mirror of https://github.com/axmolengine/axmol.git
683 lines
21 KiB
C++
683 lines
21 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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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 <stack>
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#include <thread>
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#include <chrono>
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#include "platform/PlatformMacros.h"
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#include "base/Ref.h"
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#include "base/Vector.h"
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#include "2d/Scene.h"
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#include "math/Math.h"
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#include "platform/GLView.h"
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#if defined(AX_PLATFORM_PC)
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# include "concurrentqueue/concurrentqueue.h"
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#endif
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NS_AX_BEGIN
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/**
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* @addtogroup base
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* @{
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*/
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/* Forward declarations. */
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class LabelAtlas;
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// class GLView;
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class DirectorDelegate;
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class Node;
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class Scheduler;
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class ActionManager;
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class EventDispatcher;
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class EventCustom;
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class EventListenerCustom;
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class TextureCache;
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class Renderer;
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class Camera;
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class Console;
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/**
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@brief Class that creates and handles the main Window and manages how
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and when to execute the Scenes.
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The Director is also responsible for:
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- initializing the OpenGL context
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- setting the OpenGL buffer depth (default one is 0-bit)
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- setting the projection (default one is 3D)
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Since the Director is a singleton, the standard way to use it is by calling:
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_ Director::getInstance()->methodName();
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*/
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class AX_DLL Director : public Ref
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{
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public:
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/** Director will trigger an event before set next scene. */
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static const char* EVENT_BEFORE_SET_NEXT_SCENE;
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/** Director will trigger an event after set next scene. */
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static const char* EVENT_AFTER_SET_NEXT_SCENE;
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/** Director will trigger an event when projection type is changed. */
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static const char* EVENT_PROJECTION_CHANGED;
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/** Director will trigger an event before Schedule::update() is invoked. */
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static const char* EVENT_BEFORE_UPDATE;
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/** Director will trigger an event after Schedule::update() is invoked. */
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static const char* EVENT_AFTER_UPDATE;
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/** Director will trigger an event while resetting Director */
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static const char* EVENT_RESET;
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/** Director will trigger an event after Scene::render() is invoked. */
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static const char* EVENT_AFTER_VISIT;
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/** Director will trigger an event after a scene is drawn, the data is sent to GPU. */
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static const char* EVENT_AFTER_DRAW;
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/** Director will trigger an event before a scene is drawn, right after clear. */
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static const char* EVENT_BEFORE_DRAW;
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/**
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* @brief Possible OpenGL projections used by director
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*/
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enum class Projection
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{
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/// Sets a 2D projection (orthogonal projection).
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_2D,
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/// Sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
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_3D,
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/// It calls "updateProjection" on the projection delegate.
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CUSTOM,
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/// Default projection is 3D projection.
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DEFAULT = _3D,
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};
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/**
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* Returns a shared instance of the director.
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* @js _getInstance
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*/
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static Director* getInstance();
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/**
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* @js ctor
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*/
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Director();
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/**
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* @js NA
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* @lua NA
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*/
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~Director();
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bool init();
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// attribute
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/** Gets the current running Scene. Director can only run one Scene at a time. */
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Scene* getRunningScene() { return _runningScene; }
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/** Gets the top(next) scene which will going to running state. */
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Scene* getNextScene() { return _nextScene; }
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/** Gets the FPS value. */
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float getAnimationInterval() { return _animationInterval; }
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/** Sets the FPS value. FPS = 1/interval. */
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void setAnimationInterval(float interval);
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/** Whether the FPS on the bottom-left corner of the screen is displayed or not. */
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bool isStatsDisplay() { return _statsDisplay; }
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/** Display the FPS on the bottom-left corner of the screen. */
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void setStatsDisplay(bool displayStats) { _statsDisplay = displayStats; }
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/** Gets the seconds per frame. */
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float getSecondsPerFrame() { return _secondsPerFrame; }
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/** Sets the stats corner displayed on screen if display stats is enabled. */
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void setStatsAnchor(AnchorPreset anchor = (AnchorPreset)0);
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/** Sets the FPS value. */
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/**
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* Get the GLView.
