mirror of
https://github.com/cocos/cocos-engine.git
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98 lines
3.4 KiB
C++
Executable File
98 lines
3.4 KiB
C++
Executable File
/****************************************************************************
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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/bindings/event/CustomEventTypes.h"
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#include "cocos/bindings/event/EventDispatcher.h"
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#include "cocos/bindings/manual/jsb_module_register.h"
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#include "cocos/bindings/manual/jsb_global.h"
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#include "cocos/bindings/jswrapper/SeApi.h"
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#include "cocos/bindings/event/EventDispatcher.h"
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#include "cocos/bindings/manual/jsb_classtype.h"
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#include "ide-support/CodeIDESupport.h"
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#include "runtime/Runtime.h"
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#include "ide-support/RuntimeJsImpl.h"
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#include "runtime/ConfigParser.h"
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using namespace std;
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Game::Game(int width, int height) : cc::Application(width, height) {}
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Game::~Game()
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{
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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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bool Game::init()
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{
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cc::Application::init();
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se::ScriptEngine *se = se::ScriptEngine::getInstance();
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// set default FPS
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Application::getInstance()->setPreferredFramesPerSecond(60);
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jsb_init_file_operation_delegate();
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jsb_register_all_modules();
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auto parser = ConfigParser::getInstance();
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#if defined(CC_DEBUG) && (CC_DEBUG > 0)
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// Enable debugger here
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jsb_enable_debugger("0.0.0.0", 5086, parser->isWaitForConnect());
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#endif
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se->start();
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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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se::AutoHandleScope hs;
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jsb_run_script("jsb-adapter/jsb-builtin.js");
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jsb_run_script("main.js");
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// Runtime end
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CC_LOG_DEBUG("iShow!");
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return true;
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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::Application::onPause();
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cc::EventDispatcher::dispatchEnterBackgroundEvent();
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}
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void Game::onResume() {
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cc::Application::onResume();
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cc::EventDispatcher::dispatchEnterForegroundEvent();
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}
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void Game::onClose() {
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cc::Application::onClose();
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cc::EventDispatcher::dispatchCloseEvent();
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}
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