axmol/cocos/platform/win8.1-universal/OpenGLESPage.xaml.cpp

369 lines
13 KiB
C++

/*
* cocos2d-x http://www.cocos2d-x.org
*
* Copyright (c) 2010-2014 - cocos2d-x community
*
* Portions Copyright (c) Microsoft Open Technologies, Inc.
* All Rights Reserved
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and limitations under the License.
*/
#include "App.xaml.h"
#include "OpenGLESPage.xaml.h"
using namespace cocos2d;
using namespace Platform;
using namespace Concurrency;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Graphics::Display;
using namespace Windows::System::Threading;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Controls::Primitives;
using namespace Windows::UI::Xaml::Data;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
using namespace Windows::UI::Xaml::Navigation;
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
using namespace Windows::Phone::UI::Input;
#endif
OpenGLESPage::OpenGLESPage() :
OpenGLESPage(nullptr)
{
}
OpenGLESPage::OpenGLESPage(OpenGLES* openGLES) :
mOpenGLES(openGLES),
mRenderSurface(EGL_NO_SURFACE),
mCustomRenderSurfaceSize(0,0),
mUseCustomRenderSurfaceSize(false),
m_coreInput(nullptr),
m_dpi(0.0f),
m_deviceLost(false),
m_orientation(DisplayOrientations::Landscape)
{
InitializeComponent();
Windows::UI::Core::CoreWindow^ window = Windows::UI::Xaml::Window::Current->CoreWindow;
window->VisibilityChanged +=
ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::VisibilityChangedEventArgs^>(this, &OpenGLESPage::OnVisibilityChanged);
swapChainPanel->SizeChanged +=
ref new Windows::UI::Xaml::SizeChangedEventHandler(this, &OpenGLESPage::OnSwapChainPanelSizeChanged);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &OpenGLESPage::OnOrientationChanged);
m_orientation = currentDisplayInformation->CurrentOrientation;
this->Loaded +=
ref new Windows::UI::Xaml::RoutedEventHandler(this, &OpenGLESPage::OnPageLoaded);
mSwapChainPanelSize = { swapChainPanel->RenderSize.Width, swapChainPanel->RenderSize.Height };
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
Windows::UI::ViewManagement::StatusBar::GetForCurrentView()->HideAsync();
HardwareButtons::BackPressed += ref new EventHandler<BackPressedEventArgs^>(this, &OpenGLESPage::OnBackButtonPressed);
#else
// Disable all pointer visual feedback for better performance when touching.
// This is not supported on Windows Phone applications.
auto pointerVisualizationSettings = Windows::UI::Input::PointerVisualizationSettings::GetForCurrentView();
pointerVisualizationSettings->IsContactFeedbackEnabled = false;
pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
#endif
// Register our SwapChainPanel to get independent input pointer events
auto workItemHandler = ref new WorkItemHandler([this](IAsyncAction ^)
{
// The CoreIndependentInputSource will raise pointer events for the specified device types on whichever thread it's created on.
m_coreInput = swapChainPanel->CreateCoreIndependentInputSource(
Windows::UI::Core::CoreInputDeviceTypes::Mouse |
Windows::UI::Core::CoreInputDeviceTypes::Touch |
Windows::UI::Core::CoreInputDeviceTypes::Pen
);
// Register for pointer events, which will be raised on the background thread.
m_coreInput->PointerPressed += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerPressed);
m_coreInput->PointerMoved += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerMoved);
m_coreInput->PointerReleased += ref new TypedEventHandler<Object^, PointerEventArgs^>(this, &OpenGLESPage::OnPointerReleased);
// Begin processing input messages as they're delivered.
m_coreInput->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessUntilQuit);
});
// Run task on a dedicated high priority background thread.
m_inputLoopWorker = ThreadPool::RunAsync(workItemHandler, WorkItemPriority::High, WorkItemOptions::TimeSliced);
}
OpenGLESPage::~OpenGLESPage()
{
StopRenderLoop();
DestroyRenderSurface();
}
void OpenGLESPage::OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e)
{
// The SwapChainPanel has been created and arranged in the page layout, so EGL can be initialized.
CreateRenderSurface();
StartRenderLoop();
}
void OpenGLESPage::OnPointerPressed(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerPressed, e);
}
}
void OpenGLESPage::OnPointerMoved(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerMoved, e);
}
}
void OpenGLESPage::OnPointerReleased(Object^ sender, PointerEventArgs^ e)
{
if (m_renderer)
{
m_renderer->QueuePointerEvent(PointerEventType::PointerReleased, e);
}
}
void OpenGLESPage::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
m_orientation = sender->CurrentOrientation;
}
void OpenGLESPage::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
if (args->Visible && mRenderSurface != EGL_NO_SURFACE)
{
StartRenderLoop();
}
else
{
StopRenderLoop();
}
}
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
/*
We set args->Handled = true to prevent the app from quitting when the back button is pressed.
This is because this back button event happens on the XAML UI thread and not the cocos2d-x UI thread.
We need to give the game developer a chance to decide to exit the app depending on where they
are in their game. They can receive the back button event by listening for the
EventKeyboard::KeyCode::KEY_ESCAPE event.
The default behavior is to exit the app if the EventKeyboard::KeyCode::KEY_ESCAPE event
is not handled by the game.
