2023-03-11 22:10:18 +08:00
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/*
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2023-03-12 01:44:55 +08:00
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* cocos2d-x https://axmolengine.github.io/
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2023-03-11 22:10:18 +08:00
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*
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* Copyright (c) 2010-2014 - cocos2d-x community
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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*
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* Portions Copyright (c) Microsoft Open Technologies, Inc.
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* All Rights Reserved
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and limitations under the License.
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*/
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//#include "App.xaml.h"
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#include "OpenGLESPage.xaml.h"
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#include "platform/winrt/CCGLViewImpl-winrt.h"
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using namespace AxmolAppWinRT;
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using namespace ax;
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using namespace Platform;
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using namespace Concurrency;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::System::Threading;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::UI::Input::Core;
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using namespace Windows::UI::Xaml;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::UI::Xaml::Controls::Primitives;
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using namespace Windows::UI::Xaml::Data;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::UI::Xaml::Media;
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using namespace Windows::UI::Xaml::Navigation;
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
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using namespace Windows::UI::Input;
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#endif
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OpenGLESPage::OpenGLESPage() :
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OpenGLESPage(nullptr)
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{
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}
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OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
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mOpenGLES(openGLES),
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mRenderSurface(EGL_NO_SURFACE),
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mCoreInput(nullptr),
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mDpi(0.0f),
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mDeviceLost(false),
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mCursorVisible(true),
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mVisible(false),
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mOrientation(DisplayOrientations::Landscape)
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{
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InitializeComponent();
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Windows::UI::Core::CoreWindow^ window = Windows::UI::Xaml::Window::Current->CoreWindow;
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window->VisibilityChanged +=
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ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::VisibilityChangedEventArgs^>(this, &OpenGLESPage::OnVisibilityChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &OpenGLESPage::OnKeyPressed);
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window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &OpenGLESPage::OnKeyReleased);
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window->CharacterReceived += ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &OpenGLESPage::OnCharacterReceived);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->OrientationChanged +=
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ref new TypedEventHandler<DisplayInformation^, Object^>(this, &OpenGLESPage::OnOrientationChanged);
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mOrientation = currentDisplayInformation->CurrentOrientation;
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this->Loaded +=
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ref new Windows::UI::Xaml::RoutedEventHandler(this, &OpenGLESPage::OnPageLoaded);
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#if _MSC_VER >= 1900
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/* if (Windows::Foundation::Metadata::ApiInformation::IsTypePresent("Windows.UI.ViewManagement.StatusBar"))
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{
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Windows::UI::ViewManagement::StatusBar::GetForCurrentView()->HideAsync();
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}*/
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// If we have a phone contract, hide the status bar
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Window::Current->SetTitleBar(nullptr);
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if (Windows::Foundation::Metadata::ApiInformation::IsTypePresent("Windows.Phone.UI.Input.HardwareButtons"))
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{
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SystemNavigationManager::GetForCurrentView()->BackRequested +=
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ref new EventHandler<BackRequestedEventArgs ^>(this, &OpenGLESPage::OnBackButtonPressed);
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// HardwareButtons::BackPressed += ref new EventHandler<BackPressedEventArgs^>(this, &OpenGLESPage::OnBackButtonPressed);
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}
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#else
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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Windows::UI::ViewManagement::StatusBar::GetForCurrentView()->HideAsync();
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HardwareButtons::BackPressed += ref new EventHandler<BackPressedEventArgs^>(this, &OpenGLESPage::OnBackButtonPressed);
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#else
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// Disable all pointer visual feedback for better performance when touching.
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// This is not supported on Windows Phone applications.
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auto pointerVisualizationSettings = Windows::UI::Input::PointerVisualizationSettings::GetForCurrentView();
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pointerVisualizationSettings->IsContactFeedbackEnabled = false;
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pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
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#endif
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#endif
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CreateInput();
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}
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void OpenGLESPage::CreateInput()
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{
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// Register our SwapChainPanel to get independent input pointer events
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auto workItemHandler = ref new WorkItemHandler([this](IAsyncAction ^)
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{
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// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread it's created on.
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mCoreInput = swapChainPanel->CreateCoreIndependentInputSource(
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Windows::UI::Core::CoreInputDeviceTypes::Mouse |
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Windows::UI::Core::CoreInputDeviceTypes::Touch |
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Windows::UI::Core::CoreInputDeviceTypes::Pen
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);
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// Register for pointer events, which will be raised on the background thread.
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mCoreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
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mCoreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
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mCoreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
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mCoreInput->PointerWheelChanged += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerWheelChanged);
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if (GLViewImpl::sharedOpenGLView() && !GLViewImpl::sharedOpenGLView()->isCursorVisible())
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{
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mCoreInput->PointerCursor = nullptr;
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}
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// Begin processing input messages as they're delivered.
