/**************************************************************************** Copyright (c) 2010 cocos2d-x.org Copyright (c) Microsoft Open Technologies, Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "base/CCPlatformConfig.h" #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) #include "CCGLView.h" #include "base/ccMacros.h" #include "base/CCDirector.h" #include "base/CCTouch.h" #include "base/CCIMEDispatcher.h" #include "CCApplication.h" #include "CCWinRTUtils.h" #if (_MSC_VER >= 1800) #include #endif using namespace Platform; using namespace Windows::Foundation; using namespace Windows::Foundation::Collections; using namespace Windows::Graphics::Display; using namespace Windows::UI::Input; using namespace Windows::UI::Core; using namespace Windows::UI::Xaml; using namespace Windows::UI::Xaml::Controls; using namespace Windows::UI::Xaml::Input; using namespace Windows::UI::Xaml::Media; using namespace Windows::System; using namespace Windows::UI::ViewManagement; NS_CC_BEGIN static GLView* s_pEglView = NULL; ////////////////////////////////////////////////////////////////////////// // impliment GLView ////////////////////////////////////////////////////////////////////////// // Initialize the DirectX resources required to run. void WinRTWindow::Initialize(CoreWindow^ window, SwapChainBackgroundPanel^ panel) { m_window = window; //TODO: remove esUtils //esInitContext ( &m_esContext ); ANGLE_D3D_FEATURE_LEVEL featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_1; #if (_MSC_VER >= 1800) // WinRT on Windows 8.1 can compile shaders at run time so we don't care about the DirectX feature level featureLevel = ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_ANY; #endif HRESULT result = CreateWinrtEglWindow(WINRT_EGL_IUNKNOWN(panel), featureLevel, m_eglWindow.GetAddressOf()); if (!SUCCEEDED(result)) { CCLOG("Unable to create Angle EGL Window: %d", result); return; } m_esContext.hWnd = m_eglWindow; // width and height are ignored and determined from the CoreWindow the SwapChainBackgroundPanel is in. //TODO: remove esUtils //esCreateWindow ( &m_esContext, TEXT("Cocos2d-x"), 0, 0, ES_WINDOW_RGB | ES_WINDOW_ALPHA | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL ); m_window->PointerPressed += ref new TypedEventHandler(this, &WinRTWindow::OnPointerPressed); m_window->PointerReleased += ref new TypedEventHandler(this, &WinRTWindow::OnPointerReleased); m_window->PointerMoved += ref new TypedEventHandler(this, &WinRTWindow::OnPointerMoved); m_window->PointerWheelChanged += ref new TypedEventHandler(this, &WinRTWindow::OnPointerWheelChanged); m_dummy = ref new Button(); m_dummy->Opacity = 0.0; m_dummy->Width=1; m_dummy->Height=1; m_dummy->IsEnabled = true; panel->Children->Append(m_dummy); m_textBox = ref new TextBox(); m_textBox->Opacity = 0.0; m_textBox->Width=1; m_textBox->Height=1; m_textBox->MaxLength = 1; panel->Children->Append(m_textBox); m_textBox->AddHandler(UIElement::KeyDownEvent, ref new KeyEventHandler(this, &WinRTWindow::OnTextKeyDown), true); m_textBox->AddHandler(UIElement::KeyUpEvent, ref new KeyEventHandler(this, &WinRTWindow::OnTextKeyUp), true); m_textBox->IsEnabled = false; auto keyboard = InputPane::GetForCurrentView(); keyboard->Showing += ref new TypedEventHandler(this, &WinRTWindow::ShowKeyboard); keyboard->Hiding += ref new TypedEventHandler(this, &WinRTWindow::HideKeyboard); setIMEKeyboardState(false); } WinRTWindow::WinRTWindow(CoreWindow^ window) : m_lastPointValid(false), m_textInputEnabled(false) { window->SizeChanged += ref new TypedEventHandler(this, &WinRTWindow::OnWindowSizeChanged); DisplayProperties::LogicalDpiChanged += ref new DisplayPropertiesEventHandler(this, &WinRTWindow::OnLogicalDpiChanged); DisplayProperties::OrientationChanged += ref new DisplayPropertiesEventHandler(this, &WinRTWindow::OnOrientationChanged); DisplayProperties::DisplayContentsInvalidated += ref new DisplayPropertiesEventHandler(this, &WinRTWindow::OnDisplayContentsInvalidated); m_eventToken = CompositionTarget::Rendering::add(ref new EventHandler(this, &WinRTWindow::OnRendering)); } void WinRTWindow::swapBuffers() { eglSwapBuffers(m_esContext.eglDisplay, m_esContext.eglSurface); } void WinRTWindow::OnSuspending() { #if (_MSC_VER >= 1800) Microsoft::WRL::ComPtr dxgiDevice; Microsoft::WRL::ComPtr