mirror of https://github.com/axmolengine/axmol.git
481 lines
17 KiB
C++
481 lines
17 KiB
C++
/*
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* cocos2d-x https://axmolengine.github.io/
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*
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* Copyright (c) 2010-2014 - cocos2d-x community
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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*
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* Portions Copyright (c) Microsoft Open Technologies, Inc.
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* All Rights Reserved
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and limitations under the License.
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*/
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#include "OpenGLESPage.h"
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#include "OpenGLESPage.g.cpp"
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#include "platform/winrt/GLViewImpl-winrt.h"
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#include <winrt/Windows.Graphics.h>
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#include <winrt/Windows.Graphics.Display.h>
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#include <winrt/Windows.System.Threading.h>
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#include <winrt/Windows.Foundation.Metadata.h>
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#include <winrt/Windows.UI.Input.Core.h>
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using namespace winrt;
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using namespace ax;
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using namespace Concurrency;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::System::Threading;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::UI::Input::Core;
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using namespace Windows::UI::Xaml;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::UI::Xaml::Controls::Primitives;
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using namespace Windows::UI::Xaml::Data;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::UI::Xaml::Media;
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using namespace Windows::UI::Xaml::Navigation;
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
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using namespace Windows::UI::Input;
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#endif
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namespace winrt::AxmolAppWinRT::implementation
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{
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OpenGLESPage::OpenGLESPage() : OpenGLESPage(nullptr) {}
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OpenGLESPage::OpenGLESPage(OpenGLES* openGLES)
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: mOpenGLES(openGLES)
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, mRenderSurface(EGL_NO_SURFACE)
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, mCoreInput(nullptr)
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, mDpi(0.0f)
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, mDeviceLost(false)
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, mCursorVisible(true)
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, mVisible(false)
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, mOrientation(DisplayOrientations::Landscape)
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{
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InitializeComponent();
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Windows::UI::Core::CoreWindow window = Windows::UI::Xaml::Window::Current().CoreWindow();
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window.VisibilityChanged({this, &OpenGLESPage::OnVisibilityChanged});
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window.KeyDown({this, &OpenGLESPage::OnKeyPressed});
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window.KeyUp({this, &OpenGLESPage::OnKeyReleased});
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window.CharacterReceived({this, &OpenGLESPage::_OnCharacterReceived});
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DisplayInformation currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation.OrientationChanged({this, &OpenGLESPage::OnOrientationChanged});
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mOrientation = currentDisplayInformation.CurrentOrientation();
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this->Loaded({this, &OpenGLESPage::OnPageLoaded});
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// If we have a phone contract, hide the status bar
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Window::Current().SetTitleBar(nullptr);
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if (Windows::Foundation::Metadata::ApiInformation::IsTypePresent(L"Windows.Phone.UI.Input.HardwareButtons"))
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{
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SystemNavigationManager::GetForCurrentView().BackRequested({this, &OpenGLESPage::OnBackButtonPressed});
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}
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CreateInput();
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}
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void OpenGLESPage::CreateInput()
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{
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// Register our SwapChainPanel to get independent input pointer events
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auto workItemHandler = ([this](IAsyncAction const&) {
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// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread
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// it's created on.
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mCoreInput = swapChainPanel().CreateCoreIndependentInputSource(Windows::UI::Core::CoreInputDeviceTypes::Mouse |
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Windows::UI::Core::CoreInputDeviceTypes::Touch |
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Windows::UI::Core::CoreInputDeviceTypes::Pen);
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// Register for pointer events, which will be raised on the background thread.
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mCoreInput.PointerPressed({this, &OpenGLESPage::_OnPointerPressed});
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mCoreInput.PointerMoved({this, &OpenGLESPage::_OnPointerMoved});
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mCoreInput.PointerReleased({this, &OpenGLESPage::_OnPointerReleased});
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mCoreInput.PointerWheelChanged({this, &OpenGLESPage::_OnPointerWheelChanged});
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if (GLViewImpl::sharedOpenGLView() && !GLViewImpl::sharedOpenGLView()->isCursorVisible())
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{
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mCoreInput.PointerCursor(nullptr);
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}
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// Begin processing input messages as they're delivered.
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mCoreInput.Dispatcher().ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
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});
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// Run task on a dedicated high priority background thread.
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mInputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
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}
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OpenGLESPage::~OpenGLESPage()
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{
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StopRenderLoop();
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DestroyRenderSurface();
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}
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void OpenGLESPage::OnPageLoaded(Windows::Foundation::IInspectable const& sender,
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Windows::UI::Xaml::RoutedEventArgs const& e)
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{
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// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
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CreateRenderSurface();
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StartRenderLoop();
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mVisible = true;
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}
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void OpenGLESPage::CreateRenderSurface()
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{
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if (mOpenGLES && mRenderSurface == EGL_NO_SURFACE)
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{
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// The app can configure the SwapChainPanel which may boost performance.
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// By default, this template uses the default configuration.
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mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel(), nullptr, nullptr);
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// You can configure the SwapChainPanel to render at a lower resolution and be scaled up to
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// the swapchain panel size. This scaling is often free on mobile hardware.