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mCoreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
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});
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// Run task on a dedicated high priority background thread.
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mInputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
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}
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OpenGLESPage::~OpenGLESPage()
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{
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StopRenderLoop();
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DestroyRenderSurface();
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}
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void OpenGLESPage::OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e)
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{
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// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
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CreateRenderSurface();
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StartRenderLoop();
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mVisible = true;
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}
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void OpenGLESPage::CreateRenderSurface()
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{
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if (mOpenGLES && mRenderSurface == EGL_NO_SURFACE)
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{
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// The app can configure the SwapChainPanel which may boost performance.
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// By default, this template uses the default configuration.
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mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, nullptr, nullptr);
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// You can configure the SwapChainPanel to render at a lower resolution and be scaled up to
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// the swapchain panel size. This scaling is often free on mobile hardware.
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//
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// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
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// Size customRenderSurfaceSize = Size(800, 600);
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// mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, &customRenderSurfaceSize, nullptr);
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//
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// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
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// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
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// float customResolutionScale = 0.5f;
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// mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, nullptr, &customResolutionScale);
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//
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}
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}
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void OpenGLESPage::DestroyRenderSurface()
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{
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if (mOpenGLES)
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{
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mOpenGLES->DestroySurface(mRenderSurface);
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}
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mRenderSurface = EGL_NO_SURFACE;
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}
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void OpenGLESPage::RecoverFromLostDevice()
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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DestroyRenderSurface();
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mOpenGLES->Reset();
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CreateRenderSurface();
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std::unique_lock<std::mutex> locker(mSleepMutex);
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mDeviceLost = false;
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mSleepCondition.notify_one();
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}
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void OpenGLESPage::TerminateApp()
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{
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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if (mOpenGLES)
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{
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mOpenGLES->DestroySurface(mRenderSurface);
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mOpenGLES->Cleanup();
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}
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}
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Windows::UI::Xaml::Application::Current->Exit();
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}
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void OpenGLESPage::StartRenderLoop()
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{
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// If the render loop is already running then do not start another thread.
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if (mRenderLoopWorker != nullptr && mRenderLoopWorker->Status == Windows::Foundation::AsyncStatus::Started)
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{
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return;
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}
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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mDpi = currentDisplayInformation->LogicalDpi;
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auto dispatcher = Windows::UI::Xaml::Window::Current->CoreWindow->Dispatcher;
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// Create a task for rendering that will be run on a background thread.
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auto workItemHandler = ref new Windows::System::Threading::WorkItemHandler([this, dispatcher](Windows::Foundation::IAsyncAction ^ action)
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{
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mOpenGLES->MakeCurrent(mRenderSurface);
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GLsizei panelWidth = 0;
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GLsizei panelHeight = 0;
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mOpenGLES->GetSurfaceDimensions(mRenderSurface, &panelWidth, &panelHeight);
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if (mRenderer.get() == nullptr)
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{
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mRenderer = std::make_shared<AxmolRenderer>(panelWidth, panelHeight, mDpi, mOrientation, dispatcher, swapChainPanel);
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}
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mRenderer->Resume();
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while (action->Status == Windows::Foundation::AsyncStatus::Started)
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{
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if (!mVisible)
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{
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mRenderer->Pause();
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}
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// wait until app is visible again or thread is cancelled
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while (!mVisible)
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{
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std::unique_lock<std::mutex> lock(mSleepMutex);
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mSleepCondition.wait(lock);
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if (action->Status != Windows::Foundation::AsyncStatus::Started)
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{
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return; // thread was cancelled. Exit thread
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}
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if (mVisible)
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{
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mRenderer->Resume();
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}
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else // spurious wake up
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{
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continue;
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}
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}
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mOpenGLES->GetSurfaceDimensions(mRenderSurface, &panelWidth, &panelHeight);
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mRenderer.get()->Draw(panelWidth, panelHeight, mDpi, mOrientation);
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// Recreate input dispatch
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if (GLViewImpl::sharedOpenGLView() && mCursorVisible != GLViewImpl::sharedOpenGLView()->isCursorVisible())
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{
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CreateInput();
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mCursorVisible = GLViewImpl::sharedOpenGLView()->isCursorVisible();
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}
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if (mRenderer->AppShouldExit())
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{
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// run on main UI thread
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auto thiz = this;
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swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High,
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ref new DispatchedHandler([thiz]()
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{
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thiz->TerminateApp();
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}));
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return;
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}
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EGLBoolean result = GL_FALSE;
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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result = mOpenGLES->SwapBuffers(mRenderSurface);
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}
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if (result != GL_TRUE)
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{
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// The call to eglSwapBuffers was not be successful (i.e. due to Device Lost)
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// If the call fails, then we must reinitialize EGL and the GL resources.
