/**************************************************************************** Copyright (c) 2013 The Chromium Authors 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. ****************************************************************************/ #ifndef __CCEGLVIEW_H__ #define __CCEGLVIEW_H__ #include "platform/CCCommon.h" #include "cocoa/CCGeometry.h" #include "platform/CCEGLViewProtocol.h" #include "ppapi/cpp/input_event.h" #include #include bool initExtensions(); class OpenGLContext; class CocosPepperInstance; NS_CC_BEGIN class EGLView : public EGLViewProtocol { public: /** * @js ctor */ EGLView(); /** * @js NA * @lua NA */ virtual ~EGLView(); /** * iPixelWidth, height: the window's size * iWidth ,height: the point size, which may scale. * iDepth is not the buffer depth of opengl, it indicate how may bits for a pixel */ virtual void setFrameSize(float width, float height); virtual void setViewPortInPoints(float x , float y , float w , float h); virtual void setScissorInPoints(float x , float y , float w , float h); /* * Set zoom factor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop. */ virtual bool isOpenGLReady(); virtual void end(); virtual void swapBuffers(); virtual void setIMEKeyboardState(bool bOpen); void addEvent(); void ProcessEventQueue(); void AddEvent(const pp::InputEvent& event); /** @brief get the shared main open gl window */ static EGLView* getInstance(); /** @deprecated Use getInstance() instead */ CC_DEPRECATED_ATTRIBUTE static EGLView* sharedOpenGLView(); static CocosPepperInstance* g_instance; private: void HandleMouseEvent(const pp::MouseInputEvent* event); bool initGL(); void destroyGL(); bool bIsInit; bool bIsMouseDown; float _frameZoomFactor; OpenGLContext* _context; std::queue _event_queue; pthread_mutex_t _mutex; }; NS_CC_END #endif /* __CCEGLVIEW_H__ */