2010-11-12 17:16:15 +08:00
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/*
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===== IMPORTANT =====
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This is sample code demonstrating API, technology or techniques in development.
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Although this sample code has been reviewed for technical accuracy, it is not
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final. Apple is supplying this information to help you plan for the adoption of
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the technologies and programming interfaces described herein. This information
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is subject to change, and software implemented based on this sample code should
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be tested with final operating system software and final documentation. Newer
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versions of this sample code may be provided with future seeds of the API or
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technology. For information about updates to this and other developer
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documentation, view the New & Updated sidebars in subsequent documentation
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seeds.
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=====================
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File: EAGLView.m
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Abstract: Convenience class that wraps the CAEAGLLayer from CoreAnimation into a
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UIView subclass.
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Version: 1.3
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Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.
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("Apple") in consideration of your agreement to the following terms, and your
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use, installation, modification or redistribution of this Apple software
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constitutes acceptance of these terms. If you do not agree with these terms,
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please do not use, install, modify or redistribute this Apple software.
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In consideration of your agreement to abide by the following terms, and subject
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to these terms, Apple grants you a personal, non-exclusive license, under
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Apple's copyrights in this original Apple software (the "Apple Software"), to
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use, reproduce, modify and redistribute the Apple Software, with or without
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modifications, in source and/or binary forms; provided that if you redistribute
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the Apple Software in its entirety and without modifications, you must retain
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this notice and the following text and disclaimers in all such redistributions
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of the Apple Software.
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Neither the name, trademarks, service marks or logos of Apple Inc. may be used
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to endorse or promote products derived from the Apple Software without specific
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prior written permission from Apple. Except as expressly stated in this notice,
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no other rights or licenses, express or implied, are granted by Apple herein,
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including but not limited to any patent rights that may be infringed by your
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derivative works or by other works in which the Apple Software may be
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incorporated.
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
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WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
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WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
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COMBINATION WITH YOUR PRODUCTS.
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR
