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初始化
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334
cocos2d-x/cocos/platform/mac/CCApplication-mac.mm
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334
cocos2d-x/cocos/platform/mac/CCApplication-mac.mm
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/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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 documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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 "platform/CCApplication.h"
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#import <Cocoa/Cocoa.h>
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#include <algorithm>
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#include <mutex>
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#include "base/CCScheduler.h"
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#include "base/CCAutoreleasePool.h"
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#include "base/CCGLUtils.h"
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#include "base/CCConfiguration.h"
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#include "platform/desktop/CCGLView-desktop.h"
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#include "scripting/js-bindings/event/EventDispatcher.h"
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#include "scripting/js-bindings/jswrapper/SeApi.h"
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#include "base/CCGLUtils.h"
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#include "audio/include/AudioEngine.h"
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#include "cocos/renderer/gfx/DeviceGraphics.h"
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NS_CC_BEGIN
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namespace
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{
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bool setCanvasCallback(se::Object* global)
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{
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auto viewSize = Application::getInstance()->getViewSize();
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se::ScriptEngine* se = se::ScriptEngine::getInstance();
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char commandBuf[200] = {0};
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int devicePixelRatio = Application::getInstance()->getScreenScale();
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//set window.innerWidth/innerHeight in CSS pixel units, not physical pixel units.
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sprintf(commandBuf, "window.innerWidth = %d; window.innerHeight = %d;",
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(int)(viewSize.x / devicePixelRatio),
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(int)(viewSize.y / devicePixelRatio));
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se->evalString(commandBuf);
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glDepthMask(GL_TRUE);
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return true;
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}
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}
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Application* Application::_instance = nullptr;
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std::shared_ptr<Scheduler> Application::_scheduler = nullptr;
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#define CAST_VIEW(view) ((GLView*)view)
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Application::Application(const std::string& name, int width, int height)
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{
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Application::_instance = this;
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createView(name, width, height);
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Configuration::getInstance();
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_renderTexture = new RenderTexture(width, height);
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_scheduler = std::make_shared<Scheduler>();
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EventDispatcher::init();
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se::ScriptEngine::getInstance();
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}
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Application::~Application()
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{
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#if USE_AUDIO
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AudioEngine::end();
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#endif
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EventDispatcher::destroy();
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se::ScriptEngine::destroyInstance();
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delete CAST_VIEW(_view);
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_view = nullptr;
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delete _renderTexture;
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_renderTexture = nullptr;
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Application::_instance = nullptr;
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}
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const cocos2d::Vec2& Application::getViewSize() const
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{
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return _viewSize;
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}
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void Application::updateViewSize(int width, int height)
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{
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_viewSize.x = width;
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_viewSize.y = height;
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}
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void Application::start()
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{
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if (!_view)
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return;
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float dt = 0.f;
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long long actualInternal = 0; // actual frame internal
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long long desiredInterval = 0; // desired frame internal, 1 / fps
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std::chrono::steady_clock::time_point prev;
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std::chrono::steady_clock::time_point now;
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prev = std::chrono::steady_clock::now();
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se::ScriptEngine* se = se::ScriptEngine::getInstance();
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while (!CAST_VIEW(_view)->windowShouldClose())
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{
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desiredInterval = 1.0 / _fps * 1000000;
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if (!_isStarted)
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{
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auto scheduler = Application::getInstance()->getScheduler();
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scheduler->removeAllFunctionsToBePerformedInCocosThread();
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scheduler->unscheduleAll();
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se::ScriptEngine::getInstance()->cleanup();
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cocos2d::PoolManager::getInstance()->getCurrentPool()->clear();
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cocos2d::EventDispatcher::init();
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ccInvalidateStateCache();
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se->addRegisterCallback(setCanvasCallback);
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if(!applicationDidFinishLaunching())
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return;
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_isStarted = true;
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}
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// should be invoked at the begin of rendering a frame
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if (_isDownsampleEnabled)
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_renderTexture->prepare();
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CAST_VIEW(_view)->pollEvents();
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if (_isStarted)
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{
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now = std::chrono::steady_clock::now();
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actualInternal = std::chrono::duration_cast<std::chrono::microseconds>(now - prev).count();
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if (actualInternal >= desiredInterval)
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{
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prev = now;
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dt = (float)actualInternal / 1000000.f;
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_scheduler->update(dt);
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EventDispatcher::dispatchTickEvent(dt);
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if (_isDownsampleEnabled)
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_renderTexture->draw();
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CAST_VIEW(_view)->swapBuffers();
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PoolManager::getInstance()->getCurrentPool()->clear();
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}
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else
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{
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// sleep 3ms may make a sleep of 4ms
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std::this_thread::sleep_for(std::chrono::microseconds(desiredInterval - actualInternal - 1000));
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}
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}
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else
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{
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std::this_thread::sleep_for(std::chrono::microseconds(desiredInterval));
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}
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}
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}
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void Application::restart()
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{
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_isStarted = false;
