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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#pragma once
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#include <agile.h>
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#include "platform/winrt/InputEvent.h"
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2023-06-11 13:08:08 +08:00
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#include "base/Types.h"
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2023-03-11 22:10:18 +08:00
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class AppDelegate;
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class AxmolRenderer
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{
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public:
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AxmolRenderer(int width,
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int height,
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float dpi,
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Windows::Graphics::Display::DisplayOrientations orientation,
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Windows::UI::Core::CoreDispatcher^ dispatcher, Windows::UI::Xaml::Controls::Panel^ panel);
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AxmolRenderer(const AxmolRenderer&) = delete;
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~AxmolRenderer();
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2023-05-31 20:42:39 +08:00
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void SetQueueOperationCb(std::function<void(ax::AsyncOperation, void*)> op);
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2023-03-11 22:10:18 +08:00
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void Draw(size_t width, size_t height, float dpi, Windows::Graphics::Display::DisplayOrientations orientation);
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void QueuePointerEvent(ax::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args);
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void QueueKeyboardEvent(ax::WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs ^ args);
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void QueueBackButtonEvent();
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void Pause();
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void Resume();
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void DeviceLost();
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bool AppShouldExit();
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private:
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int m_width;
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int m_height;
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float m_dpi;
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Platform::Agile<Windows::UI::Core::CoreDispatcher> m_dispatcher;
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Platform::Agile<Windows::UI::Xaml::Controls::Panel> m_panel;
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Windows::Graphics::Display::DisplayOrientations m_orientation;
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};
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