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DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF
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CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
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APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Copyright (C) 2008 Apple Inc. All Rights Reserved.
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*/
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2016-03-21 20:12:58 +08:00
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#import "platform/ios/CCEAGLView-ios.h"
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2014-09-10 07:50:02 +08:00
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2010-11-12 17:16:15 +08:00
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#import <QuartzCore/QuartzCore.h>
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2014-09-10 07:50:02 +08:00
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#import "base/CCDirector.h"
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#import "base/CCTouch.h"
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#import "base/CCIMEDispatcher.h"
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2019-10-24 17:19:18 +08:00
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#import "platform/ios/CCInputView-ios.h"
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2014-09-10 07:50:02 +08:00
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2020-08-28 12:57:00 +08:00
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#if defined(CC_USE_METAL)
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#import <Metal/Metal.h>
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#import "renderer/backend/metal/DeviceMTL.h"
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#else
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#import "platform/ios/CCGLViewImpl-ios.h"
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#import "platform/ios/CCES2Renderer-ios.h"
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#import "platform/ios/OpenGL_Internal-ios.h"
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#endif
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2010-11-12 17:16:15 +08:00
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//CLASS IMPLEMENTATIONS:
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2012-08-20 10:38:21 +08:00
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#define IOS_MAX_TOUCHES_COUNT 10
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2010-11-26 11:38:10 +08:00
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2019-10-24 17:19:18 +08:00
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@interface CCEAGLView ()
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2019-10-25 16:40:30 +08:00
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@property (nonatomic) CCInputView* textInputView;
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2019-11-08 11:03:12 +08:00
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@property(nonatomic, readwrite, assign) BOOL isKeyboardShown;
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2019-11-06 16:11:37 +08:00
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@property(nonatomic, copy) NSNotification* keyboardShowNotification;
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@property(nonatomic, assign) CGRect originalRect;
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2010-11-12 17:16:15 +08:00
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@end
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2013-06-21 08:46:22 +08:00
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@implementation CCEAGLView
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2010-11-12 17:16:15 +08:00
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@synthesize surfaceSize=size_;
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@synthesize pixelFormat=pixelformat_, depthFormat=depthFormat_;
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2020-08-28 12:57:00 +08:00
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#if !defined(CC_USE_METAL)
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@synthesize context=context_;
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#endif
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2010-12-30 14:22:25 +08:00
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@synthesize multiSampling=multiSampling_;
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2019-11-06 16:11:37 +08:00
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@synthesize keyboardShowNotification = keyboardShowNotification_;
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@synthesize isKeyboardShown;
