mirror of https://github.com/axmolengine/axmol.git
208 lines
8.0 KiB
C++
208 lines
8.0 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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#pragma once
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#include "platform/CCGL.h"
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#include "base/CCRef.h"
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#include "platform/CCCommon.h"
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#include "platform/CCGLView.h"
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#include "glfw3.h"
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/** glfw3native.h */
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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# ifndef GLFW_EXPOSE_NATIVE_WIN32
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# define GLFW_EXPOSE_NATIVE_WIN32
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# endif
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# ifndef GLFW_EXPOSE_NATIVE_WGL
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# define GLFW_EXPOSE_NATIVE_WGL
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# endif
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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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# ifndef GLFW_EXPOSE_NATIVE_NSGL
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# define GLFW_EXPOSE_NATIVE_NSGL
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# endif
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# ifndef GLFW_EXPOSE_NATIVE_COCOA
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# define GLFW_EXPOSE_NATIVE_COCOA
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# endif
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#endif // #if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
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#include "glfw3native.h"
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NS_AX_BEGIN
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class GLFWEventHandler;
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class AX_DLL GLViewImpl : public GLView
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{
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friend class GLFWEventHandler;
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public:
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static GLViewImpl* create(std::string_view viewName);
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static GLViewImpl* create(std::string_view viewName, bool resizable);
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static GLViewImpl* createWithRect(std::string_view viewName,
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Rect size,
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float frameZoomFactor = 1.0f,
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bool resizable = false);
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static GLViewImpl* createWithFullScreen(std::string_view viewName);
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static GLViewImpl* createWithFullScreen(std::string_view viewName,
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const GLFWvidmode& videoMode,
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GLFWmonitor* monitor);
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/*
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*frameZoomFactor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.
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*/
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// void resize(int width, int height);
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float getFrameZoomFactor() const override;
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// void centerWindow();
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virtual void setViewPortInPoints(float x, float y, float w, float h) override;
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virtual void setScissorInPoints(float x, float y, float w, float h) override;
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virtual Rect getScissorRect() const override;
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bool windowShouldClose() override;
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void pollEvents() override;
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GLFWwindow* getWindow() const { return _mainWindow; }
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bool isFullscreen() const;
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/* Sets primary monitor full screen with default w*h(refresh rate) */
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void setFullscreen();
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/* Sets primary monitor full screen with w*h(refresh rate) */
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void setFullscreen(int w, int h, int refreshRate);
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/* Sets monitor full screen with default w*h(refresh rate) */
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void setFullscreen(int monitorIndex);
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/// <summary>
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/// Sets monitor full screen with w*h(refresh rate)
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/// </summary>
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/// <param name="monitorIndex">the 0 based index of monitor</param>
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/// <param name="w">the width of hardware resolution in full screen, -1 use default value</param>
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/// <param name="h">the height of hardware resolution in full screen, -1 use default value</param>
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/// <param name="refreshRate">the display refresh rate, usually 60, -1 use default value</param>
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void setFullscreen(int monitorIndex, int w, int h, int refreshRate);
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/* for internal use */
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void setFullscreen(GLFWmonitor* monitor, int w, int h, int refreshRate);
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void setWindowed(int width, int height);
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int getMonitorCount() const;
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Vec2 getMonitorSize() const;
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/* override functions */
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virtual bool isOpenGLReady() override;
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virtual void end() override;
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virtual void swapBuffers() override;
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virtual void setFrameSize(float width, float height) override;
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virtual void setIMEKeyboardState(bool bOpen) override;
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#if AX_ICON_SET_SUPPORT
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virtual void setIcon(std::string_view filename) const override;
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virtual void setIcon(const std::vector<std::string_view>& filelist) const override;
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virtual void setDefaultIcon() const override;
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#endif /* AX_ICON_SET_SUPPORT */
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/*
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* Set zoom factor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.
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*/
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void setFrameZoomFactor(float zoomFactor) override;
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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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virtual void setCursorVisible(bool isVisible) override;
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/** Retina support is disabled by default
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* @note This method is only available on Mac.
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*/
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void enableRetina(bool enabled);
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/** Check whether retina display is enabled. */
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bool isRetinaEnabled() const { return _isRetinaEnabled; };
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/** Get retina factor */
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int getRetinaFactor() const override { return _retinaFactor; }
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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HWND getWin32Window() { return glfwGetWin32Window(_mainWindow); }
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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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void* getCocoaWindow() override { return (void*)glfwGetCocoaWindow(_mainWindow); }
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void* getNSGLContext() override { return (void*)glfwGetNSGLContext(_mainWindow); } // stevetranby: added
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#endif // #if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
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protected:
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GLViewImpl(bool initglfw = true);
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virtual ~GLViewImpl();
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bool initWithRect(std::string_view viewName, Rect rect, float frameZoomFactor, bool resizable);
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bool initWithFullScreen(std::string_view viewName);
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bool initWithFullscreen(std::string_view viewname, const GLFWvidmode& videoMode, GLFWmonitor* monitor);
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#if (AX_TARGET_PLATFORM != AX_PLATFORM_MAC)
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bool loadGL();
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#endif
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/* update frame layout when enter/exit full screen mode */
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void updateWindowSize();
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void updateFrameSize();
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// GLFW callbacks
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void onGLFWError(int errorID, const char* errorDesc);
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void onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int modify);
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void onGLFWMouseMoveCallBack(GLFWwindow* window, double x, double y);
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void onGLFWMouseScrollCallback(GLFWwindow* window, double x, double y);
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void onGLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void onGLFWCharCallback(GLFWwindow* window, unsigned int character);
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void onGLFWWindowPosCallback(GLFWwindow* windows, int x, int y);
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void onGLFWWindowSizeCallback(GLFWwindow* window, int width, int height);
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void onGLFWWindowIconifyCallback(GLFWwindow* window, int iconified);
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void onGLFWWindowFocusCallback(GLFWwindow* window, int focused);
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bool _captured;
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bool _isInRetinaMonitor;
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bool _isRetinaEnabled;
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int _retinaFactor; // Should be 1 or 2
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float _frameZoomFactor;
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GLFWwindow* _mainWindow;
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GLFWmonitor* _monitor;
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std::string _glfwError;
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float _mouseX;
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float _mouseY;
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public:
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// View will trigger an event when window is resized, gains or loses focus
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static const std::string EVENT_WINDOW_RESIZED;
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static const std::string EVENT_WINDOW_FOCUSED;
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static const std::string EVENT_WINDOW_UNFOCUSED;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(GLViewImpl);
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};
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NS_AX_END // end of namespace cocos2d
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