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}
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void Application::end()
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{
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glfwSetWindowShouldClose(CAST_VIEW(_view)->getGLFWWindow(), 1);
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}
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void Application::setPreferredFramesPerSecond(int fps)
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{
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_fps = fps;
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}
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Application::Platform Application::getPlatform() const
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{
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return Platform::MAC;
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}
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std::string Application::getCurrentLanguageCode() const
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{
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NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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NSArray *languages = [defaults objectForKey:@"AppleLanguages"];
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NSString *currentLanguage = [languages objectAtIndex:0];
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return [currentLanguage UTF8String];
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}
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bool Application::isDisplayStats() {
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se::AutoHandleScope hs;
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se::Value ret;
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char commandBuf[100] = "cc.debug.isDisplayStats();";
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se::ScriptEngine::getInstance()->evalString(commandBuf, 100, &ret);
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return ret.toBoolean();
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}
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void Application::setDisplayStats(bool isShow) {
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se::AutoHandleScope hs;
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char commandBuf[100] = {0};
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sprintf(commandBuf, "cc.debug.setDisplayStats(%s);", isShow ? "true" : "false");
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se::ScriptEngine::getInstance()->evalString(commandBuf);
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}
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Application::LanguageType Application::getCurrentLanguage() const
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{
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// get the current language and country config
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NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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NSArray *languages = [defaults objectForKey:@"AppleLanguages"];
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NSString *currentLanguage = [languages objectAtIndex:0];
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// get the current language code.(such as English is "en", Chinese is "zh" and so on)
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NSDictionary* temp = [NSLocale componentsFromLocaleIdentifier:currentLanguage];
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NSString * languageCode = [temp objectForKey:NSLocaleLanguageCode];
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if ([languageCode isEqualToString:@"zh"]) return LanguageType::CHINESE;
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if ([languageCode isEqualToString:@"en"]) return LanguageType::ENGLISH;
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if ([languageCode isEqualToString:@"fr"]) return LanguageType::FRENCH;
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if ([languageCode isEqualToString:@"it"]) return LanguageType::ITALIAN;
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if ([languageCode isEqualToString:@"de"]) return LanguageType::GERMAN;
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if ([languageCode isEqualToString:@"es"]) return LanguageType::SPANISH;
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if ([languageCode isEqualToString:@"nl"]) return LanguageType::DUTCH;
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if ([languageCode isEqualToString:@"ru"]) return LanguageType::RUSSIAN;
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if ([languageCode isEqualToString:@"ko"]) return LanguageType::KOREAN;
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if ([languageCode isEqualToString:@"ja"]) return LanguageType::JAPANESE;
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if ([languageCode isEqualToString:@"hu"]) return LanguageType::HUNGARIAN;
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if ([languageCode isEqualToString:@"pt"]) return LanguageType::PORTUGUESE;
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if ([languageCode isEqualToString:@"ar"]) return LanguageType::ARABIC;
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if ([languageCode isEqualToString:@"nb"]) return LanguageType::NORWEGIAN;
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if ([languageCode isEqualToString:@"pl"]) return LanguageType::POLISH;
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if ([languageCode isEqualToString:@"tr"]) return LanguageType::TURKISH;
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if ([languageCode isEqualToString:@"uk"]) return LanguageType::UKRAINIAN;
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if ([languageCode isEqualToString:@"ro"]) return LanguageType::ROMANIAN;
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if ([languageCode isEqualToString:@"bg"]) return LanguageType::BULGARIAN;
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return LanguageType::ENGLISH;
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}
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float Application::getScreenScale() const
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{
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return CAST_VIEW(_view)->getScale();
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}
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GLint Application::getMainFBO() const
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{
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return CAST_VIEW(_view)->getMainFBO();
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}
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bool Application::openURL(const std::string &url)
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{
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NSString* msg = [NSString stringWithCString:url.c_str() encoding:NSUTF8StringEncoding];
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NSURL* nsUrl = [NSURL URLWithString:msg];
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return [[NSWorkspace sharedWorkspace] openURL:nsUrl];
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}
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void Application::copyTextToClipboard(const std::string &text)
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{
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NSPasteboard *pasteboard = [NSPasteboard generalPasteboard];
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[pasteboard clearContents];
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NSString* tmp = [NSString stringWithCString:text.c_str() encoding:NSUTF8StringEncoding];
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[pasteboard setString:tmp forType:NSStringPboardType];
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}
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bool Application::applicationDidFinishLaunching()
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{
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return true;
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}
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void Application::onPause()
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{
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}
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void Application::onResume()
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{
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}
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void Application::setMultitouch(bool)
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{
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}
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void Application::onCreateView(PixelFormat& pixelformat, DepthFormat& depthFormat, int& multisamplingCount)
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{
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pixelformat = PixelFormat::RGBA8;
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depthFormat = DepthFormat::DEPTH24_STENCIL8;
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multisamplingCount = 0;
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}
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void Application::createView(const std::string& name, int width, int height)
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{
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int multisamplingCount = 0;
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PixelFormat pixelformat;
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DepthFormat depthFormat;
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onCreateView(pixelformat,
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depthFormat,
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multisamplingCount);
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_view = new GLView(this, name, 0, 0, width, height, pixelformat, depthFormat, multisamplingCount);
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}
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std::string Application::getSystemVersion()
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{
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NSOperatingSystemVersion v = NSProcessInfo.processInfo.operatingSystemVersion;
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char version[50] = {0};
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snprintf(version, sizeof(version), "%d.%d.%d", (int)v.majorVersion, (int)v.minorVersion, (int)v.patchVersion);
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return version;
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}
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NS_CC_END
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