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@synthesize originalRect = originalRect_;
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2019-10-24 17:19:18 +08:00
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2010-11-12 17:16:15 +08:00
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+ (Class) layerClass
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{
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2020-08-28 12:57:00 +08:00
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#if defined(CC_USE_METAL)
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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return [CAMetalLayer class];
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2020-08-28 12:57:00 +08:00
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#else
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return [CAEAGLLayer class];
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#endif
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2010-11-12 17:16:15 +08:00
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}
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+ (id) viewWithFrame:(CGRect)frame
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{
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2012-04-19 14:35:52 +08:00
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return [[[self alloc] initWithFrame:frame] autorelease];
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2010-11-12 17:16:15 +08:00
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}
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+ (id) viewWithFrame:(CGRect)frame pixelFormat:(NSString*)format
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{
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2012-04-19 14:35:52 +08:00
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return [[[self alloc]initWithFrame:frame pixelFormat:format] autorelease];
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2010-11-12 17:16:15 +08:00
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}
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2011-01-07 09:35:27 +08:00
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+ (id) viewWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth
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{
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2012-04-19 14:35:52 +08:00
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return [[[self alloc] initWithFrame:frame pixelFormat:format depthFormat:depth preserveBackbuffer:NO sharegroup:nil multiSampling:NO numberOfSamples:0] autorelease];
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2011-01-07 09:35:27 +08:00
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}
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+ (id) viewWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)multisampling numberOfSamples:(unsigned int)samples
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{
|
2012-04-19 14:35:52 +08:00
|
|
|
return [[[self alloc]initWithFrame:frame pixelFormat:format depthFormat:depth preserveBackbuffer:retained sharegroup:sharegroup multiSampling:multisampling numberOfSamples:samples] autorelease];
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (id) initWithFrame:(CGRect)frame
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
return [self initWithFrame:frame pixelFormat:kEAGLColorFormatRGB565 depthFormat:0 preserveBackbuffer:NO sharegroup:nil multiSampling:NO numberOfSamples:0];
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (id) initWithFrame:(CGRect)frame pixelFormat:(NSString*)format
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
return [self initWithFrame:frame pixelFormat:format depthFormat:0 preserveBackbuffer:NO sharegroup:nil multiSampling:NO numberOfSamples:0];
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
2016-09-15 01:44:00 +08:00
|
|
|
- (id) initWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)sampling numberOfSamples:(unsigned int)nSamples
|
2010-11-12 17:16:15 +08:00
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
if((self = [super initWithFrame:frame]))
|
|
|
|
{
|
2019-10-24 17:19:18 +08:00
|
|
|
self.textInputView = [[CCInputView alloc] initWithFrame:frame];
|
2014-01-28 11:16:09 +08:00
|
|
|
|
2019-11-06 16:11:37 +08:00
|
|
|
originalRect_ = self.frame;
|
|
|
|
self.keyboardShowNotification = nil;
|
2015-08-14 21:17:51 +08:00
|
|
|
if ([self respondsToSelector:@selector(setContentScaleFactor:)])
|
|
|
|
{
|
|
|
|
self.contentScaleFactor = [[UIScreen mainScreen] scale];
|
|
|
|
}
|
2020-08-28 12:57:00 +08:00
|
|
|
|
|
|
|
#if defined(CC_USE_METAL)
