#ifndef __CCEGLVIEWPROTOCOL_H__ #define __CCEGLVIEWPROTOCOL_H__ #include "ccTypes.h" #include "CCEventTouch.h" #include enum class ResolutionPolicy { // The entire application is visible in the specified area without trying to preserve the original aspect ratio. // Distortion can occur, and the application may appear stretched or compressed. EXACT_FIT, // The entire application fills the specified area, without distortion but possibly with some cropping, // while maintaining the original aspect ratio of the application. NO_BORDER, // The entire application is visible in the specified area without distortion while maintaining the original // aspect ratio of the application. Borders can appear on two sides of the application. SHOW_ALL, // The application takes the height of the design resolution size and modifies the width of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios FIXED_HEIGHT, // The application takes the width of the design resolution size and modifies the height of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios FIXED_WIDTH, UNKNOWN, }; NS_CC_BEGIN class EGLTouchDelegate; /** * @addtogroup platform * @{ */ class CC_DLL EGLViewProtocol { public: /** * @js ctor */ EGLViewProtocol(); /** * @js NA * @lua NA */ virtual ~EGLViewProtocol(); /** Force destroying EGL view, subclass must implement this method. */ virtual void end() = 0; /** Get whether opengl render system is ready, subclass must implement this method. */ virtual bool isOpenGLReady() = 0; /** Exchanges the front and back buffers, subclass must implement this method. */ virtual void swapBuffers() = 0; /** Open or close IME keyboard , subclass must implement this method. */ virtual void setIMEKeyboardState(bool bOpen) = 0; /** * Polls input events. Subclass must implement methods if platform * does not provide event callbacks. */ virtual void pollInputEvents(); /** * Get the frame size of EGL view. * In general, it returns the screen size since the EGL view is a fullscreen view. */ virtual const Size& getFrameSize() const; /** * Set the frame size of EGL view. */ virtual void setFrameSize(float width, float height); /** * Get the visible area size of opengl viewport. */ virtual Size getVisibleSize() const; /** * Get the visible origin point of opengl viewport. */ virtual Point getVisibleOrigin() const; /** * Set the design resolution size. * @param width Design resolution width. * @param height Design resolution height. * @param resolutionPolicy The resolution policy desired, you may choose: * [1] EXACT_FIT Fill screen by stretch-to-fit: if the design resolution ratio of width to height is different from the screen resolution ratio, your game view will be stretched. * [2] NO_BORDER Full screen without black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two areas of your game view will be cut. * [3] SHOW_ALL Full screen with black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two black borders will be shown. */ virtual void setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy); /** Get design resolution size. * Default resolution size is the same as 'getFrameSize'. */ virtual const Size& getDesignResolutionSize() const; /** Set touch delegate */ virtual void setTouchDelegate(EGLTouchDelegate * pDelegate); /** * Set opengl view port rectangle with points. */ virtual void setViewPortInPoints(float x , float y , float w , float h); /** * Set Scissor rectangle with points. */ virtual void setScissorInPoints(float x , float y , float w , float h); /** * Get whether GL_SCISSOR_TEST is enable */ virtual bool isScissorEnabled(); /** * Get the current scissor rectangle */ virtual Rect getScissorRect(); virtual void setViewName(const char* pszViewName); const char* getViewName(); /** Touch events are handled by default; if you want to customize your handlers, please override these functions: */ virtual void handleTouchesBegin(int num, long ids[], float xs[], float ys[]); virtual void handleTouchesMove(int num, long ids[], float xs[], float ys[]); virtual void handleTouchesEnd(int num, long ids[], float xs[], float ys[]); virtual void handleTouchesCancel(int num, long ids[], float xs[], float ys[]); /** * Get the opengl view port rectangle. */ const Rect& getViewPortRect() const; /** * Get scale factor of the horizontal direction. */ float getScaleX() const; /** * Get scale factor of the vertical direction. */ float getScaleY() const; private: void handleTouchesOfEndOrCancel(EventTouch::EventCode eventCode, int num, long ids[], float xs[], float ys[]); protected: EGLTouchDelegate* _delegate; // real screen size Size _screenSize; // resolution size, it is the size appropriate for the app resources. Size _designResolutionSize; // the view port size Rect _viewPortRect; // the view name char _viewName[50]; float _scaleX; float _scaleY; ResolutionPolicy _resolutionPolicy; }; // end of platform group /// @} NS_CC_END #endif /* __CCEGLVIEWPROTOCOL_H__ */