axmol/core/platform/winrt/xaml/OpenGLESPage.xaml.h

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/*
2023-03-12 01:44:55 +08:00
* cocos2d-x https://axmolengine.github.io/
*
* 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.
*/
#pragma once
#include "OpenGLES.h"
#include "OpenGLESPage.g.h"
#include <memory>
#include <condition_variable>
#include <mutex>
#include <concrt.h>
#include "AxmolRenderer.h"
namespace AxmolAppWinRT
{
public ref class OpenGLESPage sealed
{
public:
OpenGLESPage();
virtual ~OpenGLESPage();
void SetVisibility(bool isVisible);
internal:
OpenGLESPage(OpenGLES* openGLES);
private:
void OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
void OnBackButtonPressed(Platform::Object ^ sender, Windows::UI::Core::BackRequestedEventArgs ^ args);
#endif
void CreateRenderSurface();
void DestroyRenderSurface();
void RecoverFromLostDevice();
void TerminateApp();
void StartRenderLoop();
void StopRenderLoop();
void CreateInput();
OpenGLES* mOpenGLES;
std::shared_ptr<AxmolRenderer> mRenderer;
EGLSurface mRenderSurface; // This surface is associated with a swapChainPanel on the page
Concurrency::critical_section mRenderSurfaceCriticalSection;
Windows::Foundation::IAsyncAction^ mRenderLoopWorker;
// Track user input on a background worker thread.
Windows::Foundation::IAsyncAction^ mInputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ mCoreInput;
// Independent touch and pen handling functions.
void OnPointerPressed(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerMoved(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerReleased(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
void OnPointerWheelChanged(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
// Independent keyboard handling functions.
void OnKeyPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnKeyReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
float mDpi;
bool mDeviceLost;
bool mVisible;
bool mCursorVisible;
Windows::Graphics::Display::DisplayOrientations mOrientation;
std::mutex mSleepMutex;
std::condition_variable mSleepCondition;
};
}