device = m_eglWindow->GetAngleD3DDevice(); HRESULT result = device.As(&dxgiDevice); if (SUCCEEDED(result)) { dxgiDevice->Trim(); } #endif } void WinRTWindow::ResizeWindow() { GLView::sharedOpenGLView()->UpdateForWindowSizeChange(); } cocos2d::Vec2 WinRTWindow::GetCCPoint(PointerEventArgs^ args) { auto p = args->CurrentPoint; float x = getScaledDPIValue(p->Position.X); float y = getScaledDPIValue(p->Position.Y); Vec2 pt(x, y); float zoomFactor = GLView::sharedOpenGLView()->getFrameZoomFactor(); if(zoomFactor > 0.0f) { pt.x /= zoomFactor; pt.y /= zoomFactor; } return pt; } void WinRTWindow::ShowKeyboard(InputPane^ inputPane, InputPaneVisibilityEventArgs^ args) { GLView::sharedOpenGLView()->ShowKeyboard(args->OccludedRect); } void WinRTWindow::HideKeyboard(InputPane^ inputPane, InputPaneVisibilityEventArgs^ args) { GLView::sharedOpenGLView()->HideKeyboard(args->OccludedRect); } void WinRTWindow::setIMEKeyboardState(bool bOpen) { m_textInputEnabled = bOpen; if(m_textInputEnabled) { m_textBox->IsEnabled = true; m_textBox->Focus(FocusState::Pointer); } else { m_dummy->Focus(FocusState::Pointer); m_textBox->IsEnabled = false; } } void WinRTWindow::OnTextKeyDown(Object^ sender, KeyRoutedEventArgs^ args) { #if 0 if(!m_textInputEnabled) { return; } auto key = args->Key; switch(key) { default: break; } #endif } void WinRTWindow::OnTextKeyUp(Object^ sender, KeyRoutedEventArgs^ args) { if(!m_textInputEnabled) { return; } args->Handled = true; auto key = args->Key; switch(key) { case VirtualKey::Escape: // TODO:: fix me //Director::getInstance()->getKeypadDispatcher()->dispatchKeypadMSG(kTypeBackClicked); args->Handled = true; break; case VirtualKey::Back: IMEDispatcher::sharedDispatcher()->dispatchDeleteBackward(); break; case VirtualKey::Enter: setIMEKeyboardState(false); IMEDispatcher::sharedDispatcher()->dispatchInsertText("\n", 1); break; default: char szUtf8[8] = {0}; int nLen = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)m_textBox->Text->Data(), 1, szUtf8, sizeof(szUtf8), NULL, NULL); IMEDispatcher::sharedDispatcher()->dispatchInsertText(szUtf8, nLen); break; } m_textBox->Text = ""; } void WinRTWindow::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args) { float direction = (float)args->CurrentPoint->Properties->MouseWheelDelta; int id = 0; Vec2 p(0.0f,0.0f); GLView::sharedOpenGLView()->handleTouchesBegin(1, &id, &p.x, &p.y); p.y += direction; GLView::sharedOpenGLView()->handleTouchesMove(1, &id, &p.x, &p.y); GLView::sharedOpenGLView()->handleTouchesEnd(1, &id, &p.x, &p.y); } // user pressed the Back Key on the phone void GLView::OnBackKeyPress() { #if 0 if (m_delegate) { m_delegate->Invoke(Cocos2dEvent::TerminateApp); } #endif // 0 } void GLView::OnPointerPressed(PointerEventArgs^ args) { #if 0 int id = args->CurrentPoint->PointerId; Vec2 pt = GetPoint(args); handleTouchesBegin(1, &id, &pt.x, &pt.y); #endif } void GLView::OnPointerMoved(PointerEventArgs^ args) { #if 0 auto currentPoint = args->CurrentPoint; if (currentPoint->IsInContact) { if (m_lastPointValid) { int id = args->CurrentPoint->PointerId; Vec2 p = GetPoint(args); handleTouchesMove(1, &id, &p.x, &p.y); } m_lastPoint = currentPoint->Position; m_lastPointValid = true; } else { m_lastPointValid = false; } #endif } void GLView::OnPointerReleased(PointerEventArgs^ args) { #if 0 int id = args->CurrentPoint->PointerId; Vec2 pt = GetPoint(args); handleTouchesEnd(1, &id, &pt.x, &pt.y); #endif // 0 } void WinRTWindow::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args) { int id = args->CurrentPoint->PointerId; Vec2 pt = GetCCPoint(args); GLView::sharedOpenGLView()->handleTouchesBegin(1, &id, &pt.x, &pt.y); } void WinRTWindow::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args) { auto currentPoint = args->CurrentPoint; if (currentPoint->IsInContact) { if (m_lastPointValid) { int id = args->CurrentPoint->PointerId; Vec2 p = GetCCPoint(args); GLView::sharedOpenGLView()->handleTouchesMove(1, &id, &p.x, &p.y); } m_lastPoint = currentPoint->Position; m_lastPointValid = true; } else { m_lastPointValid = false; } } void WinRTWindow::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args) { int id = args->CurrentPoint->PointerId; Vec2 pt = GetCCPoint(args); GLView::sharedOpenGLView()->handleTouchesEnd(1, &id, &pt.x, &pt.y); } void