added windows 8.1 platform support files

This commit is contained in:
Dale Stammen 2014-10-23 07:38:04 -07:00
parent d88a2fb6f1
commit cc3b784dd1
9 changed files with 737 additions and 0 deletions

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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.
*/
#include "pch.h"
#include "Cocos2dRenderer.h"
#include "AppDelegate.h"
#include "CCGLViewImpl-winrt.h"
#include "CCApplication.h"
#include "cocos2d.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_NS_CC;
Cocos2dRenderer::Cocos2dRenderer(const int width, const int height, CoreDispatcher^ dispatcher, Panel^ panel)
: mApp(nullptr)
, mWidth(width)
, mHeight(height)
, m_dispatcher(dispatcher)
, m_panel(panel)
{
mApp = new AppDelegate();
auto director = cocos2d::Director::getInstance();
GLViewImpl* glview = GLViewImpl::create("Test Cpp");
glview->setDispatcher(dispatcher);
glview->setPanel(panel);
glview->Create(static_cast<float>(width), static_cast<float>(height), DisplayOrientations::Landscape);
director->setOpenGLView(glview);
CCApplication::getInstance()->run();
}
Cocos2dRenderer::~Cocos2dRenderer()
{
delete mApp;
}
// Draws a basic triangle
void Cocos2dRenderer::Draw(GLsizei width, GLsizei height)
{
if (width != mWidth || height != mHeight)
{
mWidth = width;
mHeight = height;
GLViewImpl::sharedOpenGLView()->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
}
GLViewImpl::sharedOpenGLView()->ProcessEvents();
GLViewImpl::sharedOpenGLView()->Render();
}
void Cocos2dRenderer::QueuePointerEvent(cocos2d::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args)
{
GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
}
void Cocos2dRenderer::QueueKeyBoardEvent(cocos2d::Cocos2dKeyEvent type, Windows::UI::Core::KeyEventArgs^ e)
{
//GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, e);
}

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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.
*/
#pragma once
#include "pch.h"
#include <agile.h>
class AppDelegate;
namespace cocos2d
{
class Cocos2dRenderer
{
public:
Cocos2dRenderer(const int width, const int height, Windows::UI::Core::CoreDispatcher^ dispathcer, Windows::UI::Xaml::Controls::Panel^ panel);
~Cocos2dRenderer();
void Draw(GLsizei width, GLsizei height);
void QueuePointerEvent(PointerEventType type, Windows::UI::Core::PointerEventArgs^ args);
void QueueKeyBoardEvent(Cocos2dKeyEvent type, Windows::UI::Core::KeyEventArgs^ e);
private:
int mWidth;
int mHeight;
// The AppDelegate for the Cocos2D app
AppDelegate* mApp;
Platform::Agile<Windows::UI::Core::CoreDispatcher> m_dispatcher;
Platform::Agile<Windows::UI::Xaml::Controls::Panel> m_panel;
};
}

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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.
*/
#include "pch.h"
using namespace Platform;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
OpenGLES::OpenGLES() :
mEglConfig(nullptr),
mEglDisplay(EGL_NO_DISPLAY),
mEglContext(EGL_NO_CONTEXT)
{
Initialize();
}
OpenGLES::~OpenGLES()
{
Cleanup();
}
void OpenGLES::Initialize()
{
const EGLint configAttributes[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 8,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};
const EGLint displayAttributes[] =
{
// This can be used to configure D3D11. For example, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE could be used.
// This would ask the graphics card to use D3D11 Feature Level 9_3 instead of Feature Level 11_0+.
// On Windows Phone, this would allow the Phone Emulator to act more like the GPUs that are available on real Phone devices.
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE,
EGL_NONE,
#else
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_NONE,
#endif
};
const EGLint contextAttributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in 'displayAttributes' to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
}
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
}
EGLint numConfigs = 0;
if (eglGetConfigs(mEglDisplay, NULL, 0, &numConfigs) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
}
if (eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
}
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
if (mEglContext == EGL_NO_CONTEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
}
}
void OpenGLES::Cleanup()
{
if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = EGL_NO_CONTEXT;
}
if (mEglDisplay != EGL_NO_DISPLAY)
{
eglTerminate(mEglDisplay);
mEglDisplay = EGL_NO_DISPLAY;
}
}
void OpenGLES::Reset()
{
Cleanup();
Initialize();
}
EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurfaceSize)
{
if (!panel)
{
throw Exception::CreateException(E_INVALIDARG, L"SwapChainPanel parameter is invalid");
}
EGLSurface surface = EGL_NO_SURFACE;
// Create a PropertySet and initialize with the EGLNativeWindowType.
PropertySet^ surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
// If a render surface size is specified, add it to the surface creation properties
if (renderSurfaceSize != nullptr)
{
surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(*renderSurfaceSize));
}
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), NULL);
if (surface == EGL_NO_SURFACE)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");
}
return surface;
}
void OpenGLES::DestroySurface(const EGLSurface surface)
{
if (mEglDisplay != EGL_NO_DISPLAY && surface != EGL_NO_SURFACE)
{
eglDestroySurface(mEglDisplay, surface);
}
}
void OpenGLES::MakeCurrent(const EGLSurface surface)
{
if (eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to make EGLSurface current");
}
}
EGLBoolean OpenGLES::SwapBuffers(const EGLSurface surface)
{
return (eglSwapBuffers(mEglDisplay, surface));
}

