mirror of https://github.com/axmolengine/axmol.git
275 lines
9.3 KiB
C++
275 lines
9.3 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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/ccTypes.h"
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#include "base/CCEventTouch.h"
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#include <vector>
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#include <windows.h>
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) */
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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typedef void* id;
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) */
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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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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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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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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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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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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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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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};
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NS_CC_BEGIN
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/**
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* @addtogroup platform
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* @{
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*/
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class CC_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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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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virtual void setIMEKeyboardState(bool open) = 0;
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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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static void setGLContextAttrs(GLContextAttrs& glContextAttrs);
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static GLContextAttrs getGLContextAttrs();
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static GLContextAttrs _glContextAttrs;
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/**
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* Polls input events. Subclass must implement methods if platform
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* does not provide event callbacks.
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*/
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CC_DEPRECATED_ATTRIBUTE virtual void pollInputEvents();
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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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virtual const Size& 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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virtual void setFrameSize(float width, float height);
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/** Set and get zoom factor for frame. This two methods are for
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debugging big resolution (e.g.new ipad) app on desktop.*/
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virtual void setFrameZoomFactor(float zoomFactor) {}
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virtual float getFrameZoomFactor() const { return 1.0; }
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/** Get retina factor */
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virtual int getRetinaFactor() const { return 1; }
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/** only works on ios platform*/
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virtual bool setContentScaleFactor(float scaleFactor) { return false; }
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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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virtual bool isRetinaDisplay() const { return false; }
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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virtual void* getEAGLView() const { return nullptr; }
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) */
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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virtual Size getRenerTargetSize() const = 0;
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virtual const Mat4& getOrientationMatrix() const = 0;
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virtual const Mat4& getReverseOrientationMatrix() const = 0;
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#endif
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/**
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* Get the visible area size of opengl viewport.
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*/
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virtual Size 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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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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virtual Rect getVisibleRect() 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 height is different from the screen resolution ratio, your game view will be stretched.
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* [2] NO_BORDER Full screen without black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two areas of your game view will be cut.
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* [3] SHOW_ALL Full screen with black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two black borders will be 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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virtual const Size& 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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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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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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virtual bool isScissorEnabled();
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/**
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* Get the current scissor rectangle
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*/
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virtual Rect getScissorRect() const;
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virtual void setViewName(const std::string& viewname);
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const std::string& getViewName() const;
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/** Touch events are handled by default; if you want to customize your handlers, please override these functions: */
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virtual void handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]);
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virtual void handleTouchesMove(int num, intptr_t ids[], float xs[], float ys[]);
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virtual void handleTouchesEnd(int num, intptr_t ids[], float xs[], float ys[]);
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virtual void handleTouchesCancel(int num, intptr_t ids[], float xs[], float ys[]);
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/**
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* Get 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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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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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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float getScaleY() const;
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/** returns the current Resolution policy */
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ResolutionPolicy getResolutionPolicy() const { return _resolutionPolicy; }
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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virtual HWND getWin32Window() = 0;
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) */
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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virtual id getCocoaWindow() = 0;
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#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) */
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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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Size _screenSize;
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// resolution size, it is the size appropriate for the app resources.
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Size _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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};
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// end of platform group
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/// @}
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NS_CC_END
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#endif /* __CCGLVIEW_H__ */
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