*/
void OpenGLESPage::OnBackButtonPressed(Object^ sender, BackPressedEventArgs^ args)
{
if (m_renderer)
{
m_renderer->QueueBackButtonEvent();
args->Handled = true;
}
}
#endif
void OpenGLESPage::OnSwapChainPanelSizeChanged(Object^ sender, Windows::UI::Xaml::SizeChangedEventArgs^ e)
{
// Size change events occur outside of the render thread. A lock is required when updating
// the swapchainpanel size
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
mSwapChainPanelSize = { e->NewSize.Width, e->NewSize.Height };
}
void OpenGLESPage::GetSwapChainPanelSize(GLsizei* width, GLsizei* height)
{
critical_section::scoped_lock lock(mSwapChainPanelSizeCriticalSection);
// If a custom render surface size is specified, return its size instead of
// the swapchain panel size.
if (mUseCustomRenderSurfaceSize)
{
*width = static_cast<GLsizei>(mCustomRenderSurfaceSize.Width);
*height = static_cast<GLsizei>(mCustomRenderSurfaceSize.Height);
}
else
{
*width = static_cast<GLsizei>(mSwapChainPanelSize.Width);
*height = static_cast<GLsizei>(mSwapChainPanelSize.Height);
}
}
void OpenGLESPage::CreateRenderSurface()
{
if (mOpenGLES)
{
//
// A Custom render surface size can be specified by uncommenting the following lines.
// The render surface will be automatically scaled to fit the entire window. Using a
// smaller sized render surface can result in a performance gain.
//
//mCustomRenderSurfaceSize = Size(800, 600);
//mUseCustomRenderSurfaceSize = true;
mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, mUseCustomRenderSurfaceSize ? &mCustomRenderSurfaceSize : nullptr);
}
}
void OpenGLESPage::DestroyRenderSurface()
{
if (mOpenGLES)
{
mOpenGLES->DestroySurface(mRenderSurface);
}
mRenderSurface = EGL_NO_SURFACE;
}
void OpenGLESPage::RecoverFromLostDevice()
{
// Stop the render loop, reset OpenGLES, recreate the render surface
// and start the render loop again to recover from a lost device.
StopRenderLoop();
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
DestroyRenderSurface();
mOpenGLES->Reset();
CreateRenderSurface();
}
StartRenderLoop();
}
void OpenGLESPage::TerminateApp()
{
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
if (mOpenGLES)
{
mOpenGLES->DestroySurface(mRenderSurface);
mOpenGLES->Cleanup();
}
}
Windows::UI::Xaml::Application::Current->Exit();
}
void OpenGLESPage::StartRenderLoop()
{
// If the render loop is already running then do not start another thread.
if (mRenderLoopWorker != nullptr && mRenderLoopWorker->Status == Windows::Foundation::AsyncStatus::Started)
{
return;
}
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
m_dpi = currentDisplayInformation->LogicalDpi;
auto dispatcher = Windows::UI::Xaml::Window::Current->CoreWindow->Dispatcher;
// Create a task for rendering that will be run on a background thread.
auto workItemHandler = ref new Windows::System::Threading::WorkItemHandler([this, dispatcher](Windows::Foundation::IAsyncAction ^ action)
{
critical_section::scoped_lock lock(mRenderSurfaceCriticalSection);
mOpenGLES->MakeCurrent(mRenderSurface);
GLsizei panelWidth = 0;
GLsizei panelHeight = 0;
GetSwapChainPanelSize(&panelWidth, &panelHeight);
if (m_renderer.get() == nullptr)
{
m_renderer = std::make_shared<Cocos2dRenderer>(panelWidth, panelHeight, m_dpi, m_orientation, dispatcher, swapChainPanel);
}
if (m_deviceLost)
{
m_deviceLost = false;
m_renderer->DeviceLost();
}
else
{
m_renderer->Resume();
}
while (action->Status == Windows::Foundation::AsyncStatus::Started && !m_deviceLost)
{
GetSwapChainPanelSize(&panelWidth, &panelHeight);
m_renderer.get()->Draw(panelWidth, panelHeight, m_dpi, m_orientation);
// run on main UI thread
if (m_renderer->AppShouldExit())
{
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, ref new DispatchedHandler([this]()
{
TerminateApp();
}));
return;
}
else if (mOpenGLES->SwapBuffers(mRenderSurface) != GL_TRUE)
{
// The call to eglSwapBuffers might not be successful (i.e. due to Device Lost)
// If the call fails, then we must reinitialize EGL and the GL resources.
m_deviceLost = true;
if (m_renderer)
{
m_renderer->Pause();
}
// XAML objects like the SwapChainPanel must only be manipulated on the UI thread.
swapChainPanel->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, ref new Windows::UI::Core::DispatchedHandler([=]()
{
RecoverFromLostDevice();
}, CallbackContext::Any));
return;
}
}
if (m_renderer)
{
m_renderer->Pause();
}
});
// Run task on a dedicated high priority background thread.
mRenderLoopWorker = Windows::System::Threading::ThreadPool::RunAsync(workItemHandler, Windows::System::Threading::WorkItemPriority::High, Windows::System::Threading::WorkItemOptions::TimeSliced);
}
void OpenGLESPage::StopRenderLoop()
{
if (mRenderLoopWorker)
{
mRenderLoopWorker->Cancel();
mRenderLoopWorker = nullptr;
}
}