test
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211
Classes/AppDelegate.cpp
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211
Classes/AppDelegate.cpp
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#include "AppDelegate.h"
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#include "MainScene.h"
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#include "GameFrameBase.h"
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#include "LogoScene.h"
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#include "LogonScene.h"
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#include "GlobalJosn.h"
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#include "ChatScene.h"
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#include "GameCreator.h"
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//#include "WN_CreateScene.h"
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#include "WN_GameScene.h"
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#include "DDZ_GameScene.h"
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#include "NN_GameScene.h"
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#include "DZ_GameScene.h"
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#include "13S_GameScene.h"
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#include "ZJH_GameScene.h"
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#include "PDK_GameScene.h"
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USING_NS_CC;
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/*******************************注册游戏****************************************/
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// 游戏选项
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struct tagGameItem
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{
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WORD wKindID;
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GAME_CREATE_SELECTOR create;
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GAME_CREATE_NODE createNode;
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};
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static tagGameItem s_GameList[] =
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{
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// 斗地主;
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{ DDZ_KIND_ID, GAME_CREATE_SELECTOR(DDZ_SPACE::DDZGameScene::create), GAME_CREATE_NODE(nullptr) },
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// 万年麻将;
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{ WNMJ_SPACE::KIND_ID, GAME_CREATE_SELECTOR(WNMJ_SPACE::WN_GameScene::create), GAME_CREATE_NODE(nullptr) },
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// 牛牛;
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{ NN_KIND_ID, GAME_CREATE_SELECTOR(NiuNiu_SPACE::NNGameScene::create), GAME_CREATE_NODE(nullptr) },
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// 打炸;
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{ DZ_KIND_ID, GAME_CREATE_SELECTOR(DZ_SPACE::DZGameScene::create), GAME_CREATE_NODE(nullptr) },
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// 十三水;
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{ SSS_KIND_ID, GAME_CREATE_SELECTOR(SSS_SPACE::SSSGameScene::create), GAME_CREATE_NODE(nullptr) },
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// 炸金花;
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{ ZJH_KIND_ID, GAME_CREATE_SELECTOR(ZJH_SPACE::ZJHGameScene::create), GAME_CREATE_NODE(nullptr) },
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// 跑得快;
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{ PDK_KIND_ID, GAME_CREATE_SELECTOR(PDK_SPACE::PDKGameScene::create), GAME_CREATE_NODE(nullptr) },
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};
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/******************************************************************************/
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AppDelegate::AppDelegate()
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{
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m_dispathMsgNode = NULL;
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}
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AppDelegate::~AppDelegate()
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{
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//// 释放资源;
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//YvVoiceManager::GetInstance()->Cleanup();
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if (m_dispathMsgNode != NULL)
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{
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m_dispathMsgNode->stopDispatch();
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m_dispathMsgNode->release();
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m_dispathMsgNode = NULL;
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}
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}
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//if you want a different context,just modify the value of glContextAttrs
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//it will takes effect on all platforms
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void AppDelegate::initGLContextAttrs()
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{
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//set OpenGL context attributions,now can only set six attributions:
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//red,green,blue,alpha,depth,stencil
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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GLView::setGLContextAttrs(glContextAttrs);
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}
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// If you want to use packages manager to install more packages,
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// don't modify or remove this function
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static int register_all_packages()
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{
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return 0; //flag for packages manager
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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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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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glview = GLViewImpl::createWithRect("GameClient", Rect(0, 0, TARGET_WIDTH, TARGET_HEIGHT));
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#else
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glview = GLViewImpl::create("GameClient");
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#endif
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director->setOpenGLView(glview);
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}
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// turn on display FPS
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director->setDisplayStats(false);
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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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//设置资源搜索路径
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//FileUtils::getInstance()->addSearchPath("UI/");
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//FileUtils::getInstance()->addSearchPath("NCMJ/");
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register_all_packages();
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initGameConfig();
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GlobalJosn::getInstance()->loadConfig();
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//设置常亮不锁屏
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Device::setKeepScreenOn(true);
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// create a scene. it's an autorelease object
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32||CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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Scene *pScene = LogonScene::create();
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srand(time(0));
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// run
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director->runWithScene(pScene);
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#else
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Scene *pScene = LogoScene::create();
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if (pScene == nullptr)
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{
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pScene = LogonScene::create();
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}
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srand(time(0));
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// run
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director->runWithScene(pScene);
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#endif
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glview->setDesignResolutionSize(TARGET_WIDTH, TARGET_HEIGHT, ResolutionPolicy::EXACT_FIT);
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if (m_dispathMsgNode == NULL)
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{
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m_dispathMsgNode = DispatchMsgNode::create();
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m_dispathMsgNode->retain();
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m_dispathMsgNode->startDispatch();
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}
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YvVoiceManager::GetInstance()->Init();
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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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#if CC_TARGET_PLATFORM != CC_PLATFORM_WIN32
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Director::getInstance()->stopAnimation();
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Scene* pScene = Director::getInstance()->getRunningScene();
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if(pScene!=nullptr && pScene->getTag()==SCENE_TAG_GAME)
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{
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//applicationDidEnterBackground();
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}
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#endif
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::getInstance()->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 (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
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//设置常亮不锁屏
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Device::setKeepScreenOn(true);
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Scene* pScene = Director::getInstance()->getRunningScene();
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if (pScene != nullptr)
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{
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int nTag = pScene->getTag();
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if ( nTag == SCENE_TAG_GAME )
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{
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GameFrameBase* pMJScene = (GameFrameBase*)pScene;
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pMJScene->ReconnectServer();
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}
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else if ( nTag == SCENE_TAG_MAIN )
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{
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MainScene* pMainScene = (MainScene*)pScene;
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pMainScene->appWillEnterForeground();
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}
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}
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#endif
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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void AppDelegate::initGameConfig()
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{
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// 注册游戏
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int gameCount = sizeof(s_GameList) / sizeof(tagGameItem);
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for (int i = 0; i < gameCount; i++)
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{
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CGameCreator::getInstance()->addGame(s_GameList[i].wKindID, CGameCreator::PRIVATE, s_GameList[i].create, s_GameList[i].createNode);
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}
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}
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