mirror of https://github.com/axmolengine/axmol.git
625 lines
18 KiB
C++
625 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 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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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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#include "platform/winrt/GLViewImpl-winrt.h"
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#include "base/Macros.h"
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#include "base/Director.h"
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#include "base/Touch.h"
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#include "base/IMEDispatcher.h"
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#include "base/EventListenerKeyboard.h"
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#include "platform/winrt/Application-winrt.h"
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#include "platform/winrt/WinRTUtils.h"
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// #include "deprecated/NotificationCenter.h"
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#include "base/EventDispatcher.h"
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#include "base/EventMouse.h"
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#include <map>
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using namespace Platform;
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using namespace Concurrency;
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using namespace Windows::System;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation::Collections;
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using namespace Windows::Graphics::Display;
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using namespace Windows::UI::Input;
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using namespace Windows::UI::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::Media;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::System;
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using namespace Windows::UI::ViewManagement;
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using namespace Windows::ApplicationModel;
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Platform;
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using namespace Microsoft::WRL;
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NS_AX_BEGIN
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static GLViewImpl* s_pEglView = nullptr;
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GLViewImpl* GLViewImpl::create(std::string_view viewName)
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{
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auto ret = new GLViewImpl;
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if (ret && ret->initWithFullScreen(viewName))
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{
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ret->autorelease();
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return ret;
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}
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return nullptr;
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}
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GLViewImpl* GLViewImpl::createWithRect(std::string_view viewName,
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const Rect& rect, float frameZoomFactor, bool /*resizable*/)
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{
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auto ret = new GLViewImpl;
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if (ret && ret->initWithRect(viewName, rect, frameZoomFactor))
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{
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ret->autorelease();
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return ret;
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}
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return nullptr;
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}
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GLViewImpl* GLViewImpl::createWithFullScreen(std::string_view viewName)
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{
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auto ret = new GLViewImpl();
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if (ret->initWithFullScreen(viewName))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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GLViewImpl::GLViewImpl()
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: _frameZoomFactor(1.0f)
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, _supportTouch(true)
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, _isRetina(false)
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, _isCursorVisible(true)
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, m_lastPointValid(false)
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, m_running(false)
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, m_initialized(false)
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, m_windowClosed(false)
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, m_windowVisible(true)
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, m_width(0)
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, m_height(0)
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, m_orientation(DisplayOrientations::Landscape)
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, m_appShouldExit(false)
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, _lastMouseButtonPressed(EventMouse::MouseButton::BUTTON_UNSET)
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{
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s_pEglView = this;
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_viewName = "axmol";
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m_keyboard = ref new KeyBoardWinRT();
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m_backButtonListener = EventListenerKeyboard::create();
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m_backButtonListener->onKeyReleased = AX_CALLBACK_2(GLViewImpl::BackButtonListener, this);
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(m_backButtonListener, INT_MAX);
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}
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GLViewImpl::~GLViewImpl()
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{
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AX_ASSERT(this == s_pEglView);
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s_pEglView = nullptr;
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// TODO: cleanup
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}
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bool GLViewImpl::initWithRect(std::string_view viewName, const Rect& rect, float frameZoomFactor)
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{
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setViewName(viewName);
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setFrameSize(rect.size.width, rect.size.height);
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setFrameZoomFactor(frameZoomFactor);
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UpdateForWindowSizeChange(rect.size.width, rect.size.height);
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return true;
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}