|
2019-05-14 16:38:14 +08:00
|
|
|
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
|
|
|
|
if (!device)
|
|
|
|
{
|
|
|
|
CCLOG("Doesn't support metal.");
|
|
|
|
return nil;
|
|
|
|
}
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
CAMetalLayer* metalLayer = (CAMetalLayer*)[self layer];
|
2019-05-14 16:38:14 +08:00
|
|
|
metalLayer.device = device;
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
2019-07-15 09:28:18 +08:00
|
|
|
metalLayer.framebufferOnly = YES;
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
cocos2d::backend::DeviceMTL::setCAMetalLayer(metalLayer);
|
2020-08-28 12:57:00 +08:00
|
|
|
#else
|
|
|
|
pixelformat_ = format;
|
|
|
|
depthFormat_ = depth;
|
|
|
|
multiSampling_ = sampling;
|
|
|
|
requestedSamples_ = nSamples;
|
|
|
|
preserveBackbuffer_ = retained;
|
|
|
|
if( ! [self setupSurfaceWithSharegroup:sharegroup] ) {
|
|
|
|
[self release];
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
#endif
|
2015-08-14 21:17:51 +08:00
|
|
|
}
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
return self;
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
-(id) initWithCoder:(NSCoder *)aDecoder
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
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if ( (self = [super initWithCoder:aDecoder]) )
|
|
|
|
{
|
2019-10-24 17:19:18 +08:00
|
|
|
self.textInputView = [[CCInputView alloc] initWithCoder:aDecoder];
|
2020-08-28 12:57:00 +08:00
|
|
|
#if defined(CC_USE_METAL)
|
|
|
|
size_ = [self bounds].size;
|
|
|
|
#else
|
|
|
|
CAEAGLLayer* eaglLayer = (CAEAGLLayer*)[self layer];
|
|
|
|
|
|
|
|
pixelformat_ = kEAGLColorFormatRGB565;
|
|
|
|
depthFormat_ = 0; // GL_DEPTH_COMPONENT24_OES;
|
|
|
|
multiSampling_= NO;
|
|
|
|
requestedSamples_ = 0;
|
|
|
|
size_ = [eaglLayer bounds].size;
|
|
|
|
|
|
|
|
if( ! [self setupSurfaceWithSharegroup:nil] ) {
|
|
|
|
[self release];
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
#endif
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2010-11-12 17:16:15 +08:00
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
-(int) getWidth
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
CGSize bound = [self bounds].size;
|
2013-11-05 08:31:36 +08:00
|
|
|
return (int)bound.width * self.contentScaleFactor;
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
-(int) getHeight
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
CGSize bound = [self bounds].size;
|
2013-11-05 08:31:36 +08:00
|
|
|
return (int)bound.height * self.contentScaleFactor;
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
2020-08-28 12:57:00 +08:00
|
|
|
#if !defined(CC_USE_METAL)
|
|
|
|
-(BOOL) setupSurfaceWithSharegroup:(EAGLSharegroup*)sharegroup
|
|
|
|
{
|
|
|
|
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
|
|
|
|
|
|
|
|
eaglLayer.opaque = YES;
|
|
|
|
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
|
|
|
|
[NSNumber numberWithBool:preserveBackbuffer_], kEAGLDrawablePropertyRetainedBacking,
|
|
|
|
pixelformat_, kEAGLDrawablePropertyColorFormat, nil];
|
|
|
|
|
|
|
|
|
|
|
|
renderer_ = [[CCES2Renderer alloc] initWithDepthFormat:depthFormat_
|
|
|
|
withPixelFormat:[self convertPixelFormat:pixelformat_]
|
|
|
|
withSharegroup:sharegroup
|
|
|
|
withMultiSampling:multiSampling_
|
|
|
|
withNumberOfSamples:requestedSamples_];
|
|
|
|
|
|
|
|
NSAssert(renderer_, @"OpenGL ES 2.O is required.");
|
|
|
|
if (!renderer_)
|
|
|
|
return NO;
|
|
|
|
|
|
|
|
context_ = [renderer_ context];
|
|
|
|
|
|
|
|
#if GL_EXT_discard_framebuffer == 1
|
|
|
|
discardFramebufferSupported_ = YES;
|
|
|
|
#else
|
|
|
|
discardFramebufferSupported_ = NO;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
CHECK_GL_ERROR();
|
|
|
|
|
|
|
|
return YES;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2010-11-12 17:16:15 +08:00
|
|
|
- (void) dealloc
|
|
|
|
{
|
2014-05-28 15:17:26 +08:00
|
|
|
[[NSNotificationCenter defaultCenter] removeObserver:self]; // remove keyboard notification
|
2020-08-28 12:57:00 +08:00
|
|
|
#if !defined(CC_USE_METAL)
|
|
|
|
[renderer_ release];
|
|
|
|
#endif
|
2019-10-24 17:19:18 +08:00
|
|
|
[self.textInputView release];
|
2012-04-19 14:35:52 +08:00
|
|
|
[super dealloc];
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (void) layoutSubviews
|
|
|
|
{
|
2016-08-19 09:13:15 +08:00
|
|
|
if (!cocos2d::Director::getInstance()->isValid())
|
|
|
|
return;
|
2020-08-28 12:57:00 +08:00
|
|
|
|
|
|
|
#if defined(CC_USE_METAL)
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
size_ = [self bounds].size;
|
|
|
|
size_.width *= self.contentScaleFactor;
|
|
|
|
size_.height *= self.contentScaleFactor;
|
2020-08-28 12:57:00 +08:00
|
|
|
#else
|
|
|
|
