初学试试看cocos2dx的TestCPP框架(2) --CCApllication

--------------------------CCApllication类-----------------------------

cocos2dx肯定会从CCApplication是派生出一个类,一般来说,这个派生类会重写下面3个虚函数

//初始化scene与CCDirector
virtual bool applicationDidFinishLaunching();
//窗口恢复时候调用SIZE_RESTORED
virtual void applicationWillEnterForeground();
//窗口最小化时候调用SIZE_MINIMIZED
virtual void applicationDidEnterBackground();

示范代码:

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();

    CCSize designSize = CCSizeMake(480, 320);
    
    if (screenSize.height > 320)
    {
        CCSize resourceSize = CCSizeMake(960, 640);
        CCFileUtils::sharedFileUtils()->setResourceDirectory("hd");
        pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
    }

    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);

    // turn on display FPS
    pDirector->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);

    CCScene * pScene = CCScene::create();
    CCLayer * pLayer = new TestController();
    pLayer->autorelease();

    pScene->addChild(pLayer);
    pDirector->runWithScene(pScene);

    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()
{
    CCDirector::sharedDirector()->stopAnimation();
    SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->pauseAllEffects();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    CCDirector::sharedDirector()->startAnimation();
    SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->resumeAllEffects();
}


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