mirror of
https://github.com/cocos/cocos-engine.git
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123 lines
4.5 KiB
C++
123 lines
4.5 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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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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#include "Game.h"
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#include "cocos/application/ApplicationManager.h"
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#include "cocos/bindings/jswrapper/SeApi.h"
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#include "cocos/bindings/manual/jsb_classtype.h"
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#include "cocos/bindings/manual/jsb_global.h"
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#include "cocos/bindings/manual/jsb_module_register.h"
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#include "cocos/renderer/pipeline/GlobalDescriptorSetManager.h"
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#include "cocos/platform/interfaces/modules/ISystemWindowManager.h"
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#if (CC_PLATFORM == CC_PLATFORM_WINDOWS)
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#include "SimulatorApp.h"
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#include "windows.h"
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#elif (CC_PLATFORM == CC_PLATFORM_MACOS)
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#include <CoreGraphics/CGDisplayConfiguration.h>
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#include "../proj.ios_mac/mac/SimulatorApp.h"
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#endif
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#include "ide-support/CodeIDESupport.h"
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#include "ide-support/RuntimeJsImpl.h"
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#include "runtime/ConfigParser.h"
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#include "runtime/Runtime.h"
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using namespace std;
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Game::Game() {
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}
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Game::~Game() {
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// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
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RuntimeEngine::getInstance()->end();
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}
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int Game::init() {
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cc::pipeline::GlobalDSManager::setDescriptorSetLayout();
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SimulatorApp::getInstance()->init();
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std::call_once(_windowCreateFlag, [&]() {
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cc::ISystemWindowInfo info;
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info.width= SimulatorApp::getInstance()->getWidth();
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info.height = SimulatorApp::getInstance()->getHeight();
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#if (CC_PLATFORM == CC_PLATFORM_WINDOWS)
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info.x = (GetSystemMetrics(SM_CXSCREEN) - info.width) / 2;
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info.y = (GetSystemMetrics(SM_CYSCREEN) - info.height) / 2;
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#elif (CC_PLATFORM == CC_PLATFORM_MACOS)
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auto mainDisplayId = CGMainDisplayID();
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info.x = (CGDisplayPixelsWide(mainDisplayId) - info.width) / 2;
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info.y = (CGDisplayPixelsHigh(mainDisplayId) - info.height) / 2;
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#endif
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info.title = "My Game";
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info.flags = cc::ISystemWindow::CC_WINDOW_SHOWN |
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cc::ISystemWindow::CC_WINDOW_RESIZABLE |
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cc::ISystemWindow::CC_WINDOW_INPUT_FOCUS;
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cc::ISystemWindowManager* windowMgr = CC_GET_PLATFORM_INTERFACE(cc::ISystemWindowManager);
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windowMgr->createWindow(info);
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});
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SimulatorApp::getInstance()->run();
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auto parser = ConfigParser::getInstance();
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setDebugIpAndPort("0.0.0.0", 5086, parser->isWaitForConnect());
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int ret = cc::CocosApplication::init();
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if (ret != 0) {
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return ret;
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}
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auto runtimeEngine = RuntimeEngine::getInstance();
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runtimeEngine->setEventTrackingEnable(true);
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auto jsRuntime = RuntimeJsImpl::create();
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runtimeEngine->addRuntime(jsRuntime, kRuntimeEngineJs);
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runtimeEngine->start();
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setXXTeaKey("");
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runScript("jsb-adapter/web-adapter.js");
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runScript("main.js");
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// Runtime end
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CC_LOG_DEBUG("iShow!");
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return 0;
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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 Game::onPause() {
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cc::CocosApplication::onPause();
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}
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void Game::onResume() {
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cc::CocosApplication::onResume();
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}
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void Game::onClose() {
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cc::CocosApplication::onClose();
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}
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void Game::handleException(const char* location, const char* message, const char* stack) {
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//TODO: nothing
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}
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CC_REGISTER_APPLICATION(Game);
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