[renderer_ resizeFromLayer:(CAEAGLLayer*)self.layer];
|
|
|
|
size_ = [renderer_ backingSize];
|
|
|
|
|
|
|
|
// Issue #914 #924
|
|
|
|
// Director *director = [Director sharedDirector];
|
|
|
|
// [director reshapeProjection:size_];
|
|
|
|
cocos2d::Size size;
|
|
|
|
size.width = size_.width;
|
|
|
|
size.height = size_.height;
|
|
|
|
//cocos2d::Director::getInstance()->reshapeProjection(size);
|
|
|
|
#endif
|
2011-01-07 09:35:27 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
// Avoid flicker. Issue #350
|
2016-02-13 16:16:35 +08:00
|
|
|
if ([NSThread isMainThread])
|
|
|
|
{
|
|
|
|
cocos2d::Director::getInstance()->drawScene();
|
|
|
|
}
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
2020-08-28 12:57:00 +08:00
|
|
|
#if defined(CC_USE_METAL)
|
|
|
|
- (void) swapBuffers
|
|
|
|
{
|
|
|
|
}
|
|
|
|
#else
|
2010-11-12 17:16:15 +08:00
|
|
|
- (void) swapBuffers
|
|
|
|
{
|
2020-08-28 12:57:00 +08:00
|
|
|
// IMPORTANT:
|
|
|
|
// - preconditions
|
|
|
|
// -> context_ MUST be the OpenGL context
|
|
|
|
// -> renderbuffer_ must be the RENDER BUFFER
|
|
|
|
|
|
|
|
#ifdef __IPHONE_4_0
|
|
|
|
|
|
|
|
if (multiSampling_)
|
|
|
|
{
|
|
|
|
/* Resolve from msaaFramebuffer to resolveFramebuffer */
|
|
|
|
//glDisable(GL_SCISSOR_TEST);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, [renderer_ msaaFrameBuffer]);
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, [renderer_ defaultFrameBuffer]);
|
|
|
|
glResolveMultisampleFramebufferAPPLE();
|
|
|
|
}
|
|
|
|
|
|
|
|
if(discardFramebufferSupported_)
|
|
|
|
{
|
|
|
|
if (multiSampling_)
|
|
|
|
{
|
|
|
|
if (depthFormat_)
|
|
|
|
{
|
|
|
|
GLenum attachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT};
|
|
|
|
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GLenum attachments[] = {GL_COLOR_ATTACHMENT0};
|
|
|
|
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 1, attachments);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, [renderer_ colorRenderBuffer]);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// not MSAA
|
|
|
|
else if (depthFormat_ ) {
|
|
|
|
GLenum attachments[] = { GL_DEPTH_ATTACHMENT};
|
|
|
|
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // __IPHONE_4_0
|
|
|
|
|
|
|
|
if(![context_ presentRenderbuffer:GL_RENDERBUFFER])
|
|
|
|
{
|
|
|
|
// CCLOG(@"cocos2d: Failed to swap renderbuffer in %s\n", __FUNCTION__);
|
|
|
|
}
|
|
|
|
|
|
|
|
#if COCOS2D_DEBUG
|
|
|
|
CHECK_GL_ERROR();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// We can safely re-bind the framebuffer here, since this will be the
|
|
|
|
// 1st instruction of the new main loop
|
|
|
|
if( multiSampling_ )
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, [renderer_ msaaFrameBuffer]);
|
|
|
|
}
|
|
|
|
|
|
|
|
- (unsigned int) convertPixelFormat:(NSString*) pixelFormat
|
|
|
|
{
|
|
|
|
// define the pixel format
|
|
|
|
GLenum pFormat;
|
|
|
|
|
|
|
|
|
|
|
|
if([pixelFormat isEqualToString:@"EAGLColorFormat565"])
|
|
|
|
pFormat = GL_RGB565;
|
|
|
|
else
|
|
|
|
pFormat = GL_RGBA8_OES;
|
|
|
|
|
|
|
|
return pFormat;
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
2020-08-28 12:57:00 +08:00
|
|
|
#endif
|
2010-11-12 17:16:15 +08:00
|
|
|
|
2013-06-21 11:14:03 +08:00
|
|
|
#pragma mark CCEAGLView - Point conversion
|
2010-11-12 17:16:15 +08:00
|
|
|
|
2010-11-16 12:02:45 +08:00
|
|
|
- (CGPoint) convertPointFromViewToSurface:(CGPoint)point
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
CGRect bounds = [self bounds];
|
2010-11-16 12:02:45 +08:00
|
|
|
|
2015-08-14 21:17:51 +08:00
|
|
|
CGPoint ret;
|
|
|
|
ret.x = (point.x - bounds.origin.x) / bounds.size.width * size_.width;
|
|
|
|
ret.y = (point.y - bounds.origin.y) / bounds.size.height * size_.height;
|
|
|
|
|
|
|
|
return ret;
|
2010-11-16 12:02:45 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (CGRect) convertRectFromViewToSurface:(CGRect)rect
|
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
CGRect bounds = [self bounds];
|
2010-11-16 12:02:45 +08:00
|
|
|
|
2015-08-14 21:17:51 +08:00
|
|
|
CGRect ret;
|
|
|
|
ret.origin.x = (rect.origin.x - bounds.origin.x) / bounds.size.width * size_.width;
|
|
|
|
ret.origin.y = (rect.origin.y - bounds.origin.y) / bounds.size.height * size_.height;
|
|
|
|
ret.size.width = rect.size.width / bounds.size.width * size_.width;
|
|
|
|
ret.size.height = rect.size.height / bounds.size.height * size_.height;
|
2010-11-16 12:02:45 +08:00
|
|
|
|
2015-08-14 21:17:51 +08:00
|
|
|
return ret;
|
2010-11-16 12:02:45 +08:00
|
|
|
}
|
|
|
|
|
2010-11-12 17:16:15 +08:00
|
|
|
// Pass the touches to the superview
|
2013-06-21 11:14:03 +08:00
|
|
|
#pragma mark CCEAGLView - Touch Delegate
|
2010-11-12 17:16:15 +08:00
|
|
|
