axmol/cocos/platform/win8.1-universal/Cocos2dRenderer.cpp

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
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#include "Cocos2dRenderer.h"
#include "AppDelegate.h"
#include "platform/winrt/CCGLViewImpl-winrt.h"
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#include "platform/CCApplication.h"
#include "cocos2d.h"
#include "renderer/CCTextureCache.h"
// These are used by the shader compilation methods.
#include <vector>
#include <iostream>
#include <fstream>
using namespace Platform;
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::Graphics::Display;
using namespace cocos2d;
Cocos2dRenderer::Cocos2dRenderer(int width, int height, float dpi, DisplayOrientations orientation, CoreDispatcher^ dispatcher, Panel^ panel)
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: m_app(nullptr)
, m_width(width)
, m_height(height)
, m_dpi(dpi)
, m_dispatcher(dispatcher)
, m_panel(panel)
, m_orientation(orientation)
{
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m_app = new AppDelegate();
}
Cocos2dRenderer::~Cocos2dRenderer()
{
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delete m_app;
}
void Cocos2dRenderer::Resume()
{
auto director = cocos2d::Director::getInstance();
auto glview = director->getOpenGLView();
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if (!glview)
{
GLViewImpl* glview = GLViewImpl::create("Test Cpp");
glview->setDispatcher(m_dispatcher.Get());
glview->setPanel(m_panel.Get());
glview->Create(static_cast<float>(m_width), static_cast<float>(m_height), m_dpi, m_orientation);
director->setOpenGLView(glview);
CCApplication::getInstance()->run();
}
else
{
Application::getInstance()->applicationWillEnterForeground();
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cocos2d::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
}
}
void Cocos2dRenderer::Pause()
{
if (Director::getInstance()->getOpenGLView()) {
Application::getInstance()->applicationDidEnterBackground();
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cocos2d::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND);
cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent);
}
}
bool Cocos2dRenderer::AppShouldExit()
{
return GLViewImpl::sharedOpenGLView()->AppShouldExit();
}
void Cocos2dRenderer::DeviceLost()
{
Pause();
auto director = cocos2d::Director::getInstance();
if (director->getOpenGLView()) {
cocos2d::GL::invalidateStateCache();
cocos2d::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
cocos2d::DrawPrimitives::init();
cocos2d::VolatileTextureMgr::reloadAllTextures();
cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director->setGLDefaultValues();
Application::getInstance()->applicationWillEnterForeground();
cocos2d::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
}
}
void Cocos2dRenderer::Draw(GLsizei width, GLsizei height, float dpi, DisplayOrientations orientation)
{
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auto glView = GLViewImpl::sharedOpenGLView();
if (orientation != m_orientation)
{
m_orientation = orientation;
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glView->UpdateOrientation(orientation);
}
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if (width != m_width || height != m_height)
{
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m_width = width;
m_height = height;
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glView->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
}
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if (dpi != m_dpi)
{
m_dpi = dpi;
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glView->SetDPI(m_dpi);
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}
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glView->ProcessEvents();
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glView->Render();
}
void Cocos2dRenderer::QueuePointerEvent(cocos2d::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args)
{
GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
}
void Cocos2dRenderer::QueueBackButtonEvent()
{
GLViewImpl::sharedOpenGLView()->QueueBackKeyPress();
}
void Cocos2dRenderer::QueueKeyboardEvent(WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs^ args)
{
GLViewImpl::sharedOpenGLView()->QueueWinRTKeyboardEvent(type, args);
}