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https://github.com/smallmain/cocos-enhance-kit.git
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88
demo/jsb-link/frameworks/runtime-src/Classes/AppDelegate.cpp
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88
demo/jsb-link/frameworks/runtime-src/Classes/AppDelegate.cpp
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/****************************************************************************
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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 "AppDelegate.h"
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#include "cocos2d.h"
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#include "cocos/scripting/js-bindings/manual/jsb_module_register.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_global.h"
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#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
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#include "cocos/scripting/js-bindings/event/EventDispatcher.h"
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#include "cocos/scripting/js-bindings/manual/jsb_classtype.hpp"
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USING_NS_CC;
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AppDelegate::AppDelegate(int width, int height) : Application("Cocos Game", width, height)
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{
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}
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AppDelegate::~AppDelegate()
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{
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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se::ScriptEngine *se = se::ScriptEngine::getInstance();
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jsb_set_xxtea_key("");
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jsb_init_file_operation_delegate();
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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// Enable debugger here
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jsb_enable_debugger("0.0.0.0", 6086, false);
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#endif
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se->setExceptionCallback([](const char *location, const char *message, const char *stack) {
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// Send exception information to server like Tencent Bugly.
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cocos2d::log("\nUncaught Exception:\n - location : %s\n - msg : %s\n - detail : \n %s\n", location, message, stack);
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});
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jsb_register_all_modules();
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se->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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se->addAfterCleanupHook([]() {
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JSBClassType::destroy();
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});
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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 AppDelegate::onPause()
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{
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EventDispatcher::dispatchOnPauseEvent();
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}
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// this function will be called when the app is active again
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void AppDelegate::onResume()
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{
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EventDispatcher::dispatchOnResumeEvent();
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}
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55
demo/jsb-link/frameworks/runtime-src/Classes/AppDelegate.h
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55
demo/jsb-link/frameworks/runtime-src/Classes/AppDelegate.h
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/****************************************************************************
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Copyright (c) 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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|
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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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#pragma once
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#include "platform/CCApplication.h"
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/**
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@brief The cocos2d Application.
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The reason for implement as private inheritance is to hide some interface call by Director.
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*/
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class AppDelegate : public cocos2d::Application
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{
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public:
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AppDelegate(int width, int height);
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virtual ~AppDelegate();
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/**
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@brief Implement Director and Scene init code here.
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@return true Initialize success, app continue.
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@return false Initialize failed, app terminate.
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*/
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virtual bool applicationDidFinishLaunching() override;
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/**
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@brief The function be called when the application is paused
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*/
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virtual void onPause() override;
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/**
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@brief The function be called when the application is resumed
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*/
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virtual void onResume() override;
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};
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31
demo/jsb-link/frameworks/runtime-src/Classes/NativeConfig.h
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31
demo/jsb-link/frameworks/runtime-src/Classes/NativeConfig.h
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@@ -0,0 +1,31 @@
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/****************************************************************************
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Copyright (c) 2020 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.
|
||||
|
||||
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,
|
||||
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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//window size for mac
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#define MACOS_WIN_SIZE_WIDTH 1280
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#define MACOS_WIN_SIZE_HEIGHT 720
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//window size for win32
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#define WINDOWS_WIN_SIZE_WIDTH 960
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#define WINDOWS_WIN_SIZE_HEIGHT 640
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@@ -0,0 +1,194 @@
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/****************************************************************************
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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,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
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.