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
|
2019-11-15 13:45:39 +08:00
|
|
|
{
|
|
|
|
if (self.isKeyboardShown)
|
|
|
|
[self closeKeyboardOpenedByEditBox];
|
|
|
|
|
2013-11-05 03:53:40 +08:00
|
|
|
UITouch* ids[IOS_MAX_TOUCHES_COUNT] = {0};
|
2012-08-20 10:38:21 +08:00
|
|
|
float xs[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
|
|
|
float ys[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
2010-11-26 11:38:10 +08:00
|
|
|
|
2012-04-23 14:35:41 +08:00
|
|
|
int i = 0;
|
2012-04-19 14:35:52 +08:00
|
|
|
for (UITouch *touch in touches) {
|
2017-07-18 09:47:12 +08:00
|
|
|
if (i >= IOS_MAX_TOUCHES_COUNT) {
|
|
|
|
CCLOG("warning: touches more than 10, should adjust IOS_MAX_TOUCHES_COUNT");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2013-11-05 03:53:40 +08:00
|
|
|
ids[i] = touch;
|
2016-09-12 09:45:34 +08:00
|
|
|
xs[i] = [touch locationInView: [touch view]].x * self.contentScaleFactor;
|
|
|
|
ys[i] = [touch locationInView: [touch view]].y * self.contentScaleFactor;
|
2012-04-23 14:35:41 +08:00
|
|
|
++i;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2014-01-24 07:36:55 +08:00
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
2014-03-26 15:04:11 +08:00
|
|
|
glview->handleTouchesBegin(i, (intptr_t*)ids, xs, ys);
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
|
|
|
|
{
|
2013-11-05 03:53:40 +08:00
|
|
|
UITouch* ids[IOS_MAX_TOUCHES_COUNT] = {0};
|
2012-08-20 10:38:21 +08:00
|
|
|
float xs[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
|
|
|
float ys[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
2015-12-01 13:02:53 +08:00
|
|
|
float fs[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
|
|
|
float ms[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
2012-04-23 14:35:41 +08:00
|
|
|
|
|
|
|
int i = 0;
|
2012-04-19 14:35:52 +08:00
|
|
|
for (UITouch *touch in touches) {
|
2017-07-18 09:47:12 +08:00
|
|
|
if (i >= IOS_MAX_TOUCHES_COUNT) {
|
|
|
|
CCLOG("warning: touches more than 10, should adjust IOS_MAX_TOUCHES_COUNT");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2013-11-05 03:53:40 +08:00
|
|
|
ids[i] = touch;
|
2016-09-12 09:45:34 +08:00
|
|
|
xs[i] = [touch locationInView: [touch view]].x * self.contentScaleFactor;
|
|
|
|
ys[i] = [touch locationInView: [touch view]].y * self.contentScaleFactor;
|
2016-01-15 14:46:56 +08:00
|
|
|
#if defined(__IPHONE_9_0) && (__IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_9_0)
|
2015-12-01 13:02:53 +08:00
|
|
|
// running on iOS 9.0 or higher version
|
|
|
|
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 9.0f) {
|
|
|
|
fs[i] = touch.force;
|
|
|
|
ms[i] = touch.maximumPossibleForce;
|
|
|
|
}
|
|
|
|
#endif
|
2012-04-23 14:35:41 +08:00
|
|
|
++i;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2014-01-24 07:36:55 +08:00
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
2015-12-01 13:02:53 +08:00
|
|
|
glview->handleTouchesMove(i, (intptr_t*)ids, xs, ys, fs, ms);
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
|
|
|
|
{
|
2013-11-05 03:53:40 +08:00
|
|
|
UITouch* ids[IOS_MAX_TOUCHES_COUNT] = {0};
|
2012-08-20 10:38:21 +08:00
|
|
|
float xs[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
|
|
|
float ys[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
2012-04-23 14:35:41 +08:00
|
|
|
|
|
|
|
int i = 0;
|
2012-04-19 14:35:52 +08:00
|
|
|
for (UITouch *touch in touches) {
|
2017-07-18 09:47:12 +08:00
|
|
|
if (i >= IOS_MAX_TOUCHES_COUNT) {
|
|
|
|
CCLOG("warning: touches more than 10, should adjust IOS_MAX_TOUCHES_COUNT");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2013-11-05 03:53:40 +08:00
|
|
|
ids[i] = touch;
|
2016-09-12 09:45:34 +08:00
|
|
|
xs[i] = [touch locationInView: [touch view]].x * self.contentScaleFactor;
|
|
|
|
ys[i] = [touch locationInView: [touch view]].y * self.contentScaleFactor;
|
2012-04-23 14:35:41 +08:00
|
|
|
++i;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2014-01-24 07:36:55 +08:00
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
2014-03-26 15:04:11 +08:00
|
|
|
glview->handleTouchesEnd(i, (intptr_t*)ids, xs, ys);
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
2012-04-23 14:35:41 +08:00
|
|
|
|
2010-11-12 17:16:15 +08:00
|
|
|
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
|
|
|
|
{
|
2013-11-05 03:53:40 +08:00
|
|
|
UITouch* ids[IOS_MAX_TOUCHES_COUNT] = {0};
|
2012-08-20 10:38:21 +08:00
|
|
|
float xs[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
|
|
|
float ys[IOS_MAX_TOUCHES_COUNT] = {0.0f};
|
2012-04-23 14:35:41 +08:00
|
|
|
|
|
|
|
int i = 0;
|
2012-04-19 14:35:52 +08:00
|
|
|
for (UITouch *touch in touches) {
|
2017-07-18 09:47:12 +08:00
|
|
|
if (i >= IOS_MAX_TOUCHES_COUNT) {
|
|
|
|
