void handle_signal(int signal) 
{
	static int internal_state = 0;
	ScriptingCore* sc = ScriptingCore::getInstance();
	// should start everything back
	CCDirector* director = CCDirector::sharedDirector();
	if (director->getRunningScene()) 
	{
		director->popToRootScene();
	} 
	else
	{
		CCPoolManager::sharedPoolManager()->finalize();
		if (internal_state == 0) 
		{
			//sc->dumpRoot(NULL, 0, NULL);
			sc->start();
			internal_state = 1;
		} 
		else
		{
			sc->runScript("hello.js");
			internal_state = 0;
		}
	}
}
Example #2
0
void TFBaseLayer::go(TFBaseLayer* pLayer)
{
    if (pLayer)
    {
        TRANSIT_LAYER->setFromLayer(this);
        TRANSIT_LAYER->setToLayer(pLayer);
    }
    else
    {
        TRANSIT_LAYER->setFromLayer(NULL);
        TRANSIT_LAYER->setToLayer(this);
    }

    CCDirector* pDirector = CCDirector::sharedDirector();
    CCScene* pScene = this->wrap(TRANSIT_LAYER);
    
    if (pDirector->getRunningScene())
    {
        pDirector->replaceScene(pScene);
    }
    else
    {
        pDirector->runWithScene(pScene);
    }
}
Example #3
0
void SceneManager::pop()
{
	CCDirector* director = CCDirector::sharedDirector();  
	if (director->getRunningScene())
	{  
		director->popScene();
	}
}
Example #4
0
void SceneManager::push(CCLayer* layer)
{
	CCDirector* director = CCDirector::sharedDirector();
	CCScene* newScene = SceneManager::wrap(layer);
	if (director->getRunningScene()) //这句话 很有可能写的不对啊  有哪位大侠知道怎么写 告知下...   
	{  
		director->pushScene( newScene);
	}
}
Example #5
0
void SceneManager::go(CCLayer* layer, int transType)  
{
	CCDirector* director = CCDirector::sharedDirector();
	CCScene* newScene = SceneManager::wrap(layer);
	if (director->getRunningScene()) //这句话 很有可能写的不对啊  有哪位大侠知道怎么写 告知下...   
	{
		CCTransitionScene* transScene = SceneManager::createTransition(newScene, transType);
		director->replaceScene(transScene);
	}
	else
	{
		director->runWithScene(newScene);
	}
}
Example #6
0
InGameScene* InGameScene::getGameLayer() {
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCScene* pScene = pDirector->getRunningScene();
    int tag = pScene->getTag();
    if(tag == TAG_INGAMESCENE) {
        CCNode* pNode = pScene->getChildByTag(TAG_INGAMELAYER);
        if(pNode != NULL) {
            return (InGameScene*)pNode;
        } else {
            return NULL;
        }
    } else {
        return NULL;
    }
}
Example #7
0
	void Java_org_cocos2dx_hellocpp_HelloCpp_controllerMotion(JNIEnv*  env, jobject thiz, jint player, jfloat LS_X, jfloat LS_Y, jfloat RS_X, jfloat RS_Y)
	{
		CCDirector *pDirector = CCDirector::sharedDirector();
		if(pDirector != NULL)
		{
			CCScene *scene = pDirector->getRunningScene();
			if(scene != NULL)
			{
				Game* layer = (Game*)scene->getChildByTag(1001);
				if(layer != NULL)
				{
					layer->controllerMotion(player, LS_X, LS_Y, RS_X, RS_Y);
				}
			}
		}
	}
Example #8
0
	void Java_org_cocos2dx_hellocpp_HelloCpp_keyPressed(JNIEnv*  env, jobject thiz, jint player, jint keyCode)
	{
		CCDirector *pDirector = CCDirector::sharedDirector();
		if(pDirector != NULL)
		{
			CCScene *scene = pDirector->getRunningScene();
			if(scene != NULL)
			{
				Game* layer = (Game*)scene->getChildByTag(1001);
				if(layer != NULL)
				{
					layer->keyControllerPressed(player, keyCode);
				}
			}
		}
	}