/* * 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 "Cocos2dRenderer.h" namespace cocos2d { public ref class OpenGLESPage sealed { public: OpenGLESPage(); virtual ~OpenGLESPage(); 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); void OnSwapChainPanelSizeChanged(Platform::Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e); #if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args); #endif void GetSwapChainPanelSize(GLsizei* width, GLsizei* height); void CreateRenderSurface(); void DestroyRenderSurface(); void RecoverFromLostDevice(); void StartRenderLoop(); void StopRenderLoop(); OpenGLES* mOpenGLES; std::shared_ptr m_renderer; Windows::Foundation::Size mSwapChainPanelSize; Concurrency::critical_section mSwapChainPanelSizeCriticalSection; Windows::Foundation::Size mCustomRenderSurfaceSize; bool mUseCustomRenderSurfaceSize; 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^ m_inputLoopWorker; Windows::UI::Core::CoreIndependentInputSource^ m_coreInput; // Independent input 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 OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args); float m_dpi; bool m_deviceLost; Windows::Graphics::Display::DisplayOrientations m_orientation; }; }