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Created May 19, 2013 04:23
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cocos2dのGLViewをViewController単位で生成・破棄できるようにするためのコード
#import <UIKit/UIKit.h>
#import "cocos2d.h"
@class GameViewManager;
@interface AppController : NSObject <UIApplicationDelegate>
{
UIWindow *window_;
}
//@property (nonatomic, retain) UIWindow *window;
@property (nonatomic, retain) UINavigationController *navController;
@property (nonatomic, retain) GameViewManager *viewManager;
@end
#import "AppDelegate.h"
#import "MenuViewController.h"
#import "GameViewManager.h"
@implementation AppController
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Create a Navigation Controller with the Director
self.navController = [[UINavigationController alloc] initWithRootViewController:[[MenuViewController alloc] init] ];
self.navController.navigationBarHidden = YES;
// set the Navigation Controller as the root view controller
// [window_ addSubview:navController_.view]; // Generates flicker.
[window_ setRootViewController:self.navController];
// make main window visible
[window_ makeKeyAndVisible];
self.viewManager = [GameViewManager sharedManager];
//self.viewManager.navController = self.navController;
return YES;
}
// Supported orientations: Landscape. Customize it for your own needs
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsPortrait(interfaceOrientation);
}
// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application
{
//if( [navController_ visibleViewController] == director_ )
//[director_ pause];
}
// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
//if( [navController_ visibleViewController] == director_ )
//[director_ resume];
}
-(void) applicationDidEnterBackground:(UIApplication*)application
{
//if( [navController_ visibleViewController] == director_ )
//[director_ stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication*)application
{
//if( [navController_ visibleViewController] == director_ )
//[director_ startAnimation];
}
// application will be killed
- (void)applicationWillTerminate:(UIApplication *)application
{
CC_DIRECTOR_END();
}
// purge memory
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[CCDirector sharedDirector] purgeCachedData];
}
// next delta time will be zero
-(void) applicationSignificantTimeChange:(UIApplication *)application
{
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}
- (void) dealloc
{
[window_ release];
[self.navController release];
[self.viewManager release];
[super dealloc];
}
@end
#import <Foundation/Foundation.h>
#import "cocos2d.h"
@interface GameViewManager : NSObject <CCDirectorDelegate>
@property (nonatomic, retain) UIViewController *viewController;
@property (nonatomic, assign) UINavigationController *navController;
@property (readonly) CCDirectorIOS *director;
+ (GameViewManager*)sharedManager;
- (void)setUpDirector;
- (void)pop;
@end
#import "GameViewManager.h"
#import "MenuViewController.h"
#import "AppDelegate.h"
#import "GameScene.h"
@implementation GameViewManager
static GameViewManager *_sharedInstance = nil;
+ (GameViewManager *)sharedManager
{
if (!_sharedInstance) {
_sharedInstance = [[self alloc] init];
}
return _sharedInstance;
}
- (id)init
{
self = [super init];
if (self) {
NSLog(@"%@: %@", NSStringFromSelector(_cmd), self);
}
return self;
}
- (void)dealloc
{
NSLog(@"%@: %@", NSStringFromSelector(_cmd), self);
_sharedInstance = nil;
[super dealloc];
}
- (void)setUpDirector
{
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
CCGLView *glView = [CCGLView viewWithFrame:[[UIScreen mainScreen] bounds]
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
_director = (CCDirectorIOS*) [CCDirector sharedDirector];
_director.wantsFullScreenLayout = YES;
// Display FSP and SPF
[_director setDisplayStats:YES];
// set FPS at 60
[_director setAnimationInterval:1.0/60];
// attach the openglView to the director
[_director setView:glView];
// for rotation and other messages
[_director setDelegate:self];
// 2D projection
[_director setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [_director enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
[_director pushScene: [GameScene scene]];
}
- (void)pop
{
AppController *app = [[UIApplication sharedApplication] delegate];
[app.navController popViewControllerAnimated:YES];
[[[CCDirector sharedDirector] view] removeFromSuperview];
[[CCDirector sharedDirector] end];
NSLog(@"nav: %@", app.navController);
}
@end
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