test
This commit is contained in:
172
CMakeLists.txt
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172
CMakeLists.txt
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#/****************************************************************************
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# Copyright (c) 2013-2014 cocos2d-x.org
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#
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# http://www.cocos2d-x.org
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#
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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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cmake_policy(SET CMP0017 NEW)
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cmake_minimum_required(VERSION 2.8)
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set(APP_NAME MyGame)
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project (${APP_NAME})
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set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
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include(CocosBuildHelpers)
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# libcocos2d
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set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
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set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
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set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
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add_subdirectory(${COCOS2D_ROOT})
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# Some macro definitions
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if(WINDOWS)
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if(BUILD_SHARED_LIBS)
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ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
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else()
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ADD_DEFINITIONS (-DCC_STATIC)
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endif()
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ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
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set(PLATFORM_FOLDER win32)
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elseif(MACOSX OR APPLE)
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ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
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ADD_DEFINITIONS (-DUSE_FILE32API)
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set(PLATFORM_FOLDER mac)
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elseif(LINUX)
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ADD_DEFINITIONS(-DLINUX)
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set(PLATFORM_FOLDER linux)
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elseif(ANDROID)
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ADD_DEFINITIONS (-DUSE_FILE32API)
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set(PLATFORM_FOLDER android)
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else()
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message( FATAL_ERROR "Unsupported platform, CMake will exit" )
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endif()
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# Compiler options
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if(MSVC)
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ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
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-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
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-wd4514 -wd4056 -wd4996 -wd4099)
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else()
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set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
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set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
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if(CLANG)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
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endif()
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endif(MSVC)
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set(PLATFORM_SPECIFIC_SRC)
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set(PLATFORM_SPECIFIC_HEADERS)
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if(MACOSX OR APPLE)
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set(PLATFORM_SPECIFIC_SRC
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proj.ios_mac/ios/main.m
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proj.ios_mac/ios/RootViewController.mm
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proj.ios_mac/ios/AppController.mm
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)
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set(PLATFORM_SPECIFIC_HEADERS
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proj.ios_mac/ios/RootViewController.h
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proj.ios_mac/ios/AppController.h
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)
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elseif(LINUX) #assume linux
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set(PLATFORM_SPECIFIC_SRC
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proj.linux/main.cpp
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)
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elseif ( WIN32 )
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set(PLATFORM_SPECIFIC_SRC
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proj.win32/main.cpp
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)
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set(PLATFORM_SPECIFIC_HEADERS
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proj.win32/main.h
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proj.win32/resource.h
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)
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endif()
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include_directories(
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/usr/local/include/GLFW
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/usr/include/GLFW
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${COCOS2D_ROOT}/cocos
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${COCOS2D_ROOT}/cocos/platform
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${COCOS2D_ROOT}/cocos/audio/include/
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Classes
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)
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if ( WIN32 )
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include_directories(
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${COCOS2D_ROOT}/external/glfw3/include/win32
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${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
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)
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endif( WIN32 )
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set(GAME_SRC
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Classes/AppDelegate.cpp
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Classes/HelloWorldScene.cpp
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${PLATFORM_SPECIFIC_SRC}
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)
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set(GAME_HEADERS
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Classes/AppDelegate.h
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Classes/HelloWorldScene.h
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${PLATFORM_SPECIFIC_HEADERS}
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)
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if(GAME_HEADERS)
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if ( WIN32 )
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add_executable(${APP_NAME} WIN32 ${GAME_SRC} ${GAME_HEADERS})
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else()
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add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
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endif ( WIN32 )
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else()
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if ( WIN32 )
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add_executable(${APP_NAME} WIN32 ${GAME_SRC})
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else()
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add_executable(${APP_NAME} ${GAME_SRC})