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* @lua NA
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*/
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GLView* getGLView() { return _glView; }
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/**
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* Sets the GLView.
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* @lua NA
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*/
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void setGLView(GLView* glView);
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/*
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* Gets singleton of TextureCache.
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* @js NA
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*/
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TextureCache* getTextureCache() const;
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/** Whether or not `_nextDeltaTimeZero` is set to 0. */
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bool isNextDeltaTimeZero() { return _nextDeltaTimeZero; }
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/**
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* Sets the delta time between current frame and next frame is 0.
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* This value will be used in Schedule, and will affect all functions that are using frame delta time, such as
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* Actions. This value will take effect only one time.
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*/
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void setNextDeltaTimeZero(bool nextDeltaTimeZero);
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/** Whether or not the Director is paused. */
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bool isPaused() { return _paused; }
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/** How many frames were called since the director started */
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unsigned int getTotalFrames() { return _totalFrames; }
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/** Gets an OpenGL projection.
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* @since v0.8.2
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* @lua NA
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*/
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Projection getProjection() { return _projection; }
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/** Sets OpenGL projection. */
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void setProjection(Projection projection);
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/** Sets the glViewport.*/
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void setViewport();
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/** Whether or not the replaced scene will receive the cleanup message.
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* If the new scene is pushed, then the old scene won't receive the "cleanup" message.
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* If the new scene replaces the old one, the it will receive the "cleanup" message.
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* @since v0.99.0
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*/
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bool isSendCleanupToScene() { return _sendCleanupToScene; }
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/** This object will be visited after the main scene is visited.
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* This object MUST implement the "visit" function.
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* Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)
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* @since v0.99.5
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*/
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Node* getNotificationNode() const { return _notificationNode; }
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/**
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* Sets the notification node.
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* @see Director::getNotificationNode()
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*/
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void setNotificationNode(Node* node);
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// window size
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/** Returns the size of the OpenGL view in points. */
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const Vec2& getWinSize() const;
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/** Returns the size of the OpenGL view in pixels. */
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Vec2 getWinSizeInPixels() const;
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/**
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* Returns visible size of the OpenGL view in points.
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* The value is equal to `Director::getWinSize()` if don't invoke `GLView::setDesignResolutionSize()`.
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*/
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Vec2 getVisibleSize() const;
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/** Returns visible origin coordinate of the OpenGL view in points. */
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Vec2 getVisibleOrigin() const;
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/**
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* Returns safe area rectangle of the OpenGL view in points.
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*/
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Rect getSafeAreaRect() const;
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/**
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* Converts a screen coordinate to an OpenGL coordinate.
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* Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).
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*/
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Vec2 convertToGL(const Vec2& point);
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/**
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* Converts an OpenGL coordinate to a screen coordinate.
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* Useful to convert node points to window points for calls such as glScissor.
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*/
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Vec2 convertToUI(const Vec2& point);
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/**
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* Gets the distance between camera and near clipping frame.
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* It is correct for default camera that near clipping frame is same as the screen.
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*/
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float getZEye() const;
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// Scene Management
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/**
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* Enters the Director's main loop with the given Scene.
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* Call it to run only your FIRST scene.
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* Don't call it if there is already a running scene.
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*
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* It will call pushScene: and then it will call startAnimation
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* @js NA
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*/
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void runWithScene(Scene* scene);
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/**
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* Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
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* The new scene will be executed.
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* Try to avoid big stacks of pushed scenes to reduce memory allocation.
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* ONLY call it if there is a running scene.
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*/
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void pushScene(Scene* scene);
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/**
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* Pops out a scene from the stack.
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* This scene will replace the running one.
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* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
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* ONLY call it if there is a running scene.
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*/
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void popScene();
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/**
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* Pops out all scenes from the stack until the root scene in the queue.
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* This scene will replace the running one.
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* Internally it will call `popToSceneStackLevel(1)`.
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*/
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void popToRootScene();
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/** Pops out all scenes from the stack until it reaches `level`.