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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.
*/
#pragma once
// OpenGL ES includes
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
// EGL includes
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <EGL/eglplatform.h>
#include <angle_windowsstore.h>
class OpenGLES
{
public:
OpenGLES();
~OpenGLES();
EGLSurface CreateSurface(Windows::UI::Xaml::Controls::SwapChainPanel^ panel, const Windows::Foundation::Size* renderSurfaceSize);
void DestroySurface(const EGLSurface surface);
void MakeCurrent(const EGLSurface surface);
EGLBoolean SwapBuffers(const EGLSurface surface);
void Reset();
private:
void Initialize();
void Cleanup();
private:
EGLDisplay mEglDisplay;
EGLContext mEglContext;
EGLConfig mEglConfig;
};

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<Page
x:Class="cocos2d.OpenGLESPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:cocos2d"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<SwapChainPanel x:Name="swapChainPanel">
</SwapChainPanel>
</Page>

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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.
*/
#include "pch.h"
#include "OpenGLESPage.xaml.h"
using namespace cocos2d;
using namespace Platform;
using namespace Concurrency;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Graphics::Display;
using namespace Windows::System::Threading;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Controls::Primitives;
using namespace Windows::UI::Xaml::Data;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
using namespace Windows::UI::Xaml::Navigation;
OpenGLESPage::OpenGLESPage() :
OpenGLESPage(nullptr)
{
}
OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
mOpenGLES(openGLES),
mRenderSurface(EGL_NO_SURFACE),
mCustomRenderSurfaceSize(0,0),
mUseCustomRenderSurfaceSize(false),
m_coreInput(nullptr)
{
InitializeComponent();
Windows::UI::Core::CoreWindow^ window = Windows::UI::Xaml::Window::Current->CoreWindow;
window->VisibilityChanged +=
ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::VisibilityChangedEventArgs^>(this, &OpenGLESPage::OnVisibilityChanged);
swapChainPanel->SizeChanged +=
ref new Windows::UI::Xaml::SizeChangedEventHandler(this, &OpenGLESPage::OnSwapChainPanelSizeChanged);
this->Loaded +=
ref new Windows::UI::Xaml::RoutedEventHandler(this, &OpenGLESPage::OnPageLoaded);
mSwapChainPanelSize = { swapChainPanel->RenderSize.Width, swapChainPanel->RenderSize.Height };
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
Windows::UI::ViewManagement::StatusBar::GetForCurrentView()->HideAsync();
#else
// Disable all pointer visual feedback for better performance when touching.
// This is not supported on Windows Phone applications.
auto pointerVisualizationSettings = Windows::UI::Input::PointerVisualizationSettings::GetForCurrentView();
pointerVisualizationSettings->IsContactFeedbackEnabled = false;
pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
#endif
// Register our SwapChainPanel to get independent input pointer events
auto workItemHandler = ref new WorkItemHandler([this](IAsyncAction ^)
{
// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread it's created on.
m_coreInput = swapChainPanel->CreateCoreIndependentInputSource(
Windows::UI::Core::CoreInputDeviceTypes::Mouse |
Windows::UI::Core::CoreInputDeviceTypes::Touch |
Windows::UI::Core::CoreInputDeviceTypes::Pen
);
// Register for pointer events, which will be raised on the background thread.
m_coreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
m_coreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
m_coreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
// Begin processing input messages as they're delivered.
m_coreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
});
// Run task on a dedicated high priority background thread.
m_inputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
}
OpenGLESPage::~OpenGLESPage()
{
StopRenderLoop();
DestroyRenderSurface();
}
void OpenGLESPage::OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e)
{
// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
CreateRenderSurface();
StartRenderLoop();
}
void OpenGLESPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerPressed, e);
}
}
void OpenGLESPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerMoved, e);
}
}
void OpenGLESPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerReleased, e);
}
}
void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
if (args->Visible && mRenderSurface != EGL_NO_SURFACE)
{
StartRenderLoop();
}
else
{
StopRenderLoop();
}
}
void OpenGLESPage::OnSwapChainPanelSizeChanged(Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e)
{
// Size change events occur outside of the render thread. A lock is required when updating
// the swapchainpanel size
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