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bool GLViewImpl::initWithFullScreen(std::string_view viewName)
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{
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return initWithRect(viewName, Rect(0, 0, m_width, m_height), 1.0f);
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}
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void ax::GLViewImpl::setCursorVisible(bool isVisible)
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{
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_isCursorVisible = isVisible;
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}
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void GLViewImpl::setDispatcher(Windows::UI::Core::CoreDispatcher ^ dispatcher)
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{
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m_dispatcher = dispatcher;
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}
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void GLViewImpl::setPanel(Windows::UI::Xaml::Controls::Panel ^ panel)
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{
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m_panel = panel;
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}
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void GLViewImpl::setIMEKeyboardState(bool bOpen)
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{
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std::string str;
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setIMEKeyboardState(bOpen, str);
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}
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bool GLViewImpl::ShowMessageBox(Platform::String ^ title, Platform::String ^ message)
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{
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if (m_dispatcher.Get())
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{
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m_dispatcher.Get()->RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal,
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ref new Windows::UI::Core::DispatchedHandler([title, message]() {
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// Show the message dialog
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auto msg = ref new Windows::UI::Popups::MessageDialog(message, title);
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// Set the command to be invoked when a user presses 'ESC'
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msg->CancelCommandIndex = 1;
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msg->ShowAsync();
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}));
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return true;
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}
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return false;
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}
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void GLViewImpl::setIMEKeyboardState(bool bOpen, std::string_view str)
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{
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if (bOpen)
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{
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m_keyboard->ShowKeyboard(PlatformStringFromString(str));
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}
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else
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{
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m_keyboard->HideKeyboard(PlatformStringFromString(str));
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}
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}
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void GLViewImpl::swapBuffers() {}
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bool GLViewImpl::isOpenGLReady()
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{
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return true;
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}
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void GLViewImpl::end()
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{
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m_windowClosed = true;
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m_appShouldExit = true;
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}
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void GLViewImpl::OnSuspending(Platform::Object ^ sender, SuspendingEventArgs ^ args) {}
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void GLViewImpl::OnResuming(Platform::Object ^ sender, Platform::Object ^ args) {}
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// user pressed the Back Key on the phone
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void GLViewImpl::OnBackKeyPress()
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{
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ax::EventKeyboard::KeyCode cocos2dKey = EventKeyboard::KeyCode::KEY_ESCAPE;
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ax::EventKeyboard event(cocos2dKey, false);
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ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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}
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void GLViewImpl::BackButtonListener(EventKeyboard::KeyCode keyCode, Event* event)
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{
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if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)
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{
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AXLOG("*********************************************************************");
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AXLOG("GLViewImpl::BackButtonListener: Exiting application!");
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AXLOG("");
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AXLOG("If you want to listen for Windows Phone back button events,");
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AXLOG("add a listener for EventKeyboard::KeyCode::KEY_ESCAPE");
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AXLOG("Make sure you call stopPropagation() on the Event if you don't");
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AXLOG("want your app to exit when the back button is pressed.");
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AXLOG("");
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AXLOG("For example, add the following to your scene...");
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AXLOG("auto listener = EventListenerKeyboard::create();");
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AXLOG("listener->onKeyReleased = AX_CALLBACK_2(HelloWorld::onKeyReleased, this);");
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AXLOG("getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);");
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AXLOG("");
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AXLOG("void HelloWorld::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event)");
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AXLOG("{");
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AXLOG(" if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)");
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AXLOG(" {");
