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* 1、Merge platform adaptation layer code into the development branch 2、It passed the test in windows and ohos system * 1、Merge platform adaptation layer code into the development branch 2、It passed the test in windows and ohos system * 1、Fix github compile windows error * 1、Fix github compile windows error * 1. Adjust the code format; 2. Fix js automatic generation binding 3. Adjust github CI compilation * 1. Adjust the code format; 2. Fix js automatic generation binding 3. Adjust github CI compilation * Solve mac and ios compilation failure * Fix the problem of compilation of Windows-side simulator * 1. Adapt the simulator to a new adaptation layer; 2. Fix the compilation warning of ios, and the implicit conversion failed; 3. Fix the mac compilation error, due to the problem of adding the link identification -all_load; * 1.Add the isDisplayStats and setDisplayStats method to the screen interface * Fix clang-tidy compilation warning * Fix clang-tidy compilation warning * Repair the emulator, compatible with mac and win * 1、Repair detailed errors, including name modification and calling method modification 2、Delete redundant files in the template directory 3、Change the vibrate interface to vibrator 4、Fix word spelling errors * Rename interfaces to modules * Replace CC_ASSERT with CCASSERT * Replace CC_ASSERT with CCASSERT Co-authored-by: qiuguohua <>
104 lines
3.6 KiB
C++
Executable File
104 lines
3.6 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/application/ApplicationManager.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/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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#if (CC_PLATFORM == CC_PLATFORM_WINDOWS)
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#include "SimulatorApp.h"
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#elif (CC_PLATFORM == CC_PLATFORM_MAC_OSX)
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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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SimulatorApp::getInstance()->run();
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createWindow("My game", 0, 0, SimulatorApp::getInstance()->getWidth(),
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SimulatorApp::getInstance()->getHegith(),
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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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auto parser = ConfigParser::getInstance();
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setJsDebugIpAndPort("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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runJsScript("jsb-adapter/jsb-builtin.js");
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runJsScript("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_APPLICATION_MAIN(Game);
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