WinRTWindow::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) { ResizeWindow(); GLView::sharedOpenGLView()->UpdateForWindowSizeChange(); } void WinRTWindow::OnLogicalDpiChanged(Object^ sender) { GLView::sharedOpenGLView()->UpdateForWindowSizeChange(); } void WinRTWindow::OnOrientationChanged(Object^ sender) { ResizeWindow(); GLView::sharedOpenGLView()->UpdateForWindowSizeChange(); } void WinRTWindow::OnDisplayContentsInvalidated(Object^ sender) { GLView::sharedOpenGLView()->UpdateForWindowSizeChange(); } void WinRTWindow::OnRendering(Object^ sender, Object^ args) { GLView::sharedOpenGLView()->OnRendering(); } GLView::GLView() : m_window(nullptr) , m_fFrameZoomFactor(1.0f) , m_bSupportTouch(false) , m_lastPointValid(false) , m_running(false) , m_winRTWindow(nullptr) , m_initialized(false) { s_pEglView = this; _viewName = "Cocos2dxWinRT"; } GLView::~GLView() { CC_ASSERT(this == s_pEglView); s_pEglView = NULL; // TODO: cleanup } bool GLView::Create(CoreWindow^ window, SwapChainBackgroundPanel^ panel) { bool bRet = false; m_window = window; m_bSupportTouch = true; m_winRTWindow = ref new WinRTWindow(window); m_winRTWindow->Initialize(window, panel); m_initialized = false; UpdateForWindowSizeChange(); return bRet; } bool GLView::isOpenGLReady() { // TODO: need to revisit this return (m_window.Get() != nullptr); } void GLView::end() { // TODO: need to implement } void GLView::swapBuffers() { m_winRTWindow->swapBuffers(); } void GLView::setIMEKeyboardState(bool bOpen) { if(m_winRTWindow) { m_winRTWindow->setIMEKeyboardState(bOpen); } } void GLView::resize(int width, int height) { } void GLView::setFrameZoomFactor(float fZoomFactor) { m_fFrameZoomFactor = fZoomFactor; resize((int) (_screenSize.width * fZoomFactor), (int) (_screenSize.height * fZoomFactor)); centerWindow(); Director::getInstance()->setProjection(Director::getInstance()->getProjection()); } float GLView::getFrameZoomFactor() { return m_fFrameZoomFactor; } void GLView::setFrameSize(float width, float height) { // not implemented in WinRT. Window is always full screen // GLViewProtocol::setFrameSize(width, height); } void GLView::centerWindow() { // not implemented in WinRT. Window is always full screen } void GLView::OnSuspending() { if (m_winRTWindow) { m_winRTWindow->OnSuspending(); } } GLView* GLView::sharedOpenGLView() { return s_pEglView; } int GLView::Run() { m_running = true; return 0; }; void GLView::OnRendering() { if(m_running && m_initialized) { Director::sharedDirector()->mainLoop(); } } void GLView::HideKeyboard(Windows::Foundation::Rect r) { return; // not implemented #if 0 float height = m_keyboardRect.Height; float factor = _scaleY / CC_CONTENT_SCALE_FACTOR(); height = (float)height / factor; Rect rect_end(0, 0, 0, 0); Rect rect_begin(0, 0, _screenSize.width / factor, height); IMEKeyboardNotificationInfo info; info.begin = rect_begin; info.end = rect_end; info.duration = 0; IMEDispatcher::sharedDispatcher()->dispatchKeyboardWillHide(info); IMEDispatcher::sharedDispatcher()->dispatchKeyboardDidHide(info); #endif } void GLView::ShowKeyboard(Windows::Foundation::Rect r) { return; // not implemented #if 0 float height = r.Height; float factor = _scaleY / CC_CONTENT_SCALE_FACTOR(); height = (float)height / factor; Rect rect_begin(0.0f, 0.0f - height, _screenSize.width / factor, height); Rect rect_end(0.0f, 0.0f, _screenSize.width / factor, height); CCIMEKeyboardNotificationInfo info; info.begin = rect_begin; info.end = rect_end; info.duration = 0; CCIMEDispatcher::sharedDispatcher()->dispatchKeyboardWillShow(info); CCIMEDispatcher::sharedDispatcher()->dispatchKeyboardDidShow(info); m_keyboardRect = r; #endif } void GLView::UpdateForWindowSizeChange() { float width = ConvertDipsToPixels(m_window->Bounds.Width); float height = ConvertDipsToPixels(m_window->Bounds.Height); if(!m_initialized) { m_initialized = true; GLViewProtocol::setFrameSize(width, height); } else { setFrameSize(width, height); Size designSize = getDesignResolutionSize(); GLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL); Director::sharedDirector()->setProjection(Director::sharedDirector()->getProjection()); } } void GLView::QueueEvent(std::shared_ptr& event) { std::lock_guard guard(mMutex); mInputEvents.push(event); } NS_CC_END #endif // (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)