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If level is 0, it will end the director.
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If level is 1, it will pop all scenes until it reaches to root scene.
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If level is <= than the current stack level, it won't do anything.
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*/
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void popToSceneStackLevel(int level);
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/** Replaces the running scene with a new one. The running scene is terminated.
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* ONLY call it if there is a running scene.
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* @js NA
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*/
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void replaceScene(Scene* scene);
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/** Ends the execution, releases the running scene.
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* @lua endToLua
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*/
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void end();
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/** Pauses the running scene.
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* The running scene will be _drawed_ but all scheduled timers will be paused.
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* While paused, the draw rate will be 4 FPS to reduce CPU consumption.
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*/
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void pause();
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/** Resumes the paused scene.
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* The scheduled timers will be activated again.
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* The "delta time" will be 0 (as if the game wasn't paused).
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*/
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void resume();
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/*
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* Restart the director.
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* @js NA
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*/
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void restart();
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/** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
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* If you don't want to pause your animation call [pause] instead.
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*/
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void stopAnimation();
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/** The main loop is triggered again.
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* Call this function only if [stopAnimation] was called earlier.
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* @warning Don't call this function to start the main loop. To run the main loop call runWithScene.
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*/
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void startAnimation();
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/** Draw the scene.
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* This method is called every frame. Don't call it manually.
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*/
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void drawScene();
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// Memory Helper
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/** Removes all cocos2d cached data.
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* It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache
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* @since v0.99.3
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*/
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void purgeCachedData();
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/** Sets the default values based on the Configuration info. */
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void setDefaultValues();
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// OpenGL Helper
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/** Sets the OpenGL default values.
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* It will enable alpha blending, disable depth test.
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* @js NA
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*/
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void setGLDefaultValues();
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/** Sets clear values for the color buffers,
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* value range of each element is [0.0, 1.0].
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* @js NA
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*/
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void setClearColor(const Color4F& clearColor);
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void mainLoop();
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/** Invoke main loop with delta time. Then `calculateDeltaTime` can just use the delta time directly.
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* The delta time paseed may include vsync time. See issue #17806
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* @since 3.16
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*/
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void mainLoop(float dt);
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/** The size in pixels of the surface. It could be different than the screen size.
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* High-res devices might have a higher surface size than the screen size.
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* Only available when compiled using SDK >= 4.0.
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* @since v0.99.4
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*/
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void setContentScaleFactor(float scaleFactor);
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/**
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* Gets content scale factor.
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* @see Director::setContentScaleFactor()
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*/
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float getContentScaleFactor() const { return _contentScaleFactor; }
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/** Gets the Scheduler associated with this director.
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* @since v2.0
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*/
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Scheduler* getScheduler() const { return _scheduler; }
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/** Sets the Scheduler associated with this director.
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* @since v2.0
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*/
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void setScheduler(Scheduler* scheduler);
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/** Gets the ActionManager associated with this director.
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* @since v2.0
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*/
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ActionManager* getActionManager() const { return _actionManager; }
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/** Sets the ActionManager associated with this director.
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* @since v2.0
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*/
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void setActionManager(ActionManager* actionManager);
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/** Gets the EventDispatcher associated with this director.
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* @since v3.0
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* @js NA
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*/
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EventDispatcher* getEventDispatcher() const { return _eventDispatcher; }
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/** Sets the EventDispatcher associated with this director.
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* @since v3.0
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* @js NA
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*/
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void setEventDispatcher(EventDispatcher* dispatcher);
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/** Returns the Renderer associated with this director.
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* @since v3.0
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*/
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Renderer* getRenderer() const { return _renderer; }
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/** Returns the Console associated with this director.
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* @since v3.0
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* @js NA
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*/
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Console* getConsole() const { return _console; }
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/* Gets delta time since last tick to main loop. */
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float getDeltaTime() const;
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/**
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* Gets Frame Rate.
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* @js NA
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*/
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float getFrameRate() const { return _frameRate; }
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/**
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* Clones a specified type matrix and put it to the top of specified type of matrix stack.