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//
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// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
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// Size customRenderSurfaceSize = Size(800, 600);
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// mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, &customRenderSurfaceSize, nullptr);
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//
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// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
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// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
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// float customResolutionScale = 0.5f;
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// mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, nullptr, &customResolutionScale);
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//
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}
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}
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void OpenGLESPage::DestroyRenderSurface()
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{
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if (mOpenGLES)
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{
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mOpenGLES->DestroySurface(mRenderSurface);
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}
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mRenderSurface = EGL_NO_SURFACE;
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}
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void OpenGLESPage::RecoverFromLostDevice()
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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DestroyRenderSurface();
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mOpenGLES->Reset();
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CreateRenderSurface();
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std::unique_lock<std::mutex> locker(mSleepMutex);
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mDeviceLost = false;
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mSleepCondition.notify_one();
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}
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void OpenGLESPage::TerminateApp()
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{
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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if (mOpenGLES)
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{
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mOpenGLES->DestroySurface(mRenderSurface);
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mOpenGLES->Cleanup();
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}
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}
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Windows::UI::Xaml::Application::Current().Exit();
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}
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void OpenGLESPage::ProcessOperations()
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{
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std::function<void()> op;
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while (mOperations.try_pop(op))
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op();
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}
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void OpenGLESPage::StartRenderLoop()
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{
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// If the render loop is already running then do not start another thread.
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if (mRenderLoopWorker != nullptr && mRenderLoopWorker.Status() == Windows::Foundation::AsyncStatus::Started)
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{
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return;
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}
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DisplayInformation currentDisplayInformation = DisplayInformation::GetForCurrentView();
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mDpi = currentDisplayInformation.LogicalDpi();
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auto dispatcher = Windows::UI::Xaml::Window::Current().CoreWindow().Dispatcher();
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// Create a task for rendering that will be run on a background thread.
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auto workItemHandler = ([this, dispatcher](Windows::Foundation::IAsyncAction const& action) {
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mOpenGLES->MakeCurrent(mRenderSurface);
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GLsizei panelWidth = 0;
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GLsizei panelHeight = 0;
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mOpenGLES->GetSurfaceDimensions(mRenderSurface, &panelWidth, &panelHeight);
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if (!mRenderer)
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mRenderer = std::make_shared<AxmolRenderer>(panelWidth, panelHeight, mDpi, mOrientation, dispatcher,
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swapChainPanel());
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mRenderer->Resume();
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void* thiz = (void*)this;
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mRenderer->SetQueueOperationCb([thiz](ax::AsyncOperation op, void* param) {
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auto thisUnsafe = reinterpret_cast<OpenGLESPage*>(thiz);
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thisUnsafe->mOperations.push([=]() { op(param); });
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thisUnsafe->mSleepCondition.notify_one();
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});
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while (action.Status() == Windows::Foundation::AsyncStatus::Started)
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{
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if (!mVisible)
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{
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mRenderer->Pause();
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}
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// wait until app is visible again or thread is cancelled
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while (!mVisible)
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{
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std::unique_lock<std::mutex> lock(mSleepMutex);
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mSleepCondition.wait(lock);
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if (action.Status() != Windows::Foundation::AsyncStatus::Started)
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{
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return; // thread was cancelled. Exit thread
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}
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if (mVisible)
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{
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mRenderer->Resume();
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}
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else // spurious wake up
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{
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ProcessOperations();
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continue;
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}
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}
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ProcessOperations();
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mOpenGLES->GetSurfaceDimensions(mRenderSurface, &panelWidth, &panelHeight);
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mRenderer->Draw(panelWidth, panelHeight, mDpi, mOrientation);
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// Recreate input dispatch
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if (GLViewImpl::sharedOpenGLView() && mCursorVisible != GLViewImpl::sharedOpenGLView()->isCursorVisible())
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{
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CreateInput();
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mCursorVisible = GLViewImpl::sharedOpenGLView()->isCursorVisible();
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}
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if (mRenderer->AppShouldExit())
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{
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// run on main UI thread
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auto thiz = this;
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swapChainPanel().Dispatcher().RunAsync(Windows::UI::Core::CoreDispatcherPriority::High,
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([thiz]() { thiz->TerminateApp(); }));
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return;
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}
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EGLBoolean result = GL_FALSE;
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{
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critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
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result = mOpenGLES->SwapBuffers(mRenderSurface);
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}
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if (result != GL_TRUE)
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{
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// The call to eglSwapBuffers was not be successful (i.e. due to Device Lost)
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// If the call fails, then we must reinitialize EGL and the GL resources.
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mRenderer->Pause();
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mDeviceLost = true;
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// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
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auto thiz = this;
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swapChainPanel().Dispatcher().RunAsync(
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Windows::UI::Core::CoreDispatcherPriority::High,
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([thiz]() {
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thiz->RecoverFromLostDevice();
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}));
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// wait until OpenGL is reset or thread is cancelled
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while (mDeviceLost)
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{
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std::unique_lock<std::mutex> lock(mSleepMutex);
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mSleepCondition.wait(lock);
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if (action.Status() != Windows::Foundation::AsyncStatus::Started)
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{
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return; // thread was cancelled. Exit thread
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}
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if (!mDeviceLost)
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{
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mOpenGLES->MakeCurrent(mRenderSurface);
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mRenderer->DeviceLost();
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}
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else // spurious wake up
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{
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continue;
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}
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}
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}
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}
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});
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// Run task on a dedicated high priority background thread.
