mirror of https://github.com/axmolengine/axmol.git
180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "platform/PlatformConfig.h"
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#include "platform/winrt/GLViewImpl-winrt.h"
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#include "base/Director.h"
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#include <algorithm>
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#include "platform/FileUtils.h"
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#include "platform/winrt/WinRTUtils.h"
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#include "platform/Application.h"
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#include "pugixml/pugixml.hpp"
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#include "fmt/format.h"
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#include <winrt/Windows.ApplicationModel.h>
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#include <winrt/Windows.System.UserProfile.h>
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#include <winrt/Windows.Foundation.Collections.h>
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using namespace Windows::UI::Core;
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using namespace Windows::Foundation;
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/**
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@brief This function change the PVRFrame show/hide setting in register.
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@param bEnable If true show the PVRFrame window, otherwise hide.
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*/
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NS_AX_BEGIN
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// sharedApplication pointer
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Application* Application::sm_pSharedApplication = nullptr;
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////////////////////////////////////////////////////////////////////////////////
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// implement Application
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////////////////////////////////////////////////////////////////////////////////
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// sharedApplication pointer
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Application* s_pSharedApplication = nullptr;
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Application::Application() : m_openURLDelegate(nullptr)
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{
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m_nAnimationInterval.QuadPart = 0;
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AX_ASSERT(!sm_pSharedApplication);
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sm_pSharedApplication = this;
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}
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Application::~Application()
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{
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AX_ASSERT(this == sm_pSharedApplication);
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sm_pSharedApplication = nullptr;
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}
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int Application::run()
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{
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// Initialize instance and cocos2d.
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if (!applicationDidFinishLaunching())
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{
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return 0;
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}
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QueryPerformanceCounter(&m_nLast);
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GLViewImpl::sharedGLView()->Run();
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return 0;
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}
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bool Application::frameStep(const std::function<bool()>& onFrame)
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{
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QueryPerformanceCounter(&m_nNow);
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const auto interval = m_nNow.QuadPart - m_nLast.QuadPart;
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if (interval > m_nAnimationInterval.QuadPart)
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{
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m_nLast.QuadPart = m_nNow.QuadPart;
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return onFrame();
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}
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else
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{
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// The precision of timer on Windows is set to highest (1ms) by 'timeBeginPeriod' from above code,
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// but it's still not precise enough. For example, if the precision of timer is 1ms,
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// Sleep(3) may make a sleep of 2ms or 4ms. Therefore, we subtract 1ms here to make Sleep time shorter.
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// If 'waitMS' is equal or less than 1ms, don't sleep and run into next loop to
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// boost CPU to next frame accurately.
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const auto waitMS =
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static_cast<LONG>((m_nAnimationInterval.QuadPart - interval) * 1000LL / m_nFreq.QuadPart - 1L);
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if (waitMS > 1L)
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Sleep(waitMS);
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return true;
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}
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}
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void Application::setAnimationInterval(float interval)
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{
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QueryPerformanceFrequency(&m_nFreq);
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m_nAnimationInterval.QuadPart = (LONGLONG)(interval * m_nFreq.QuadPart);
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}
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// void Application::setAnimationInterval(float interval, SetIntervalReason reason)
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//{
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// setAnimationInterval(interval);
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// }
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//////////////////////////////////////////////////////////////////////////
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// static member function
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//////////////////////////////////////////////////////////////////////////
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Application* Application::getInstance()
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{
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AX_ASSERT(sm_pSharedApplication);
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return sm_pSharedApplication;
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}
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const char* Application::getCurrentLanguageCode()
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{
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static std::string code = "en";
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auto languages = Windows::System::UserProfile::GlobalizationPreferences::Languages();
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code = PlatformStringToString(languages.GetAt(0));
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return code.c_str();
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}
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LanguageType Application::getCurrentLanguage()
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{
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const char* code = getCurrentLanguageCode();
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return utils::getLanguageTypeByISO2(code);
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}
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Application::Platform Application::getTargetPlatform()
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{
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return Platform::WinUWP;
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}
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std::string Application::getVersion()
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{
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auto package = winrt::Windows::ApplicationModel::Package::Current();
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auto packageId = package.Id();
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auto version = packageId.Version();
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return fmt::format("{0}.{1}.{2}.{3}", version.Major, version.Minor, version.Build, version.Revision);
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}
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bool Application::openURL(std::string_view url)
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{
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auto dispatcher = ax::GLViewImpl::sharedGLView()->getDispatcher();
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dispatcher.get().RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, DispatchedHandler([url]() {
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auto uri = Windows::Foundation::Uri(PlatformStringFromString(url));
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Windows::System::Launcher::LaunchUriAsync(uri);
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}));
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return true;
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}
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void Application::setStartupScriptFilename(const std::string& startupScriptFile)
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{
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m_startupScriptFilename = startupScriptFile;
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std::replace(m_startupScriptFilename.begin(), m_startupScriptFilename.end(), '\\', '/');
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}
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NS_AX_END
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