");
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#endif
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director->setRenderView(renderView);
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}
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// turn on display FPS
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director->setStatsDisplay(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 design resolution
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renderView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height,
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ResolutionPolicy::SHOW_ALL);
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// create a scene. it's an autorelease object
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auto scene = utils::createInstance<MainScene>();
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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. Note, when receiving a phone call it is invoked.
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::pauseAll();
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#endif
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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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{
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Director::getInstance()->startAnimation();
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#if USE_AUDIO_ENGINE
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AudioEngine::resumeAll();
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#endif
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}
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