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AXLOG(" if (myAppShouldNotQuit) // or whatever logic you want...");
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AXLOG(" {");
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AXLOG(" event->stopPropagation();");
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AXLOG(" }");
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AXLOG(" }");
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AXLOG("}");
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AXLOG("");
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AXLOG("You MUST call event->stopPropagation() if you don't want your app to quit!");
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AXLOG("*********************************************************************");
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Director::getInstance()->end();
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}
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}
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bool GLViewImpl::AppShouldExit()
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{
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return m_appShouldExit;
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}
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void GLViewImpl::OnPointerPressed(CoreWindow ^ sender, PointerEventArgs ^ args)
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{
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OnPointerPressed(args);
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}
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void GLViewImpl::OnPointerPressed(PointerEventArgs ^ args)
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{
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intptr_t id = args->CurrentPoint->PointerId;
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Vec2 pt = GetPoint(args);
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handleTouchesBegin(1, &id, &pt.x, &pt.y);
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}
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void GLViewImpl::OnPointerWheelChanged(CoreWindow ^ sender, PointerEventArgs ^ args)
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{
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float direction = (float)args->CurrentPoint->Properties->MouseWheelDelta;
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intptr_t id = 0;
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Vec2 p(0.0f, 0.0f);
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handleTouchesBegin(1, &id, &p.x, &p.y);
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p.y += direction;
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handleTouchesMove(1, &id, &p.x, &p.y);
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handleTouchesEnd(1, &id, &p.x, &p.y);
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}
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void GLViewImpl::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args)
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{
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m_windowVisible = args->Visible;
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}
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void GLViewImpl::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args)
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{
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m_windowClosed = true;
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}
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void GLViewImpl::OnPointerMoved(CoreWindow ^ sender, PointerEventArgs ^ args)
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{
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OnPointerMoved(args);
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}
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void GLViewImpl::OnPointerMoved(PointerEventArgs ^ args)
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{
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auto currentPoint = args->CurrentPoint;
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if (currentPoint->IsInContact)
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{
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if (m_lastPointValid)
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{
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intptr_t id = args->CurrentPoint->PointerId;
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Vec2 p = GetPoint(args);
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handleTouchesMove(1, &id, &p.x, &p.y);
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}
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m_lastPoint = currentPoint->Position;
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m_lastPointValid = true;
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}
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else
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{
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m_lastPointValid = false;
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}
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}
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void GLViewImpl::OnPointerReleased(CoreWindow ^ sender, PointerEventArgs ^ args)
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{
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OnPointerReleased(args);
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}
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void GLViewImpl::OnPointerReleased(PointerEventArgs ^ args)
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{
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intptr_t id = args->CurrentPoint->PointerId;
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Vec2 pt = GetPoint(args);
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handleTouchesEnd(1, &id, &pt.x, &pt.y);
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}
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void ax::GLViewImpl::OnMousePressed(Windows::UI::Core::PointerEventArgs ^ args)
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{
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Vec2 mousePosition = GetPointMouse(args);
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// Emulated touch, if left mouse button
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if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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{
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intptr_t id = 0;
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Vec2 pt = GetPoint(args);
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handleTouchesBegin(1, &id, &pt.x, &pt.y);
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}
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if (_lastMouseButtonPressed != EventMouse::MouseButton::BUTTON_UNSET)
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{
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EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
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event.setMouseButton(_lastMouseButtonPressed);
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event.setCursorPosition(mousePosition.x, mousePosition.y);
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Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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}