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* @js NA
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*/
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void pushMatrix(MATRIX_STACK_TYPE type);
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/** Pops the top matrix of the specified type of matrix stack.
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* @js NA
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*/
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void popMatrix(MATRIX_STACK_TYPE type);
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/** Adds an identity matrix to the top of specified type of matrix stack.
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* @js NA
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*/
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void loadIdentityMatrix(MATRIX_STACK_TYPE type);
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/**
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* Adds a matrix to the top of specified type of matrix stack.
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*
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* @param type Matrix type.
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* @param mat The matrix that to be added.
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* @js NA
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*/
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void loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
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/**
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* Multiplies a matrix to the top of specified type of matrix stack.
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*
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* @param type Matrix type.
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* @param mat The matrix that to be multiplied.
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* @js NA
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*/
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void multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
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/**
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* Gets the top matrix of specified type of matrix stack.
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* @js NA
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*/
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const Mat4& getMatrix(MATRIX_STACK_TYPE type) const;
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/**
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* Clear all types of matrix stack, and add identity matrix to these matrix stacks.
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* @js NA
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*/
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void resetMatrixStack();
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/**
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* returns the axmol thread id.
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Useful to know if certain code is already running on the axmol thread
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*/
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const std::thread::id& getCocos2dThreadId() const { return getAxmolThreadId(); }
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const std::thread::id& getAxmolThreadId() const { return _axmol_thread_id; }
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/** Enable node tree children indexer map, the concept is like database INDEX
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* Notes:
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* If enable is true: will cost more memory to speed up getChildByTag & getChildByName
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*/
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void setChildrenIndexerEnabled(bool enable) { _childrenIndexerEnabled = enable; }
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/**
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* returns whether or not node tree children indexer map enabled
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*/
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bool isChildrenIndexerEnabled() const { return _childrenIndexerEnabled; }
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/** since Axmol-1.0
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* queue a priority operation in render thread, even through app in background
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*/
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void queueOperation(AsyncOperation op, void* param = nullptr);
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/**
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* returns whether or not the Director is in a valid state
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*/
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bool isValid() const { return !_invalid; }
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protected:
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void reset();
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#if defined(AX_PLATFORM_PC)
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void processOperations();
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#endif
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virtual void startAnimation(SetIntervalReason reason);