|
||||
|
||||
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 "cocos2d.h"
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#include "cocos/scripting/js-bindings/manual/jsb_module_register.hpp"
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#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_auto.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_global.h"
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#include "cocos/scripting/js-bindings/manual/jsb_node.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_conversions.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_opengl_manual.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_platform.h"
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#include "cocos/scripting/js-bindings/manual/jsb_cocos2dx_manual.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_xmlhttprequest.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_cocos2dx_network_manual.h"
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_network_auto.hpp"
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_extension_auto.hpp"
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#if USE_GFX_RENDERER
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#include "cocos/scripting/js-bindings/auto/jsb_gfx_auto.hpp"
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#include "cocos/scripting/js-bindings/auto/jsb_renderer_auto.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_gfx_manual.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_renderer_manual.hpp"
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#endif
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#if USE_SOCKET
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#include "cocos/scripting/js-bindings/manual/jsb_websocket.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_socketio.hpp"
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#if USE_WEBSOCKET_SERVER
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#include "cocos/scripting/js-bindings/manual/jsb_websocket_server.hpp"
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#endif
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#endif // USE_SOCKET
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#if USE_AUDIO
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_audioengine_auto.hpp"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#include "cocos/scripting/js-bindings/manual/JavaScriptObjCBridge.h"
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#include "cocos/scripting/js-bindings/manual/JavaScriptJavaBridge.h"
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#endif
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#if USE_GFX_RENDERER && USE_MIDDLEWARE
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_editor_support_auto.hpp"
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#if USE_SPINE
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_spine_auto.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_spine_manual.hpp"
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#endif
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#if USE_DRAGONBONES
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_dragonbones_auto.hpp"
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#include "cocos/scripting/js-bindings/manual/jsb_dragonbones_manual.hpp"
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#endif
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#if USE_PARTICLE
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#include "cocos/scripting/js-bindings/auto/jsb_cocos2dx_particle_auto.hpp"
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#endif
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#endif // USE_MIDDLEWARE
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#if USE_VIDEO
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#include "cocos/scripting/js-bindings/auto/jsb_video_auto.hpp"
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#endif
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#if USE_WEB_VIEW
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#include "cocos/scripting/js-bindings/auto/jsb_webview_auto.hpp"
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#endif
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#endif // (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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using namespace cocos2d;
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bool jsb_register_all_modules()
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{
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se::ScriptEngine* se = se::ScriptEngine::getInstance();
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se->addBeforeInitHook([](){
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JSBClassType::init();
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});
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se->addBeforeCleanupHook([se](){
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se->garbageCollect();
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PoolManager::getInstance()->getCurrentPool()->clear();
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se->garbageCollect();
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PoolManager::getInstance()->getCurrentPool()->clear();
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});
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se->addRegisterCallback(jsb_register_global_variables);
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se->addRegisterCallback(JSB_register_opengl);
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se->addRegisterCallback(register_all_engine);
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se->addRegisterCallback(register_all_cocos2dx_manual);
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se->addRegisterCallback(register_platform_bindings);
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se->addRegisterCallback(register_all_network);
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se->addRegisterCallback(register_all_cocos2dx_network_manual);
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se->addRegisterCallback(register_all_xmlhttprequest);
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// extension depend on network
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se->addRegisterCallback(register_all_extension);
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#if USE_GFX_RENDERER
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se->addRegisterCallback(register_all_gfx);
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se->addRegisterCallback(jsb_register_gfx_manual);
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se->addRegisterCallback(register_all_renderer);
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se->addRegisterCallback(jsb_register_renderer_manual);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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se->addRegisterCallback(register_javascript_objc_bridge);
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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se->addRegisterCallback(register_javascript_java_bridge);
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#endif
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#if USE_AUDIO
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se->addRegisterCallback(register_all_audioengine);
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#endif
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#if USE_SOCKET
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se->addRegisterCallback(register_all_websocket);
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se->addRegisterCallback(register_all_socketio);
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#if USE_WEBSOCKET_SERVER
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se->addRegisterCallback(register_all_websocket_server);
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#endif
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#endif
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#if USE_GFX_RENDERER && USE_MIDDLEWARE
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se->addRegisterCallback(register_all_cocos2dx_editor_support);
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#if USE_SPINE
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se->addRegisterCallback(register_all_cocos2dx_spine);
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se->addRegisterCallback(register_all_spine_manual);
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#endif
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#if USE_DRAGONBONES
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se->addRegisterCallback(register_all_cocos2dx_dragonbones);
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se->addRegisterCallback(register_all_dragonbones_manual);
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#endif
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#if USE_PARTICLE
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se->addRegisterCallback(register_all_cocos2dx_particle);
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#endif
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#endif // USE_MIDDLEWARE
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#if USE_VIDEO
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se->addRegisterCallback(register_all_video);
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#endif
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#if USE_WEB_VIEW
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se->addRegisterCallback(register_all_webview);
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#endif
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#endif // (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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se->addAfterCleanupHook([](){
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PoolManager::getInstance()->getCurrentPool()->clear();
|
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JSBClassType::destroy();
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});
|
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return true;
|
||||
}
|
||||
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Block a user