/* * 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 "OpenGLES.h" #include "OpenGLESPage.g.h" #include #include #include #include "Cocos2dRenderer.h" namespace CocosAppWinRT { 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::Phone::UI::Input::BackPressedEventArgs^ args); #endif void CreateRenderSurface(); void DestroyRenderSurface(); void RecoverFromLostDevice(); void TerminateApp(); void StartRenderLoop(); void StopRenderLoop(); void CreateInput(); OpenGLES* mOpenGLES; std::shared_ptr 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; }; }