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mRenderLoopWorker = Windows::System::Threading::ThreadPool::RunAsync(
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workItemHandler, Windows::System::Threading::WorkItemPriority::High,
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Windows::System::Threading::WorkItemOptions::TimeSliced);
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}
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void OpenGLESPage::StopRenderLoop()
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{
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if (mRenderLoopWorker)
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{
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mRenderLoopWorker.Cancel();
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std::unique_lock<std::mutex> locker(mSleepMutex);
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mSleepCondition.notify_one();
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mRenderLoopWorker = nullptr;
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}
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}
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void OpenGLESPage::_OnPointerPressed(Windows::Foundation::IInspectable const& sender, PointerEventArgs const& args)
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{
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bool isMouseEvent =
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args.CurrentPoint().PointerDevice().PointerDeviceType() == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MousePressed : PointerEventType::PointerPressed,
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args);
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}
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}
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void OpenGLESPage::_OnPointerMoved(Windows::Foundation::IInspectable const& sender, PointerEventArgs const& args)
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{
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bool isMouseEvent =
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args.CurrentPoint().PointerDevice().PointerDeviceType() == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MouseMoved : PointerEventType::PointerMoved, args);
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}
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}
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void OpenGLESPage::_OnPointerReleased(Windows::Foundation::IInspectable const& sender, PointerEventArgs const& args)
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{
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bool isMouseEvent =
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args.CurrentPoint().PointerDevice().PointerDeviceType() == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer)
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{
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mRenderer->QueuePointerEvent(isMouseEvent ? PointerEventType::MouseReleased : PointerEventType::PointerReleased,
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args);
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}
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}
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void OpenGLESPage::_OnPointerWheelChanged(Windows::Foundation::IInspectable const& /*sender*/, PointerEventArgs const& args)
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{
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bool isMouseEvent =
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args.CurrentPoint().PointerDevice().PointerDeviceType() == Windows::Devices::Input::PointerDeviceType::Mouse;
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if (mRenderer && isMouseEvent)
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{
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mRenderer->QueuePointerEvent(PointerEventType::MouseWheelChanged, args);
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}
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}
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void OpenGLESPage::OnKeyPressed(CoreWindow const& sender, KeyEventArgs const& args)
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{
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// log("OpenGLESPage::OnKeyPressed %d", e->VirtualKey);
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if (mRenderer)
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{
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mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyPressed, args);
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}
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}
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void OpenGLESPage::_OnCharacterReceived(CoreWindow const& sender, CharacterReceivedEventArgs const& args)
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{
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//if (!e->KeyStatus.WasKeyDown)
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//{
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// log("OpenGLESPage::OnCharacterReceived %d", e->KeyCode);
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//}
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}
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void OpenGLESPage::OnKeyReleased(CoreWindow const& sender, KeyEventArgs const& args)
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{
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// log("OpenGLESPage::OnKeyReleased %d", e->VirtualKey);
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if (mRenderer)
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{
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mRenderer->QueueKeyboardEvent(WinRTKeyboardEventType::KeyReleased, args);
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}
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}
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void OpenGLESPage::OnOrientationChanged(DisplayInformation const& sender,
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Windows::Foundation::IInspectable const& /*args*/)
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{
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mOrientation = sender.CurrentOrientation();
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}
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void OpenGLESPage::SetVisibility(bool isVisible)
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{
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if (isVisible && mRenderSurface != EGL_NO_SURFACE)
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{
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if (!mVisible)
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{
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std::unique_lock<std::mutex> locker(mSleepMutex);
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mVisible = true;
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mSleepCondition.notify_one();
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}
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}
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else
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{
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mVisible = false;
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}
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}
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void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow const& sender,
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Windows::UI::Core::VisibilityChangedEventArgs const& args)
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{
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if (args.Visible() && mRenderSurface != EGL_NO_SURFACE)
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{
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SetVisibility(true);
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}
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else
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{
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SetVisibility(false);
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}
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}
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
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/*
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We set args->Handled = true to prevent the app from quitting when the back button is pressed.
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This is because this back button event happens on the XAML UI thread and not the axmol UI thread.
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We need to give the game developer a chance to decide to exit the app depending on where they
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are in their game. They can receive the back button event by listening for the
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EventKeyboard::KeyCode::KEY_ESCAPE event.
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The default behavior is to exit the app if the EventKeyboard::KeyCode::KEY_ESCAPE event
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is not handled by the game.
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*/
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void OpenGLESPage::OnBackButtonPressed(Windows::Foundation::IInspectable const& sender,
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BackRequestedEventArgs const& args)
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{
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if (mRenderer)
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{
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mRenderer->QueueBackButtonEvent();
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args.Handled(true);
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}
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}
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#endif
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} // namespace winrt::AxmolAppWinRT::implementation
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