CCLOG("warning: touches more than 10, should adjust IOS_MAX_TOUCHES_COUNT");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2013-11-05 03:53:40 +08:00
|
|
|
ids[i] = touch;
|
2016-09-12 09:45:34 +08:00
|
|
|
xs[i] = [touch locationInView: [touch view]].x * self.contentScaleFactor;
|
|
|
|
ys[i] = [touch locationInView: [touch view]].y * self.contentScaleFactor;
|
2012-04-23 14:35:41 +08:00
|
|
|
++i;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2014-01-24 07:36:55 +08:00
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
2014-03-26 15:04:11 +08:00
|
|
|
glview->handleTouchesCancel(i, (intptr_t*)ids, xs, ys);
|
2010-11-12 17:16:15 +08:00
|
|
|
}
|
|
|
|
|
2019-10-24 17:19:18 +08:00
|
|
|
- (void) showKeyboard
|
2011-04-19 18:11:57 +08:00
|
|
|
{
|
2019-10-24 17:19:18 +08:00
|
|
|
[self addSubview:self.textInputView];
|
|
|
|
[self.textInputView becomeFirstResponder];
|
2011-04-26 16:33:20 +08:00
|
|
|
}
|
2012-08-15 14:33:56 +08:00
|
|
|
|
2019-10-24 17:19:18 +08:00
|
|
|
- (void) hideKeyboard
|
2014-09-25 11:46:42 +08:00
|
|
|
{
|
2019-10-24 17:19:18 +08:00
|
|
|
[self.textInputView resignFirstResponder];
|
|
|
|
[self.textInputView removeFromSuperview];
|
2014-09-25 11:46:42 +08:00
|
|
|
}
|
|
|
|
|
2019-10-24 17:19:18 +08:00
|
|
|
-(void) doAnimationWhenKeyboardMoveWithDuration:(float) duration distance:(float) dis
|
2012-08-15 14:33:56 +08:00
|
|
|
{
|
2019-11-06 16:11:37 +08:00
|
|
|
[UIView beginAnimations:nil context:nullptr];
|
|
|
|
[UIView setAnimationDelegate:self];
|
|
|
|
[UIView setAnimationDuration:duration];
|
|
|
|
[UIView setAnimationBeginsFromCurrentState:YES];
|
|
|
|
|
|
|
|
//NSLog(@"[animation] dis = %f, scale = %f \n", dis, cocos2d::GLView::getInstance()->getScaleY());
|
|
|
|
|
|
|
|
if (dis < 0.0f) dis = 0.0f;
|
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
|
|
|
dis *= glview->getScaleY();
|
|
|
|
|
|
|
|
dis /= self.contentScaleFactor;
|
|
|
|
|
|
|
|
#if defined(CC_TARGET_OS_TVOS)
|
|
|
|
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, originalRect_.size.width, originalRect_.size.height);
|
|
|
|
#else
|
|
|
|
switch (getFixedOrientation([[UIApplication sharedApplication] statusBarOrientation]))
|
|
|
|
{
|
|
|
|
case UIInterfaceOrientationPortrait:
|
|
|
|
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y - dis, originalRect_.size.width, originalRect_.size.height);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationPortraitUpsideDown:
|
|
|
|
self.frame = CGRectMake(originalRect_.origin.x, originalRect_.origin.y + dis, originalRect_.size.width, originalRect_.size.height);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationLandscapeLeft:
|
|
|
|
self.frame = CGRectMake(originalRect_.origin.x - dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationLandscapeRight:
|
|
|
|
self.frame = CGRectMake(originalRect_.origin.x + dis, originalRect_.origin.y , originalRect_.size.width, originalRect_.size.height);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
[UIView commitAnimations];
|
2012-08-15 14:33:56 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
-(void) doAnimationWhenAnotherEditBeClicked
|
|
|
|
{
|
2019-11-06 16:11:37 +08:00
|
|
|
if (self.keyboardShowNotification != nil)
|
|
|
|
{
|
|
|
|
[[NSNotificationCenter defaultCenter]postNotification:self.keyboardShowNotification];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#pragma UIKeyboard notification
|
|
|
|
|
|
|
|
#if !defined(CC_TARGET_OS_TVOS)
|
|
|
|
namespace {
|
|
|
|
UIInterfaceOrientation getFixedOrientation(UIInterfaceOrientation statusBarOrientation)
|
|
|
|
{
|
|
|
|
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0)
|
|
|
|
{
|
|
|
|
statusBarOrientation = UIInterfaceOrientationPortrait;
|
|
|
|
}
|
|
|
|
return statusBarOrientation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
- (void)didMoveToWindow
|
|
|
|
{
|
|
|
|
#if !defined(CC_TARGET_OS_TVOS)
|
|
|
|
[[NSNotificationCenter defaultCenter] addObserver:self
|
|
|
|
selector:@selector(onUIKeyboardNotification:)
|
|
|
|
name:UIKeyboardWillShowNotification object:nil];
|
|
|
|
|
|
|
|
[[NSNotificationCenter defaultCenter] addObserver:self
|
|
|
|
selector:@selector(onUIKeyboardNotification:)
|
|
|
|
name:UIKeyboardDidShowNotification object:nil];
|
|
|
|
[[NSNotificationCenter defaultCenter] addObserver:self
|
|
|
|
selector:@selector(onUIKeyboardNotification:)
|
|
|
|
name:UIKeyboardWillHideNotification object:nil];
|
|
|
|
|
|
|
|
[[NSNotificationCenter defaultCenter] addObserver:self
|
|
|
|
selector:@selector(onUIKeyboardNotification:)
|
|
|
|
name:UIKeyboardDidHideNotification object:nil];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
- (void)onUIKeyboardNotification:(NSNotification *)notif
|