mSwapChainPanelSize = { e->NewSize.Width, e->NewSize.Height };
}
void OpenGLESPage::GetSwapChainPanelSize(GLsizei* width, GLsizei* height)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
// If a custom render surface size is specified, return its size instead of
// the swapchain panel size.
if (mUseCustomRenderSurfaceSize)
{
*width = static_cast<GLsizei>(mCustomRenderSurfaceSize.Width);
*height = static_cast<GLsizei>(mCustomRenderSurfaceSize.Height);
}
else
{
*width = static_cast<GLsizei>(mSwapChainPanelSize.Width);
*height = static_cast<GLsizei>(mSwapChainPanelSize.Height);
}
}
void OpenGLESPage::CreateRenderSurface()
{
if (mOpenGLES)
{
//
// A Custom render surface size can be specified by uncommenting the following lines.
// The render surface will be automatically scaled to fit the entire window. Using a
// smaller sized render surface can result in a performance gain.
//
//mCustomRenderSurfaceSize = Size(800, 600);
//mUseCustomRenderSurfaceSize = true;
mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, mUseCustomRenderSurfaceSize ? &mCustomRenderSurfaceSize : nullptr);
}
}
void OpenGLESPage::DestroyRenderSurface()
{
if (mOpenGLES)
{
mOpenGLES->DestroySurface(mRenderSurface);
}
mRenderSurface = EGL_NO_SURFACE;
}
void OpenGLESPage::RecoverFromLostDevice()
{
// Stop the render loop, reset OpenGLES, recreate the render surface
// and start the render loop again to recover from a lost device.
StopRenderLoop();
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
DestroyRenderSurface();
mOpenGLES->Reset();
CreateRenderSurface();
}
StartRenderLoop();
}
void OpenGLESPage::StartRenderLoop()
{
// If the render loop is already running then do not start another thread.
if (mRenderLoopWorker != nullptr && mRenderLoopWorker->Status == Windows::Foundation::AsyncStatus::Started)
{
return;
}
auto dispatcher = Windows::UI::Xaml::Window::Current->CoreWindow->Dispatcher;
// Create a task for rendering that will be run on a background thread.
auto workItemHandler = ref new Windows::System::Threading::WorkItemHandler([this, dispatcher](Windows::Foundation::IAsyncAction ^ action)
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
mOpenGLES->MakeCurrent(mRenderSurface);
GLsizei panelWidth = 0;
GLsizei panelHeight = 0;
GetSwapChainPanelSize(&panelWidth, &panelHeight);
if (m_renderer.get() == nullptr)
{
m_renderer = std::make_shared<Cocos2dRenderer>(panelWidth, panelHeight, dispatcher, swapChainPanel);
}
while (action->Status == Windows::Foundation::AsyncStatus::Started)
{
GetSwapChainPanelSize(&panelWidth, &panelHeight);
m_renderer.get()->Draw(panelWidth, panelHeight);
// The call to eglSwapBuffers might not be successful (i.e. due to Device Lost)
// If the call fails, then we must reinitialize EGL and the GL resources.
if (mOpenGLES->SwapBuffers(mRenderSurface) != GL_TRUE)
{
// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([=]()
//swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([=]()
{
RecoverFromLostDevice();
}, CallbackContext::Any));
return;
}
}
});
// Run task on a dedicated high priority background thread.
mRenderLoopWorker = Windows::System::Threading::ThreadPool::RunAsync(workItemHandler, Windows::System::Threading::WorkItemPriority::High, Windows::System::Threading::WorkItemOptions::TimeSliced);
}
void OpenGLESPage::StopRenderLoop()
{
if (mRenderLoopWorker)
{
mRenderLoopWorker->Cancel();
mRenderLoopWorker = nullptr;
}
}

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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.
*/
#pragma once
#include "OpenGLESPage.g.h"
#include <memory>
#include "Cocos2dRenderer.h"
namespace cocos2d
{
public ref class OpenGLESPage sealed
{
public:
OpenGLESPage();
virtual ~OpenGLESPage();
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);
void OnSwapChainPanelSizeChanged(Platform::Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e);
void GetSwapChainPanelSize(GLsizei* width, GLsizei* height);
void CreateRenderSurface();
void DestroyRenderSurface();
void RecoverFromLostDevice();
void StartRenderLoop();
void StopRenderLoop();
OpenGLES* mOpenGLES;
std::shared_ptr<cocos2d::Cocos2dRenderer> m_renderer;
Windows::Foundation::Size mSwapChainPanelSize;
Concurrency::critical_section mSwapChainPanelSizeCriticalSection;
Windows::Foundation::Size mCustomRenderSurfaceSize;
bool mUseCustomRenderSurfaceSize;
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^ m_inputLoopWorker;
Windows::UI::Core::CoreIndependentInputSource^ m_coreInput;
// Independent input 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);
};
}

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#include "pch.h"

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//
// pch.h
// Header for standard system include files.
//
#pragma once
#include <collection.h>
#include <ppltasks.h>
#include "cocos2d.h"
#include "cocos-ext.h"
#include "App.xaml.h"