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EventMouse event(EventMouse::MouseEventType::MOUSE_DOWN);
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// Set current button
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if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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{
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_lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_LEFT;
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}
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else if (args->CurrentPoint->Properties->IsRightButtonPressed)
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{
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_lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_RIGHT;
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}
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else if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
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{
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_lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_MIDDLE;
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}
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event.setMouseButton(_lastMouseButtonPressed);
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event.setCursorPosition(mousePosition.x, mousePosition.y);
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Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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}
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void ax::GLViewImpl::OnMouseMoved(Windows::UI::Core::PointerEventArgs ^ args)
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{
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Vec2 mousePosition = GetPointMouse(args);
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// Emulated touch, if left mouse button
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if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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{
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intptr_t id = 0;
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Vec2 pt = GetPoint(args);
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handleTouchesMove(1, &id, &pt.x, &pt.y);
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}
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EventMouse event(EventMouse::MouseEventType::MOUSE_MOVE);
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// Set current button
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if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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{
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event.setMouseButton(EventMouse::MouseButton::BUTTON_LEFT);
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}
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else if (args->CurrentPoint->Properties->IsRightButtonPressed)
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{
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event.setMouseButton(EventMouse::MouseButton::BUTTON_RIGHT);
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}
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else if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
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{
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event.setMouseButton(EventMouse::MouseButton::BUTTON_MIDDLE);
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}
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event.setCursorPosition(mousePosition.x, mousePosition.y);
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Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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}
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void ax::GLViewImpl::OnMouseReleased(Windows::UI::Core::PointerEventArgs ^ args)
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{
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Vec2 mousePosition = GetPointMouse(args);
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// Emulated touch, if left mouse button
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if (_lastMouseButtonPressed == EventMouse::MouseButton::BUTTON_LEFT)
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{
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intptr_t id = 0;
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Vec2 pt = GetPoint(args);
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handleTouchesEnd(1, &id, &pt.x, &pt.y);
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}
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EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
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event.setMouseButton(_lastMouseButtonPressed);
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event.setCursorPosition(mousePosition.x, mousePosition.y);
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Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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_lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_UNSET;
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}
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void ax::GLViewImpl::OnMouseWheelChanged(Windows::UI::Core::PointerEventArgs ^ args)
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{
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Vec2 mousePosition = GetPointMouse(args);
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EventMouse event(EventMouse::MouseEventType::MOUSE_SCROLL);
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// Because OpenGL and axmol uses different Y axis, we need to convert the coordinate here
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float cursorX = (mousePosition.x - _viewPortRect.origin.x) / _scaleX;
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float cursorY = (_viewPortRect.origin.y + _viewPortRect.size.height - mousePosition.y) / _scaleY;
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float delta = args->CurrentPoint->Properties->MouseWheelDelta;
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if (args->CurrentPoint->Properties->IsHorizontalMouseWheel)
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{
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event.setScrollData(delta / WHEEL_DELTA, 0.0f);
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}
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else
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{
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event.setScrollData(0.0f, -delta / WHEEL_DELTA);
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}
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event.setCursorPosition(cursorX, cursorY);
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Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
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}
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void GLViewImpl::resize(int width, int height) {}
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void GLViewImpl::setFrameZoomFactor(float fZoomFactor)
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{
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_frameZoomFactor = fZoomFactor;