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virtual void setAnimationInterval(float interval, SetIntervalReason reason);
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void purgeDirector();
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bool _purgeDirectorInNextLoop = false; // this flag will be set to true in end()
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void restartDirector();
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bool _restartDirectorInNextLoop = false; // this flag will be set to true in restart()
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void setNextScene();
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void updateFrameRate();
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#if !AX_STRIP_FPS
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void showStats();
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void createStatsLabel();
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void calculateMPF();
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void getFPSImageData(unsigned char** datapointer, ssize_t* length);
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#endif
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/** calculates delta time since last time it was called */
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void calculateDeltaTime();
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// textureCache creation or release
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void initTextureCache();
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void destroyTextureCache();
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void initMatrixStack();
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std::stack<Mat4> _modelViewMatrixStack;
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std::stack<Mat4> _textureMatrixStack;
|
|
std::stack<Mat4> _projectionMatrixStack;
|
|
|
|
/** Scheduler associated with this director
|
|
@since v2.0
|
|
*/
|
|
Scheduler* _scheduler = nullptr;
|
|
|
|
/** ActionManager associated with this director
|
|
@since v2.0
|
|
*/
|
|
ActionManager* _actionManager = nullptr;
|
|
|
|
/** EventDispatcher associated with this director
|
|
@since v3.0
|
|
*/
|
|
EventDispatcher* _eventDispatcher = nullptr;
|
|
EventCustom* _eventProjectionChanged = nullptr;
|
|
EventCustom* _eventBeforeDraw = nullptr;
|
|
EventCustom* _eventAfterDraw = nullptr;
|
|
EventCustom* _eventAfterVisit = nullptr;
|
|
EventCustom* _eventBeforeUpdate = nullptr;
|
|
EventCustom* _eventAfterUpdate = nullptr;
|
|
EventCustom* _eventResetDirector = nullptr;
|
|
EventCustom* _beforeSetNextScene = nullptr;
|
|
EventCustom* _afterSetNextScene = nullptr;
|
|
|
|
/* delta time since last tick to main loop */
|
|
float _deltaTime = 0.0f;
|
|
bool _deltaTimePassedByCaller = false;
|
|
|
|
/* The _glView, where everything is rendered, GLView is a abstract class,cocos2d-x provide GLViewImpl
|
|
which inherit from it as default renderer context,you can have your own by inherit from it*/
|
|
GLView* _glView = nullptr;
|
|
|
|
// texture cache belongs to this director
|
|
TextureCache* _textureCache = nullptr;
|
|
|
|
float _animationInterval = 0.0f;
|
|
float _oldAnimationInterval = 0.0f;
|
|
|
|
bool _statsDisplay = false;
|
|
float _accumDt = 0.0f;
|
|
float _frameRate = 0.0f;
|
|
|
|
LabelAtlas* _FPSLabel = nullptr;
|
|
LabelAtlas* _drawnBatchesLabel = nullptr;
|
|
LabelAtlas* _drawnVerticesLabel = nullptr;
|
|
|
|
/** Whether or not the Director is paused */
|
|
bool _paused = false;
|
|
|
|
/* How many frames were called since the director started */
|
|
unsigned int _totalFrames = 0;
|
|
unsigned int _frames = 0;
|
|
float _secondsPerFrame = 1.f;
|
|
|
|
/* The running scene */
|
|
Scene* _runningScene = nullptr;
|
|
|
|
/* will be the next 'runningScene' in the next frame
|
|
nextScene is a weak reference. */
|
|
Scene* _nextScene = nullptr;
|
|
|
|
/* If true, then "old" scene will receive the cleanup message */
|
|
bool _sendCleanupToScene = false;
|
|
|
|
/* scheduled scenes */
|
|
Vector<Scene*> _scenesStack;
|
|
|
|
/* last time the main loop was updated */
|
|
std::chrono::steady_clock::time_point _lastUpdate;
|
|
|
|
/* whether or not the next delta time will be zero */
|
|
bool _nextDeltaTimeZero = false;
|
|
|
|
/* projection used */
|
|
Projection _projection = Projection::DEFAULT;
|
|
|
|
/* window size in points */
|
|
Vec2 _winSizeInPoints = Vec2::ZERO;
|
|
|
|
/* content scale factor */
|
|
float _contentScaleFactor = 1.0f;
|
|
|
|
/* This object will be visited after the scene. Useful to hook a notification node */
|
|
Node* _notificationNode = nullptr;
|
|
|
|
/* Renderer for the Director */
|
|
Renderer* _renderer = nullptr;
|
|
|
|
Color4F _clearColor = {0, 0, 0, 1};
|
|
|
|
/* Console for the director */
|
|
Console* _console = nullptr;
|
|
|
|
bool _isStatusLabelUpdated = true;
|
|
|
|
/* whether or not the director is in a valid state */
|
|
bool _invalid = false;
|
|
|
|
bool _childrenIndexerEnabled = false;
|
|
|
|
/* axmol thread id */
|
|
std::thread::id _axmol_thread_id;
|
|
|
|
#if defined(AX_PLATFORM_PC)
|
|
/* axmol priority operations in render thread for PC platforms */
|
|
moodycamel::ConcurrentQueue<std::function<void()>> _operations;
|
|
#endif
|
|
|
|
#if AX_ENABLE_CACHE_TEXTURE_DATA
|
|
EventListenerCustom* _rendererRecreatedListener = nullptr;
|
|
#endif
|
|
|
|
// GLView will recreate stats labels to fit visible rect
|
|
friend class GLView;
|
|
};
|
|
|
|
// end of base group
|
|
/** @} */
|
|
|
|
NS_AX_END
|