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endif ( WIN32 )
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endif()
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target_link_libraries(${APP_NAME} cocos2d)
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
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set_target_properties(${APP_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
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if ( WIN32 )
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#also copying dlls to binary directory for the executable to run
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pre_build(${APP_NAME}
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
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COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
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)
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else()
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pre_build(${APP_NAME}
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
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)
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endif()
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211
Classes/AppDelegate.cpp
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211
Classes/AppDelegate.cpp
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@@ -0,0 +1,211 @@
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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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||||||
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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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||||||
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director->setOpenGLView(glview);
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}
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||||||
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||||||
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// turn on display FPS
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director->setDisplayStats(false);
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||||||
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||||||
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// set FPS. the default value is 1.0/60 if you don't call this
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||||||
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director->setAnimationInterval(1.0f / 60);
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||||||
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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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|
||||||
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register_all_packages();
|
||||||
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||||||
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initGameConfig();
|
||||||
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||||||
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GlobalJosn::getInstance()->loadConfig();
|
||||||
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||||||
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//设置常亮不锁屏
|
||||||
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Device::setKeepScreenOn(true);
|
||||||
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||||||
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// create a scene. it's an autorelease object
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||||||
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32||CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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||||||
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Scene *pScene = LogonScene::create();
|
||||||
|
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||||||
|
srand(time(0));
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||||||
|
// run
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||||||
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director->runWithScene(pScene);
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||||||
|
#else
|
||||||
|
Scene *pScene = LogoScene::create();
|
||||||
|
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||||||
|
if (pScene == nullptr)
|
||||||
|
{
|
||||||
|
pScene = LogonScene::create();
|
||||||
|
}
|
||||||
|
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||||||
|
srand(time(0));
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||||||
|
// run
|
||||||
|
director->runWithScene(pScene);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
glview->setDesignResolutionSize(TARGET_WIDTH, TARGET_HEIGHT, ResolutionPolicy::EXACT_FIT);
|
||||||
|
|
||||||
|
if (m_dispathMsgNode == NULL)
|
||||||
|
{
|
||||||
|
m_dispathMsgNode = DispatchMsgNode::create();
|
||||||
|
m_dispathMsgNode->retain();
|
||||||
|
m_dispathMsgNode->startDispatch();
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
YvVoiceManager::GetInstance()->Init();
|
||||||
|
|
||||||
|
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() {
|
||||||
|
|
||||||
|
#if CC_TARGET_PLATFORM != CC_PLATFORM_WIN32
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||||||
|
Director::getInstance()->stopAnimation();
|
||||||
|
|
||||||
|
Scene* pScene = Director::getInstance()->getRunningScene();
|
||||||
|
if(pScene!=nullptr && pScene->getTag()==SCENE_TAG_GAME)
|
||||||
|
{
|
||||||
|
//applicationDidEnterBackground();
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||||||
|
}
|
||||||
|
#endif
|
||||||
|
// if you use SimpleAudioEngine, it must be pause
|
||||||
|
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
|
||||||
|
}
|
||||||
|
|
||||||
|
// this function will be called when the app is active again
|
||||||
|
void AppDelegate::applicationWillEnterForeground() {
|
||||||
|
Director::getInstance()->startAnimation();
|
||||||
|
|
||||||
|
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
|
||||||
|
|
||||||
|
//设置常亮不锁屏
|
||||||
|
Device::setKeepScreenOn(true);
|
||||||
|
|
||||||
|
Scene* pScene = Director::getInstance()->getRunningScene();
|
||||||
|
if (pScene != nullptr)
|
||||||
|
{
|
||||||
|
int nTag = pScene->getTag();
|
||||||
|
if ( nTag == SCENE_TAG_GAME )
|
||||||
|
{
|
||||||
|
GameFrameBase* pMJScene = (GameFrameBase*)pScene;
|
||||||
|
pMJScene->ReconnectServer();
|
||||||
|
|
||||||
|
}
|
||||||
|
else if ( nTag == SCENE_TAG_MAIN )
|
||||||
|
{
|
||||||
|
MainScene* pMainScene = (MainScene*)pScene;
|
||||||
|
pMainScene->appWillEnterForeground();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// if you use SimpleAudioEngine, it must resume here
|
||||||
|
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void AppDelegate::initGameConfig()
|
||||||
|
{
|
||||||
|
// 注册游戏
|
||||||
|
int gameCount = sizeof(s_GameList) / sizeof(tagGameItem);
|
||||||
|
for (int i = 0; i < gameCount; i++)
|
||||||
|
{
|
||||||
|
CGameCreator::getInstance()->addGame(s_GameList[i].wKindID, CGameCreator::PRIVATE, s_GameList[i].create, s_GameList[i].createNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
47
Classes/AppDelegate.h
Normal file
47
Classes/AppDelegate.h
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
#ifndef _APP_DELEGATE_H_
|
||||||
|
#define _APP_DELEGATE_H_
|
||||||
|
|
||||||
|
#include "cocos2d.h"
|
||||||
|
#include "DispatchMsgNode.hpp"
|
||||||
|
|
||||||
|
/**
|
||||||
|
@brief The cocos2d Application.
|
||||||
|
|
||||||
|
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||||
|
*/
|
||||||
|
class AppDelegate : private cocos2d::Application
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AppDelegate();
|
||||||
|
virtual ~AppDelegate();
|
||||||
|
|
||||||
|
virtual void initGLContextAttrs();
|
||||||
|
|
||||||
|
/**
|
||||||
|
@brief Implement Director and Scene init code here.
|
||||||
|
@return true Initialize success, app continue.
|
||||||
|
@return false Initialize failed, app terminate.
|
||||||
|
*/
|
||||||
|
virtual bool applicationDidFinishLaunching();
|
||||||
|
|
||||||
|
/**
|
||||||
|
@brief The function be called when the application enter background
|
||||||
|
@param the pointer of the application
|
||||||
|
*/
|
||||||
|
virtual void applicationDidEnterBackground();
|
||||||
|
|
||||||
|
/**
|
||||||
|
@brief The function be called when the application enter foreground
|
||||||
|
@param the pointer of the application
|
||||||
|
*/
|
||||||
|
virtual void applicationWillEnterForeground();
|
||||||
|
|
||||||
|
// ÓÎÏ·³õʼ»¯
|
||||||
|
void initGameConfig();
|
||||||
|
|
||||||
|
private:
|
||||||
|
DispatchMsgNode * m_dispathMsgNode;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // _APP_DELEGATE_H_
|
||||||
|
|
||||||
Reference in New Issue
Block a user