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mRenderer->Pause();
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mDeviceLost = true;
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// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
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auto thiz = this;
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swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([thiz]()
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{
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thiz->RecoverFromLostDevice();
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}, CallbackContext::Any));
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// wait until OpenGL is reset or thread is cancelled
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while (mDeviceLost)
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{
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std::unique_lock<std::mutex> lock(mSleepMutex);
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mSleepCondition.wait(lock);
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if (action->Status != Windows::Foundation::AsyncStatus::Started)
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{
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return; // thread was cancelled. Exit thread
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}
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if (!mDeviceLost)
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{
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mOpenGLES->MakeCurrent(mRenderSurface);
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// restart cocos2d-x
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mRenderer->DeviceLost();
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}
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else // spurious wake up
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{
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continue;
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}
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}
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}
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}
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});
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// Run task on a dedicated high priority background thread.
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mRenderLoopWorker = Windows::System::Threading::ThreadPool::RunAsync(workItemHandler, Windows::System::Threading::WorkItemPriority::High, Windows::System::Threading::WorkItemOptions::TimeSliced);
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}
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void OpenGLESPage::StopRenderLoop()
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{
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if (mRenderLoopWorker)
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{
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mRenderLoopWorker->Cancel();
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std::unique_lock<std::mutex> locker(mSleepMutex);
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mSleepCondition.notify_one();
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mRenderLoopWorker = nullptr;
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}
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}
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void OpenGLESPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
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{
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bool isMouseEvent = e->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MousePressed : PointerEventType::PointerPressed, e);
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}
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}
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void OpenGLESPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
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{
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bool isMouseEvent = e->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MouseMoved : PointerEventType::PointerMoved, e);
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}
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}
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void OpenGLESPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
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{
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bool isMouseEvent = e->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MouseReleased : PointerEventType::PointerReleased, e);
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}
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}
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void OpenGLESPage::OnPointerWheelChanged(Object^ sender, PointerEventArgs^ e)
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{
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bool isMouseEvent = e->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer && isMouseEvent)
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{
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mRenderer->QueuePointerEvent(PointerEventType::MouseWheelChanged, e);
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}
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}
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void OpenGLESPage::OnKeyPressed(CoreWindow^ sender, KeyEventArgs^ e)
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{
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//log("OpenGLESPage::OnKeyPressed %d", e->VirtualKey);
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if (mRenderer)
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{
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mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyPressed, e);
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}
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}
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void OpenGLESPage::OnCharacterReceived(CoreWindow^ sender, CharacterReceivedEventArgs^ e)
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{
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#if 0
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if (!e->KeyStatus.WasKeyDown)
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{
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log("OpenGLESPage::OnCharacterReceived %d", e->KeyCode);
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}
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#endif
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}
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void OpenGLESPage::OnKeyReleased(CoreWindow^ sender, KeyEventArgs^ e)
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{
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//log("OpenGLESPage::OnKeyReleased %d", e->VirtualKey);
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if (mRenderer)
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{
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mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyReleased, e);
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}
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}
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void OpenGLESPage::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
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{
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mOrientation = sender->CurrentOrientation;
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}
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void OpenGLESPage::SetVisibility(bool isVisible)
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|
|
{
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|
if (isVisible && mRenderSurface != EGL_NO_SURFACE)
|
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|
|
{
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|
if (!mVisible)
|
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|
{
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|
std::unique_lock<std::mutex> locker(mSleepMutex);
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|
mVisible = true;
|
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|
|
mSleepCondition.notify_one();
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|
}
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|
}
|
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|
else
|
|
|
|
{
|
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|
|
mVisible = false;
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|
}
|
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|
}
|
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|
void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
|
|
|
|
{
|
|
|
|
if (args->Visible && mRenderSurface != EGL_NO_SURFACE)
|
|
|
|
{
|
|
|
|
SetVisibility(true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetVisibility(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
|
|
|
|
/*
|
|
|
|
We set args->Handled = true to prevent the app from quitting when the back button is pressed.
|
|
|
|
This is because this back button event happens on the XAML UI thread and not the cocos2d-x UI thread.
|
|
|
|
We need to give the game developer a chance to decide to exit the app depending on where they
|
|
|
|
are in their game. They can receive the back button event by listening for the
|
|
|
|
EventKeyboard::KeyCode::KEY_ESCAPE event.
|
|
|
|
|
|
|
|
The default behavior is to exit the app if the EventKeyboard::KeyCode::KEY_ESCAPE event
|
|
|
|
is not handled by the game.
|
|
|
|
*/
|
|
|
|
void OpenGLESPage::OnBackButtonPressed(Object^ sender, BackRequestedEventArgs^ args)
|
|
|
|
{
|
|
|
|
if (mRenderer)
|
|
|
|
{
|
|
|
|
mRenderer->QueueBackButtonEvent();
|
|
|
|
args->Handled = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|