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GLView -> GLViewImpl refactor in 3.3 #8546
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We refactored like this to let developers can create their own GLView. For example, cocos studio needs their own GLView. Default GLView named That's why we can not just have a class named GLView, because we have to separate some functions into subclass to let it configurable. |
I have Added Impl but still got problem with my GLVie, this is my appDelegate to have a look : // is the game landscape or portrait (true for landscape and false for portrait) USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() bool AppDelegate::applicationDidFinishLaunching() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#endif
} // This function will be called when the app is inactive. When comes a phone call,it's be invoked too
} // this function will be called when the app is active again
} |
In 3.2
We used to do this in AppController.mm, RootViewController.mm, AppDelegate.cpp:
in 3.3
GLView
has been refactored in some manner and now what needs to be done:Also, using
cocos
command like tool:cocos new MyGame2 -p com.MyCompany.MyGame2 -l cpp -d .
and trying to compile a project on IOS it does not compile by default, without making the changes above.
Forum thread: http://discuss.cocos2d-x.org/t/glview-glviewimpl-change-in-3-3/17408
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