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Director::getInstance()->setProjection(Director::getInstance()->getProjection());
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// resize(m_obScreenSize.width * fZoomFactor, m_obScreenSize.height * fZoomFactor);
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}
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float GLViewImpl::getFrameZoomFactor()
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{
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return _frameZoomFactor;
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}
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void GLViewImpl::centerWindow()
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{
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// not implemented in WinRT. Window is always full screen
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}
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GLViewImpl* GLViewImpl::sharedOpenGLView()
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{
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return s_pEglView;
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}
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int GLViewImpl::Run()
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{
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// XAML version does not have a run loop
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m_running = true;
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return 0;
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};
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void GLViewImpl::Render()
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{
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OnRendering();
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}
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void GLViewImpl::OnRendering()
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{
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if (m_running && m_initialized)
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{
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Director::getInstance()->mainLoop();
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}
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}
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// called by orientation change from WP8 XAML
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void GLViewImpl::UpdateOrientation(DisplayOrientations orientation)
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{
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if (m_orientation != orientation)
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{
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m_orientation = orientation;
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UpdateWindowSize();
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}
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}
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// called by size change from WP8 XAML
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void GLViewImpl::UpdateForWindowSizeChange(float width, float height)
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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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UpdateWindowSize();
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}
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}
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void GLViewImpl::UpdateWindowSize()
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{
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float width, height;
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width = m_width;
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height = m_height;
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// CCSize designSize = getDesignResolutionSize();
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if (!m_initialized)
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{
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m_initialized = true;
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GLView::setFrameSize(width, height);
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}
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auto view = Director::getInstance()->getOpenGLView();
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if (view && view->getResolutionPolicy() != ResolutionPolicy::UNKNOWN)
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{
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Size resSize = view->getDesignResolutionSize();
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ResolutionPolicy resPolicy = view->getResolutionPolicy();
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view->setFrameSize(width, height);
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view->setDesignResolutionSize(resSize.width, resSize.height, resPolicy);
|
|
auto director = Director::getInstance();
|
|
director->setViewport();
|
|
director->setProjection(director->getProjection());
|
|
}
|
|
}
|
|
|
|
ax::Vec2 GLViewImpl::TransformToOrientation(Windows::Foundation::Point p)
|
|
{
|
|
ax::Vec2 returnValue;
|
|
|
|
float x = p.X;
|
|
float y = p.Y;
|
|
returnValue = Vec2(x, y);
|
|
|
|
float zoomFactor = GLViewImpl::sharedOpenGLView()->getFrameZoomFactor();
|
|
if (zoomFactor > 0.0f)
|
|
{
|
|
returnValue.x /= zoomFactor;
|
|
returnValue.y /= zoomFactor;
|
|
}
|
|
|
|
// AXLOG("%.2f %.2f : %.2f %.2f", p.X, p.Y,returnValue.x, returnValue.y);
|
|
|
|
return returnValue;
|
|
}
|
|
|
|
Vec2 GLViewImpl::GetPoint(PointerEventArgs ^ args)
|
|
{
|
|
|
|
return TransformToOrientation(args->CurrentPoint->Position);
|
|
}
|
|
|
|
Vec2 GLViewImpl::GetPointMouse(PointerEventArgs ^ args)
|
|
{
|
|
|
|
Vec2 position = TransformToOrientation(args->CurrentPoint->Position);
|
|
|
|
// Because Windows and cocos2d-x uses different Y axis, we need to convert the coordinate here
|
|
position.x = (position.x - _viewPortRect.origin.x) / _scaleX;
|
|
position.y = (_viewPortRect.origin.y + _viewPortRect.size.height - position.y) / _scaleY;
|
|
|
|
return position;
|
|
}
|
|
|
|
void GLViewImpl::QueueBackKeyPress()
|
|
{
|
|
std::shared_ptr<BackButtonEvent> e(new BackButtonEvent());
|
|
mInputEvents.push(e);
|
|
}
|
|
|
|
void GLViewImpl::QueuePointerEvent(PointerEventType type, PointerEventArgs ^ args)
|
|
{
|
|
std::shared_ptr<PointerEvent> e(new PointerEvent(type, args));
|
|
mInputEvents.push(e);
|
|
}
|
|
|
|
void GLViewImpl::QueueWinRTKeyboardEvent(WinRTKeyboardEventType type, KeyEventArgs ^ args)
|
|
{
|
|
std::shared_ptr<WinRTKeyboardEvent> e(new WinRTKeyboardEvent(type, args));
|
|
mInputEvents.push(e);
|
|
}
|
|
|
|
void GLViewImpl::OnWinRTKeyboardEvent(WinRTKeyboardEventType type, KeyEventArgs ^ args)
|
|
{
|
|
m_keyboard->OnWinRTKeyboardEvent(type, args);
|
|
}
|
|
|
|
void GLViewImpl::QueueEvent(std::shared_ptr<InputEvent>& event)
|
|
{
|
|
mInputEvents.push(event);
|
|
}
|
|
|
|
void GLViewImpl::ProcessEvents()
|
|
{
|
|
std::shared_ptr<InputEvent> e;
|
|
while (mInputEvents.try_pop(e))
|
|
{
|
|
e->execute();
|
|
}
|
|
}
|
|
|
|
void GLViewImpl::SetQueueOperationCb(std::function<void(AsyncOperation, void*)> cb)
|
|
{
|
|
mQueueOperationCb = std::move(cb);
|
|
}
|
|
|
|
void GLViewImpl::queueOperation(AsyncOperation op, void* param)
|
|
{
|
|
if (mQueueOperationCb)
|
|
mQueueOperationCb(std::move(op), param);
|
|
}
|
|
|
|
NS_AX_END
|