背景和头像缺失
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57
cocos2d/tests/lua-empty-test/project/Classes/AppDelegate.cpp
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57
cocos2d/tests/lua-empty-test/project/Classes/AppDelegate.cpp
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#include "cocos2d.h"
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#include "AppDelegate.h"
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#include "audio/include/SimpleAudioEngine.h"
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#include "base/CCScriptSupport.h"
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#include "CCLuaEngine.h"
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#include "lua_module_register.h"
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USING_NS_CC;
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using namespace CocosDenshion;
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AppDelegate::AppDelegate()
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{
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// fixed me
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//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
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}
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AppDelegate::~AppDelegate()
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{
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// end simple audio engine here, or it may crashed on win32
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SimpleAudioEngine::getInstance()->end();
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//CCScriptEngineManager::destroyInstance();
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}
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void AppDelegate::initGLContextAttrs()
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{
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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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bool AppDelegate::applicationDidFinishLaunching()
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{
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// register lua engine
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LuaEngine* engine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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lua_State* L = engine->getLuaStack()->getLuaState();
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lua_module_register(L);
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//The call was commented because it will lead to ZeroBrane Studio can't find correct context when debugging
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//engine->executeScriptFile("src/hello.lua");
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engine->executeString("require 'src/hello.lua'");
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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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{
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Director::getInstance()->stopAnimation();
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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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{
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Director::getInstance()->startAnimation();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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39
cocos2d/tests/lua-empty-test/project/Classes/AppDelegate.h
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39
cocos2d/tests/lua-empty-test/project/Classes/AppDelegate.h
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#ifndef _APP_DELEGATE_H_
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#define _APP_DELEGATE_H_
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#include "platform/CCApplication.h"
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/**
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@brief The cocos2d Application.
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The reason for implement as private inheritance is to hide some interface call by Director.
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*/
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class AppDelegate : private cocos2d::Application
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{
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public:
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AppDelegate();
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virtual ~AppDelegate();
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virtual void initGLContextAttrs();
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/**
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@brief Implement Director and Scene init code here.
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@return true Initialize success, app continue.
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@return false Initialize failed, app terminate.
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*/
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virtual bool applicationDidFinishLaunching();
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/**
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@brief The function be called when the application enter background
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@param the pointer of the application
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*/
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virtual void applicationDidEnterBackground();
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/**
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@brief The function be called when the application enter foreground
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@param the pointer of the application
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*/
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virtual void applicationWillEnterForeground();
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};
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#endif // _APP_DELEGATE_H_
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#ifndef __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__
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#define __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__
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#include "cocosdenshion/lua_cocos2dx_cocosdenshion_manual.h"
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int lua_module_register(lua_State* L)
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{
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register_cocosdenshion_module(L);
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return 1;
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}
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#endif // __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__
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