mirror of https://github.com/axmolengine/axmol.git
159 lines
4.6 KiB
C++
159 lines
4.6 KiB
C++
/*
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* cocos2d-x http://www.cocos2d-x.org
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*
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* Copyright (c) 2010-2014 - cocos2d-x community
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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 "Cocos2dRenderer.h"
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#include "AppDelegate.h"
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#include "CCGLViewImpl-winrt.h"
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#include "CCApplication.h"
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#include "cocos2d.h"
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#include "renderer/CCTextureCache.h"
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// These are used by the shader compilation methods.
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#include <vector>
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#include <iostream>
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#include <fstream>
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using namespace Platform;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::Graphics::Display;
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USING_NS_CC;
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Cocos2dRenderer::Cocos2dRenderer(int width, int height, float dpi, DisplayOrientations orientation, CoreDispatcher^ dispatcher, Panel^ panel)
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: m_app(nullptr)
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, m_width(width)
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, m_height(height)
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, m_dpi(dpi)
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, m_dispatcher(dispatcher)
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, m_panel(panel)
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, m_orientation(orientation)
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{
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m_app = new AppDelegate();
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}
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Cocos2dRenderer::~Cocos2dRenderer()
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{
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delete m_app;
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}
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void Cocos2dRenderer::Resume()
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{
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auto director = cocos2d::Director::getInstance();
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auto glview = director->getOpenGLView();
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if (!glview)
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{
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GLViewImpl* glview = GLViewImpl::create("Test Cpp");
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glview->setDispatcher(m_dispatcher.Get());
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glview->setPanel(m_panel.Get());
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glview->Create(static_cast<float>(m_width), static_cast<float>(m_height), m_dpi, m_orientation);
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director->setOpenGLView(glview);
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CCApplication::getInstance()->run();
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}
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else
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{
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Application::getInstance()->applicationWillEnterForeground();
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cocos2d::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
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cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
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}
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}
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void Cocos2dRenderer::Pause()
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{
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if (Director::getInstance()->getOpenGLView()) {
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Application::getInstance()->applicationDidEnterBackground();
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cocos2d::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND);
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cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent);
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}
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}
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bool Cocos2dRenderer::AppShouldExit()
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{
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return GLViewImpl::sharedOpenGLView()->AppShouldExit();
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}
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void Cocos2dRenderer::DeviceLost()
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{
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Pause();
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auto director = cocos2d::Director::getInstance();
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if (director->getOpenGLView()) {
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cocos2d::GL::invalidateStateCache();
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cocos2d::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
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cocos2d::DrawPrimitives::init();
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cocos2d::VolatileTextureMgr::reloadAllTextures();
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cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
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director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
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director->setGLDefaultValues();
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Application::getInstance()->applicationWillEnterForeground();
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cocos2d::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
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cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
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}
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}
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void Cocos2dRenderer::Draw(GLsizei width, GLsizei height, float dpi, DisplayOrientations orientation)
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{
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auto glView = GLViewImpl::sharedOpenGLView();
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if (orientation != m_orientation)
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{
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m_orientation = orientation;
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glView->UpdateOrientation(orientation);
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}
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if (width != m_width || height != m_height)
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{
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m_width = width;
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m_height = height;
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glView->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
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}
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if (dpi != m_dpi)
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{
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m_dpi = dpi;
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glView->SetDPI(m_dpi);
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}
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glView->ProcessEvents();
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glView->Render();
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}
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void Cocos2dRenderer::QueuePointerEvent(cocos2d::PointerEventType type, Windows::UI::Core::PointerEventArgs^ args)
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{
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GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
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}
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void Cocos2dRenderer::QueueBackButtonEvent()
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{
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GLViewImpl::sharedOpenGLView()->QueueBackKeyPress();
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}
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void Cocos2dRenderer::QueueKeyboardEvent(WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs^ args)
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{
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GLViewImpl::sharedOpenGLView()->QueueWinRTKeyboardEvent(type, args);
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}
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