AppDelegate

AppDelegate:

  • initGLContextAttrs 设置openGL
  • applicationDidEnterBackground
  • applicationWillEnterForeground 这两个方法前面已经说过了
  • applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("testLabel", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("testLabel");
#endif
        director->setOpenGLView(glview);
    }
    director->setDisplayStats(true);
    director->setAnimationInterval(1.0f / 60);
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    auto frameSize = glview->getFrameSize();
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();
    auto scene = HelloWorld::createScene();
    director->runWithScene(scene);
    return true;
}

Q:
1. Director 的结构和方法? Director 在里面等介绍到 libcocos2d各个模块的时候再讲
2. GLViewImpl 同上

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