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cocos-engine/native/tools/simulator/frameworks/runtime-src/Classes/Game.cpp
2021-06-02 09:39:13 +08:00

98 lines
3.4 KiB
C++
Executable File

/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 "Game.h"
#include "cocos/bindings/event/CustomEventTypes.h"
#include "cocos/bindings/event/EventDispatcher.h"
#include "cocos/bindings/manual/jsb_module_register.h"
#include "cocos/bindings/manual/jsb_global.h"
#include "cocos/bindings/jswrapper/SeApi.h"
#include "cocos/bindings/event/EventDispatcher.h"
#include "cocos/bindings/manual/jsb_classtype.h"
#include "ide-support/CodeIDESupport.h"
#include "runtime/Runtime.h"
#include "ide-support/RuntimeJsImpl.h"
#include "runtime/ConfigParser.h"
using namespace std;
Game::Game(int width, int height) : cc::Application(width, height) {}
Game::~Game()
{
// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
RuntimeEngine::getInstance()->end();
}
bool Game::init()
{
cc::Application::init();
se::ScriptEngine *se = se::ScriptEngine::getInstance();
// set default FPS
Application::getInstance()->setPreferredFramesPerSecond(60);
jsb_init_file_operation_delegate();
jsb_register_all_modules();
auto parser = ConfigParser::getInstance();
#if defined(CC_DEBUG) && (CC_DEBUG > 0)
// Enable debugger here
jsb_enable_debugger("0.0.0.0", 5086, parser->isWaitForConnect());
#endif
se->start();
auto runtimeEngine = RuntimeEngine::getInstance();
runtimeEngine->setEventTrackingEnable(true);
auto jsRuntime = RuntimeJsImpl::create();
runtimeEngine->addRuntime(jsRuntime, kRuntimeEngineJs);
runtimeEngine->start();
se::AutoHandleScope hs;
jsb_run_script("jsb-adapter/jsb-builtin.js");
jsb_run_script("main.js");
// Runtime end
CC_LOG_DEBUG("iShow!");
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void Game::onPause() {
cc::Application::onPause();
cc::EventDispatcher::dispatchEnterBackgroundEvent();
}
void Game::onResume() {
cc::Application::onResume();
cc::EventDispatcher::dispatchEnterForegroundEvent();
}
void Game::onClose() {
cc::Application::onClose();
cc::EventDispatcher::dispatchCloseEvent();
}