mirror of https://github.com/axmolengine/axmol.git
471 lines
15 KiB
C++
471 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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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#ifndef __CCGLVIEW_H__
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#define __CCGLVIEW_H__
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#include "base/Types.h"
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#include "base/EventTouch.h"
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#include <functional>
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#include <vector>
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#if defined(AX_PLATFORM_PC)
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# include "concurrentqueue/concurrentqueue.h"
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#endif
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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# include <windows.h>
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#endif /* (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) */
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
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# define AX_ICON_SET_SUPPORT true
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#endif /* (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_LINUX) */
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/** There are some Resolution Policy for Adapt to the screen. */
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enum class ResolutionPolicy
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{
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/** The entire application is visible in the specified area without trying to preserve the original aspect ratio.
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* Distortion can occur, and the application may appear stretched or compressed.
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*/
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EXACT_FIT,
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/** The entire application fills the specified area, without distortion but possibly with some cropping,
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* while maintaining the original aspect ratio of the application.
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*/
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NO_BORDER,
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/** The entire application is visible in the specified area without distortion while maintaining the original
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* aspect ratio of the application. Borders can appear on two sides of the application.
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*/
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SHOW_ALL,
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/** The application takes the height of the design resolution size and modifies the width of the internal
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* canvas so that it fits the aspect ratio of the device.
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* No distortion will occur however you must make sure your application works on different
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* aspect ratios.
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*/
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FIXED_HEIGHT,
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/** The application takes the width of the design resolution size and modifies the height of the internal
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* canvas so that it fits the aspect ratio of the device.
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* No distortion will occur however you must make sure your application works on different
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* aspect ratios.
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*/
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FIXED_WIDTH,
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UNKNOWN,
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};
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/** @struct GLContextAttrs
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*
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* There are six opengl Context Attrs.
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*/
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struct GLContextAttrs
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{
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int redBits;
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int greenBits;
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int blueBits;
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int alphaBits;
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int depthBits;
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int stencilBits;
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int multisamplingCount;
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bool visible = true;
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bool decorated = true;
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bool vsync = false;
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#if defined(_WIN32)
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void* viewParent = nullptr;
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#endif
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};
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NS_AX_BEGIN
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class Scene;
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class Renderer;
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/**
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* @addtogroup platform
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* @{
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*/
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/**
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* @brief By GLView you can operate the frame information of EGL view through some function.
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*/
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class AX_DLL GLView : public Ref
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{
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public:
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/**
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* @js ctor
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*/
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GLView();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~GLView();
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/** Force destroying EGL view, subclass must implement this method.
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*
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* @lua endToLua
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*/
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virtual void end() = 0;
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/** Get whether opengl render system is ready, subclass must implement this method. */
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virtual bool isOpenGLReady() = 0;
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/** Exchanges the front and back buffers, subclass must implement this method. */
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virtual void swapBuffers() = 0;
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/** Open or close IME keyboard , subclass must implement this method.
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*
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* @param open Open or close IME keyboard.
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*/
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virtual void setIMEKeyboardState(bool open) = 0;
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/** When the window is closed, it will return false if the platforms is Ios or Android.
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* If the platforms is windows or Mac,it will return true.
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*
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* @return In ios and android it will return false,if in windows or Mac it will return true.
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*/
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virtual bool windowShouldClose() { return false; };
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/** Static method and member so that we can modify it on all platforms before create OpenGL context.
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*
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* @param glContextAttrs The OpenGL context attrs.
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*/
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static void setGLContextAttrs(GLContextAttrs& glContextAttrs);
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/** Return the OpenGL context attrs.
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*
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* @return Return the OpenGL context attrs.
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*/
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static GLContextAttrs getGLContextAttrs();
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/** The OpenGL context attrs. */
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static GLContextAttrs _glContextAttrs;
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/** Polls the events. */
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virtual void pollEvents();
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/**
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* Get the frame size of EGL view.
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* In general, it returns the screen size since the EGL view is a fullscreen view.
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*
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* @return The frame size of EGL view.
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*/
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virtual Vec2 getFrameSize() const;
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/**
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* Set the frame size of EGL view.
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*
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* @param width The width of the fram size.
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* @param height The height of the fram size.
