/* * cocos2d-x http://www.cocos2d-x.org * * 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. */ #include "AxmolRenderer.h" #include "AppDelegate.h" #include "platform/winrt/CCGLViewImpl-winrt.h" #include "platform/CCApplication.h" #include "renderer/CCTextureCache.h" // These are used by the shader compilation methods. #include #include #include using namespace Platform; using namespace Windows::UI::Core; using namespace Windows::UI::Xaml::Controls; using namespace Windows::Graphics::Display; using namespace ax; namespace { std::unique_ptr appDelegate; } AxmolRenderer::AxmolRenderer(int width, int height, float dpi, DisplayOrientations orientation, CoreDispatcher ^ dispatcher, Panel ^ panel) : m_width(width), m_height(height), m_dpi(dpi), m_dispatcher(dispatcher), m_panel(panel), m_orientation(orientation) { appDelegate.reset(new AppDelegate()); } AxmolRenderer::~AxmolRenderer() {} void AxmolRenderer::Resume() { auto director = ax::Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { GLViewImpl* glview = GLViewImpl::create( "axmol", Vec2{static_cast(m_width), static_cast(m_height)}, m_orientation, m_dpi); glview->setDispatcher(m_dispatcher.Get()); glview->setPanel(m_panel.Get()); director->setOpenGLView(glview); Application::getInstance()->run(); } else { Application::getInstance()->applicationWillEnterForeground(); ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND); ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent); } } void AxmolRenderer::Pause() { if (Director::getInstance()->getOpenGLView()) { Application::getInstance()->applicationDidEnterBackground(); ax::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND); ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent); } } bool AxmolRenderer::AppShouldExit() { return GLViewImpl::sharedOpenGLView()->AppShouldExit(); } void AxmolRenderer::DeviceLost() { Pause(); auto director = ax::Director::getInstance(); if (director->getOpenGLView()) { // TODO: // ax::GL::invalidateStateCache(); // ax::GLProgramCache::getInstance()->reloadDefaultGLPrograms(); // ax::DrawPrimitives::init(); // ax::VolatileTextureMgr::reloadAllTextures(); ax::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED); director->getEventDispatcher()->dispatchEvent(&recreatedEvent); director->setGLDefaultValues(); Application::getInstance()->applicationWillEnterForeground(); ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND); ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent); } } void AxmolRenderer::Draw(size_t width, size_t height, float dpi, DisplayOrientations orientation) { auto glView = GLViewImpl::sharedOpenGLView(); if (orientation != m_orientation) { m_orientation = orientation; glView->UpdateOrientation(orientation); } if (width != m_width || height != m_height) { m_width = width; m_height = height; glView->UpdateForWindowSizeChange(static_cast(width), static_cast(height)); } if (dpi != m_dpi) { m_dpi = dpi; glView->SetDPI(m_dpi); } glView->ProcessEvents(); glView->Render(); } void AxmolRenderer::QueuePointerEvent(ax::PointerEventType type, Windows::UI::Core::PointerEventArgs ^ args) { GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args); } void AxmolRenderer::QueueBackButtonEvent() { GLViewImpl::sharedOpenGLView()->QueueBackKeyPress(); } void AxmolRenderer::QueueKeyboardEvent(WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs ^ args) { GLViewImpl::sharedOpenGLView()->QueueWinRTKeyboardEvent(type, args); }