axmol/core/platform/winrt/xaml/AxmolRenderer.cpp

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/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
#include "AxmolRenderer.h"
#include "AppDelegate.h"
#include "platform/winrt/CCGLViewImpl-winrt.h"
#include "platform/CCApplication.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 ax;
namespace
{
std::unique_ptr<AppDelegate> appDelegate;
}
AxmolRenderer::AxmolRenderer(int width,
int height,
float dpi,
DisplayOrientations orientation,
CoreDispatcher ^ dispatcher,
Panel ^ panel)
: m_width(width), m_height(height), m_dpi(dpi), m_dispatcher(dispatcher), m_panel(panel), m_orientation(orientation)
{
appDelegate.reset(new AppDelegate());
}
AxmolRenderer::~AxmolRenderer() {}
void AxmolRenderer::Resume()
{
auto director = ax::Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview)
{
GLViewImpl* glview = GLViewImpl::create(
"axmol", Vec2{static_cast<float>(m_width), static_cast<float>(m_height)}, m_orientation, m_dpi);
glview->setDispatcher(m_dispatcher.Get());
glview->setPanel(m_panel.Get());
director->setOpenGLView(glview);
Application::getInstance()->run();
}
else
{
Application::getInstance()->applicationWillEnterForeground();
ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
}
}
void AxmolRenderer::Pause()
{
if (Director::getInstance()->getOpenGLView())
{
Application::getInstance()->applicationDidEnterBackground();
ax::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND);
ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent);
}
}
bool AxmolRenderer::AppShouldExit()
{
return GLViewImpl::sharedOpenGLView()->AppShouldExit();
}
void AxmolRenderer::DeviceLost()
{
Pause();
auto director = ax::Director::getInstance();
if (director->getOpenGLView())
{
// TODO:
// ax::GL::invalidateStateCache();
// ax::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
// ax::DrawPrimitives::init();
// ax::VolatileTextureMgr::reloadAllTextures();
ax::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director->setGLDefaultValues();
Application::getInstance()->applicationWillEnterForeground();
ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
}
}
void AxmolRenderer::Draw(size_t width, size_t height, float dpi, DisplayOrientations orientation)
{
auto glView = GLViewImpl::sharedOpenGLView();
if (orientation != m_orientation)
{
m_orientation = orientation;
glView->UpdateOrientation(orientation);
}
if (width != m_width || height != m_height)
{
m_width = width;
m_height = height;
glView->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
}
if (dpi != m_dpi)
{
m_dpi = dpi;
glView->SetDPI(m_dpi);
}
glView->ProcessEvents();
glView->Render();
}
void AxmolRenderer::QueuePointerEvent(ax::PointerEventType type, Windows::UI::Core::PointerEventArgs ^ args)
{
GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
}
void AxmolRenderer::QueueBackButtonEvent()
{
GLViewImpl::sharedOpenGLView()->QueueBackKeyPress();
}
void AxmolRenderer::QueueKeyboardEvent(WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs ^ args)
{
GLViewImpl::sharedOpenGLView()->QueueWinRTKeyboardEvent(type, args);
}