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*/
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virtual void setFrameSize(float width, float height);
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/** Set zoom factor for frame. This methods are for
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* debugging big resolution (e.g.new ipad) app on desktop.
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*
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* @param zoomFactor The zoom factor for frame.
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*/
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virtual void setFrameZoomFactor(float /*zoomFactor*/) {}
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/** Get zoom factor for frame. This methods are for
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* debugging big resolution (e.g.new ipad) app on desktop.
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*
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* @return The zoom factor for frame.
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*/
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virtual float getFrameZoomFactor() const { return 1.0; }
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/**
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* Hide or Show the mouse cursor if there is one.
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*
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* @param isVisible Hide or Show the mouse cursor if there is one.
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*/
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virtual void setCursorVisible(bool /*isVisible*/) {}
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/** Get retina factor.
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*
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* @return The retina factor.
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*/
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virtual int getRetinaFactor() const { return 1; }
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/** Only works on ios platform. Set Content Scale of the Factor. */
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virtual bool setContentScaleFactor(float /*scaleFactor*/) { return false; }
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/** Only works on ios platform. Get Content Scale of the Factor. */
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virtual float getContentScaleFactor() const { return 1.0; }
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/** Returns whether or not the view is in Retina Display mode.
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*
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* @return Returns whether or not the view is in Retina Display mode.
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*/
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virtual bool isRetinaDisplay() const { return false; }
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_IOS)
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virtual void* getEAGLView() const { return nullptr; }
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#endif /* (AX_TARGET_PLATFORM == AX_PLATFORM_IOS) */
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/**
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* Get the visible area size of opengl viewport.
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*
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* @return The visible area size of opengl viewport.
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*/
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virtual Vec2 getVisibleSize() const;
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/**
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* Get the visible origin point of opengl viewport.
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*
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* @return The visible origin point of opengl viewport.
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*/
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virtual Vec2 getVisibleOrigin() const;
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/**
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* Get the visible rectangle of opengl viewport.
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*
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* @return The visible rectangle of opengl viewport.
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*/
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virtual Rect getVisibleRect() const;
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/**
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* Gets safe area rectangle
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*/
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virtual Rect getSafeAreaRect() const;
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/**
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* Set the design resolution size.
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* @param width Design resolution width.
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* @param height Design resolution height.
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* @param resolutionPolicy The resolution policy desired, you may choose:
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* [1] EXACT_FIT Fill screen by stretch-to-fit: if the design resolution ratio of width to
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* height is different from the screen resolution ratio, your game view will be stretched. [2] NO_BORDER Full screen
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* without black border: if the design resolution ratio of width to height is different from the screen resolution
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* ratio, two areas of your game view will be cut. [3] SHOW_ALL Full screen with black border: if the design
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* resolution ratio of width to height is different from the screen resolution ratio, two black borders will be
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* shown.
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*/
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virtual void setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy);
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/** Get design resolution size.
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* Default resolution size is the same as 'getFrameSize'.
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*
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* @return The design resolution size.
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*/
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virtual const Vec2& getDesignResolutionSize() const;
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/**
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* Set opengl view port rectangle with points.
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*
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* @param x Set the points of x.
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* @param y Set the points of y.
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* @param w Set the width of the view port
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* @param h Set the Height of the view port.
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*/
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virtual void setViewPortInPoints(float x, float y, float w, float h);
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/**
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* Set Scissor rectangle with points.
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*
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* @param x Set the points of x.
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* @param y Set the points of y.
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* @param w Set the width of the view port
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* @param h Set the Height of the view port.
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*/
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virtual void setScissorInPoints(float x, float y, float w, float h);
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/**
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* Get whether GL_SCISSOR_TEST is enable.
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*
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* @return Whether GL_SCISSOR_TEST is enable.
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*/
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virtual bool isScissorEnabled();
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/**
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* Get the current scissor rectangle.
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*
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* @return The current scissor rectangle.
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*/
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virtual Rect getScissorRect() const;
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/** Set the view name.
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*
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* @param viewname A string will be set to the view as name.
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*/
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virtual void setViewName(std::string_view viewname);
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/** Get the view name.
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*
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* @return The view name.
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*/
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std::string_view getViewName() const;
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/** Touch events are handled by default; if you want to customize your handlers, please override this function.
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*
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* @param num The number of touch.
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* @param ids The identity of the touch.
