2014-10-23 22:38:04 +08:00
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/*
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* cocos2d-x http://www.cocos2d-x.org
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*
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* Copyright (c) 2010-2014 - cocos2d-x community
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2018-01-29 16:25:32 +08:00
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2014-10-23 22:38:04 +08:00
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*
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* Portions Copyright (c) Microsoft Open Technologies, Inc.
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* All Rights Reserved
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and limitations under the License.
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*/
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#pragma once
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#include <agile.h>
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2016-04-18 15:09:21 +08:00
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2014-10-24 10:28:53 +08:00
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2014-10-23 22:38:04 +08:00
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class AppDelegate;
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2015-08-19 02:06:47 +08:00
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class Cocos2dRenderer
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2014-10-23 22:38:04 +08:00
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{
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2015-08-19 02:06:47 +08:00
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public:
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Cocos2dRenderer(int width, int height, float dpi,
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Windows::Graphics::Display::DisplayOrientations orientation,
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2015-10-21 14:44:51 +08:00
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Windows::UI::Core::CoreDispatcher^ dispatcher, Windows::UI::Xaml::Controls::Panel^ panel);
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2015-08-19 02:06:47 +08:00
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~Cocos2dRenderer();
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void Draw(GLsizei width, GLsizei height, float dpi, Windows::Graphics::Display::DisplayOrientations orientation);
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void QueuePointerEvent(cocos2d::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args);
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void QueueKeyboardEvent(cocos2d::WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs^ args);
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void QueueBackButtonEvent();
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void Pause();
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void Resume();
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void DeviceLost();
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bool AppShouldExit();
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private:
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int m_width;
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int m_height;
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float m_dpi;
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// The AppDelegate for the Cocos2D app
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AppDelegate* m_app;
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Platform::Agile<Windows::UI::Core::CoreDispatcher> m_dispatcher;
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Platform::Agile<Windows::UI::Xaml::Controls::Panel> m_panel;
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Windows::Graphics::Display::DisplayOrientations m_orientation;
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};
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