mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 03:38:29 +00:00
58 lines
2.2 KiB
JavaScript
58 lines
2.2 KiB
JavaScript
/****************************************************************************
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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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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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cc.game.restart = function () {
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// Need to clear scene, or native object destructor won't be invoke.
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cc.director.getScene().destroy();
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cc.Object._deferredDestroy();
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cc.game.pause();
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__restartVM();
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};
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jsb.onError(function (location, message, stack) {
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console.error(location, message, stack);
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});
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jsb.onPause = function () {
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cc.game.emit(cc.game.EVENT_HIDE);
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};
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jsb.onResume = function () {
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cc.game.emit(cc.game.EVENT_SHOW);
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};
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jsb.onResize = function (size) {
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if (size.width === 0 || size.height === 0) return;
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if (globalThis.oh) {
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size.width /= globalThis.oh.devicePixelRatio;
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size.height /= globalThis.oh.devicePixelRatio;
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} else {
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size.width /= window.devicePixelRatio;
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size.height /= window.devicePixelRatio;
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}
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window.resize(size.width, size.height);
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};
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