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* @param xs The points of x.
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* @param ys The points of y.
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*/
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virtual void handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]);
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/** Touch events are handled by default; if you want to customize your handlers, please override this function.
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*
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* @param num The number of touch.
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* @param ids The identity of the touch.
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* @param xs The points of x.
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* @param ys The points of y.
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*/
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virtual void handleTouchesMove(int num, intptr_t ids[], float xs[], float ys[]);
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/** Touch events are handled by default; if you want to customize your handlers, please override this function.
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*
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* @param num The number of touch.
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* @param ids The identity of the touch.
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* @param xs The points of x.
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* @param ys The points of y.
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* @param fs The force of 3d touches.
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# @param ms The maximum force of 3d touches
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*/
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virtual void handleTouchesMove(int num, intptr_t ids[], float xs[], float ys[], float fs[], float ms[]);
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/** Touch events are handled by default; if you want to customize your handlers, please override this function.
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*
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* @param num The number of touch.
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* @param ids The identity of the touch.
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* @param xs The points of x.
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* @param ys The points of y.
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*/
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virtual void handleTouchesEnd(int num, intptr_t ids[], float xs[], float ys[]);
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/** Touch events are handled by default; if you want to customize your handlers, please override this function.
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*
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* @param num The number of touch.
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* @param ids The identity of the touch.
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* @param xs The points of x.
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* @param ys The points of y.
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*/
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virtual void handleTouchesCancel(int num, intptr_t ids[], float xs[], float ys[]);
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/** Set window icon (implemented for windows and linux).
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*
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* @param filename A path to image file, e.g., "icons/cusom.png".
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*/
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virtual void setIcon(std::string_view filename) const {};
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/** Set window icon (implemented for windows and linux).
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* Best icon (based on size) will be auto selected.
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*
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* @param filelist The array contains icons.
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*/
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virtual void setIcon(const std::vector<std::string_view>& filelist) const {};
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/** Set default window icon (implemented for windows and linux).
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* On windows it will use icon from .exe file (if included).
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* On linux it will use default window icon.
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*/
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virtual void setDefaultIcon() const {};
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/**
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* Get the opengl view port rectangle.
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*
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* @return Return the opengl view port rectangle.
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*/
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const Rect& getViewPortRect() const;
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/**
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* Get list of all active touches.
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*
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* @return A list of all active touches.
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*/
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std::vector<Touch*> getAllTouches() const;
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/**
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* Get scale factor of the horizontal direction.
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*
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* @return Scale factor of the horizontal direction.
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*/
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float getScaleX() const;
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/**
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* Get scale factor of the vertical direction.
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*
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* @return Scale factor of the vertical direction.
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*/
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float getScaleY() const;
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/** Returns the current Resolution policy.
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*
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* @return The current Resolution policy.
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*/
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ResolutionPolicy getResolutionPolicy() const { return _resolutionPolicy; }
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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virtual HWND getWin32Window() = 0;
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#endif /* (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) */
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
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virtual void* getCocoaWindow() = 0;
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virtual void* getNSGLContext() = 0; // stevetranby: added
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#endif /* (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) */
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/**
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* Renders a Scene with a Renderer
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* This method is called directly by the Director
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*/
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void renderScene(Scene* scene, Renderer* renderer);
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/** since Axmol-1.0
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* queue a priority operation in render thread, even through app in background
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*/
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virtual void queueOperation(AsyncOperation op, void* param = nullptr);
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#if defined(AX_PLATFORM_PC)
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void processOperations();
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#endif
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protected:
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void updateDesignResolutionSize();
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void handleTouchesOfEndOrCancel(EventTouch::EventCode eventCode, int num, intptr_t ids[], float xs[], float ys[]);
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// real screen size
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Vec2 _screenSize;
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// resolution size, it is the size appropriate for the app resources.
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Vec2 _designResolutionSize;
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// the view port size
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Rect _viewPortRect;
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// the view name
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std::string _viewName;
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float _scaleX;
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float _scaleY;
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ResolutionPolicy _resolutionPolicy;
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#if defined(AX_PLATFORM_PC)
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moodycamel::ConcurrentQueue<std::function<void()>> _operations;
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#endif
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};
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// end of platform group
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/// @}
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NS_AX_END
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#endif /* __CCGLVIEW_H__ */
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