|
|
|
{
|
|
|
|
NSString * type = notif.name;
|
|
|
|
|
|
|
|
NSDictionary* info = [notif userInfo];
|
|
|
|
CGRect begin = [self convertRect:
|
|
|
|
[[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]
|
|
|
|
fromView:self];
|
|
|
|
CGRect end = [self convertRect:
|
|
|
|
[[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue]
|
|
|
|
fromView:self];
|
|
|
|
double aniDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
|
|
|
|
|
|
|
|
CGSize viewSize = self.frame.size;
|
|
|
|
|
|
|
|
CGFloat tmp;
|
|
|
|
switch (getFixedOrientation([[UIApplication sharedApplication] statusBarOrientation]))
|
|
|
|
{
|
|
|
|
case UIInterfaceOrientationPortrait:
|
|
|
|
begin.origin.y = viewSize.height - begin.origin.y - begin.size.height;
|
|
|
|
end.origin.y = viewSize.height - end.origin.y - end.size.height;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationPortraitUpsideDown:
|
|
|
|
begin.origin.x = viewSize.width - (begin.origin.x + begin.size.width);
|
|
|
|
end.origin.x = viewSize.width - (end.origin.x + end.size.width);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationLandscapeLeft:
|
|
|
|
std::swap(begin.size.width, begin.size.height);
|
|
|
|
std::swap(end.size.width, end.size.height);
|
|
|
|
std::swap(viewSize.width, viewSize.height);
|
|
|
|
|
|
|
|
tmp = begin.origin.x;
|
|
|
|
begin.origin.x = begin.origin.y;
|
|
|
|
begin.origin.y = viewSize.height - tmp - begin.size.height;
|
|
|
|
tmp = end.origin.x;
|
|
|
|
end.origin.x = end.origin.y;
|
|
|
|
end.origin.y = viewSize.height - tmp - end.size.height;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case UIInterfaceOrientationLandscapeRight:
|
|
|
|
std::swap(begin.size.width, begin.size.height);
|
|
|
|
std::swap(end.size.width, end.size.height);
|
|
|
|
std::swap(viewSize.width, viewSize.height);
|
|
|
|
|
|
|
|
tmp = begin.origin.x;
|
|
|
|
begin.origin.x = begin.origin.y;
|
|
|
|
begin.origin.y = tmp;
|
|
|
|
tmp = end.origin.x;
|
|
|
|
end.origin.x = end.origin.y;
|
|
|
|
end.origin.y = tmp;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
|
|
|
|
float scaleX = glview->getScaleX();
|
|
|
|
float scaleY = glview->getScaleY();
|
|
|
|
|
|
|
|
// Convert to pixel coordinate
|
|
|
|
begin = CGRectApplyAffineTransform(begin, CGAffineTransformScale(CGAffineTransformIdentity, self.contentScaleFactor, self.contentScaleFactor));
|
|
|
|
end = CGRectApplyAffineTransform(end, CGAffineTransformScale(CGAffineTransformIdentity, self.contentScaleFactor, self.contentScaleFactor));
|
|
|
|
|
|
|
|
float offestY = glview->getViewPortRect().origin.y;
|
|
|
|
if (offestY < 0.0f)
|
|
|
|
{
|
|
|
|
begin.origin.y += offestY;
|
|
|
|
begin.size.height -= offestY;
|
|
|
|
end.size.height -= offestY;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert to design coordinate
|
|
|
|
begin = CGRectApplyAffineTransform(begin, CGAffineTransformScale(CGAffineTransformIdentity, 1.0f/scaleX, 1.0f/scaleY));
|
|
|
|
end = CGRectApplyAffineTransform(end, CGAffineTransformScale(CGAffineTransformIdentity, 1.0f/scaleX, 1.0f/scaleY));
|
|
|
|
|
|
|
|
|
|
|
|
cocos2d::IMEKeyboardNotificationInfo notiInfo;
|
|
|
|
notiInfo.begin = cocos2d::Rect(begin.origin.x,
|
|
|
|
begin.origin.y,
|
|
|
|
begin.size.width,
|
|
|
|
begin.size.height);
|
|
|
|
notiInfo.end = cocos2d::Rect(end.origin.x,
|
|
|
|
end.origin.y,
|
|
|
|
end.size.width,
|
|
|
|
end.size.height);
|
|
|
|
notiInfo.duration = (float)aniDuration;
|
|
|
|
|
|
|
|
cocos2d::IMEDispatcher* dispatcher = cocos2d::IMEDispatcher::sharedDispatcher();
|
|
|
|
if (UIKeyboardWillShowNotification == type)
|
|
|
|
{
|
|
|
|
dispatcher->dispatchKeyboardWillShow(notiInfo);
|
|
|
|
}
|
|
|
|
else if (UIKeyboardDidShowNotification == type)
|
|
|
|
{
|
|
|
|
self.isKeyboardShown = YES;
|
|
|
|
dispatcher->dispatchKeyboardDidShow(notiInfo);
|
|
|
|
}
|
|
|
|
else if (UIKeyboardWillHideNotification == type)
|
|
|
|
{
|
|
|
|
dispatcher->dispatchKeyboardWillHide(notiInfo);
|
|
|
|
}
|
|
|
|
else if (UIKeyboardDidHideNotification == type)
|
|
|
|
{
|
|
|
|
self.isKeyboardShown = NO;
|
|
|
|
dispatcher->dispatchKeyboardDidHide(notiInfo);
|
|
|
|
}
|
2012-08-15 14:33:56 +08:00
|
|
|
}
|
|
|
|
|
2019-11-15 13:45:39 +08:00
|
|
|
// Close the keyboard opened by EditBox
|
|
|
|
-(void) closeKeyboardOpenedByEditBox
|
|
|
|
{
|
|
|
|
NSArray *subviews = self.subviews;
|
|
|
|
|
|
|
|
for(UIView* view in subviews)
|
|
|
|
{
|
|
|
|
if([view isKindOfClass:NSClassFromString(@"UITextView")] ||
|
|
|
|
[view isKindOfClass:NSClassFromString(@"UITextField")])
|
|
|
|
{
|
|
|
|
if ([view isFirstResponder])
|
|
|
|
{
|
|
|
|
[view resignFirstResponder];
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-11-12 17:16:15 +08:00
|
|
|
@end
|