mirror of
https://github.com/u0u0/Cocos2d-Lua-Community.git
synced 2026-05-07 22:27:15 +08:00
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#include "AppDelegate.h"
|
|
#include "scripting/lua-bindings/manual/CCLuaEngine.h"
|
|
#include "cocos2d.h"
|
|
#include "scripting/lua-bindings/manual/lua_module_register.h"
|
|
#include "external/xxtea/xxtea.h"
|
|
|
|
USING_NS_CC;
|
|
using namespace std;
|
|
|
|
AppDelegate::AppDelegate()
|
|
{
|
|
}
|
|
|
|
AppDelegate::~AppDelegate()
|
|
{
|
|
}
|
|
|
|
// if you want a different context, modify the value of glContextAttrs
|
|
// it will affect all platforms
|
|
void AppDelegate::initGLContextAttrs()
|
|
{
|
|
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
|
|
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0 };
|
|
|
|
GLView::setGLContextAttrs(glContextAttrs);
|
|
}
|
|
|
|
int register_custom_module(lua_State* L)
|
|
{
|
|
// Register your custom module add in Classes here.
|
|
return 1;
|
|
}
|
|
|
|
static void decoder(Data &data)
|
|
{
|
|
unsigned char sign[] = "Xt";
|
|
unsigned char key[] = "aaa";
|
|
|
|
// decrypt XXTEA
|
|
if (!data.isNull()) {
|
|
bool isEncoder = false;
|
|
unsigned char *buf = data.getBytes();
|
|
ssize_t size = data.getSize();
|
|
ssize_t len = strlen((char *)sign);
|
|
if (size <= len) {
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < len; ++i) {
|
|
isEncoder = buf[i] == sign[i];
|
|
if (!isEncoder) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isEncoder) {
|
|
xxtea_long newLen = 0;
|
|
unsigned char* buffer = xxtea_decrypt(buf + len,
|
|
(xxtea_long)(size - len),
|
|
(unsigned char*)key,
|
|
(xxtea_long)strlen((char *)key),
|
|
&newLen);
|
|
data.clear();
|
|
data.fastSet(buffer, newLen);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool AppDelegate::applicationDidFinishLaunching()
|
|
{
|
|
// initialize director
|
|
auto director = Director::getInstance();
|
|
auto glview = director->getOpenGLView();
|
|
if (!glview) {
|
|
glview = cocos2d::GLViewImpl::create("__PROJECT_COCOS_NAME__");
|
|
director->setOpenGLView(glview);
|
|
director->startAnimation();
|
|
}
|
|
|
|
// set default FPS
|
|
director->setAnimationInterval(1.0 / 60.0f);
|
|
|
|
// register lua module
|
|
auto engine = LuaEngine::getInstance();
|
|
ScriptEngineManager::getInstance()->setScriptEngine(engine);
|
|
LuaStack *stack = engine->getLuaStack();
|
|
lua_State *L = stack->getLuaState();
|
|
lua_module_register(L);
|
|
//register custom function
|
|
register_custom_module(L);
|
|
|
|
// resource decode, game32.zip & game64.zip deal as resoruce.
|
|
//FileUtils::getInstance()->setFileDataDecoder(decoder);
|
|
#if 0 // set to 1 for release mode
|
|
// use luajit bytecode package
|
|
#if defined(__aarch64__) || defined(__arm64__) || defined(__x86_64__)
|
|
stack->loadChunksFromZIP("res/game64.zip");
|
|
#else
|
|
stack->loadChunksFromZIP("res/game32.zip");
|
|
#endif
|
|
stack->executeString("require 'main'");
|
|
#else // #if 0
|
|
// use discrete files
|
|
engine->executeScriptFile("src/main.lua");
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
|
|
void AppDelegate::applicationDidEnterBackground()
|
|
{
|
|
Director::getInstance()->stopAnimation();
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent("APP_ENTER_BACKGROUND_EVENT");
|
|
}
|
|
|
|
// this function will be called when the app is active again
|
|
void AppDelegate::applicationWillEnterForeground()
|
|
{
|
|
Director::getInstance()->startAnimation();
|
|
Director::getInstance()->getEventDispatcher()->dispatchCustomEvent("APP_ENTER_FOREGROUND_EVENT");
|
|
}
|