mirror of https://github.com/axmolengine/axmol.git
156 lines
4.7 KiB
C++
156 lines
4.7 KiB
C++
/*
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* cocos2d-x http://www.cocos2d-x.org
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*
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* Copyright (c) 2010-2014 - cocos2d-x community
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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*
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* Portions Copyright (c) Microsoft Open Technologies, Inc.
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* All Rights Reserved
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
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* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations under the License.
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*/
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#include "AxmolRenderer.h"
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#include "AppDelegate.h"
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#include "platform/winrt/CCGLViewImpl-winrt.h"
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#include "platform/CCApplication.h"
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#include "renderer/CCTextureCache.h"
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// These are used by the shader compilation methods.
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#include <vector>
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#include <iostream>
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#include <fstream>
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using namespace Platform;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::Graphics::Display;
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using namespace ax;
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namespace
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{
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std::unique_ptr<AppDelegate> appDelegate;
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}
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AxmolRenderer::AxmolRenderer(int width,
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int height,
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float dpi,
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DisplayOrientations orientation,
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CoreDispatcher ^ dispatcher,
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Panel ^ panel)
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: m_width(width), m_height(height), m_dpi(dpi), m_dispatcher(dispatcher), m_panel(panel), m_orientation(orientation)
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{
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appDelegate.reset(new AppDelegate());
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}
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AxmolRenderer::~AxmolRenderer() {}
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void AxmolRenderer::Resume()
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{
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auto director = ax::Director::getInstance();
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auto glview = director->getOpenGLView();
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if (!glview)
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{
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GLViewImpl* glview = GLViewImpl::create(
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"axmol", Vec2{static_cast<float>(m_width), static_cast<float>(m_height)}, m_orientation, m_dpi);
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glview->setDispatcher(m_dispatcher.Get());
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glview->setPanel(m_panel.Get());
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director->setOpenGLView(glview);
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Application::getInstance()->run();
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}
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else
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{
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Application::getInstance()->applicationWillEnterForeground();
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ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
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ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
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}
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}
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void AxmolRenderer::Pause()
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{
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if (Director::getInstance()->getOpenGLView())
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{
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Application::getInstance()->applicationDidEnterBackground();
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ax::EventCustom backgroundEvent(EVENT_COME_TO_BACKGROUND);
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ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&backgroundEvent);
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}
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}
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bool AxmolRenderer::AppShouldExit()
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{
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return GLViewImpl::sharedOpenGLView()->AppShouldExit();
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}
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void AxmolRenderer::DeviceLost()
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{
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Pause();
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auto director = ax::Director::getInstance();
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if (director->getOpenGLView())
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{
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// TODO:
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// ax::GL::invalidateStateCache();
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// ax::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
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// ax::DrawPrimitives::init();
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// ax::VolatileTextureMgr::reloadAllTextures();
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ax::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
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director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
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director->setGLDefaultValues();
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Application::getInstance()->applicationWillEnterForeground();
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ax::EventCustom foregroundEvent(EVENT_COME_TO_FOREGROUND);
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ax::Director::getInstance()->getEventDispatcher()->dispatchEvent(&foregroundEvent);
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}
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}
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void AxmolRenderer::Draw(size_t width, size_t height, float dpi, DisplayOrientations orientation)
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{
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auto glView = GLViewImpl::sharedOpenGLView();
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if (orientation != m_orientation)
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{
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m_orientation = orientation;
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glView->UpdateOrientation(orientation);
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}
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if (width != m_width || height != m_height)
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{
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m_width = width;
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m_height = height;
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glView->UpdateForWindowSizeChange(static_cast<float>(width), static_cast<float>(height));
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}
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if (dpi != m_dpi)
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{
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m_dpi = dpi;
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glView->SetDPI(m_dpi);
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}
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glView->ProcessEvents();
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glView->Render();
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}
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void AxmolRenderer::QueuePointerEvent(ax::PointerEventType type, Windows::UI::Core::PointerEventArgs ^ args)
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{
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GLViewImpl::sharedOpenGLView()->QueuePointerEvent(type, args);
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}
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void AxmolRenderer::QueueBackButtonEvent()
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{
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GLViewImpl::sharedOpenGLView()->QueueBackKeyPress();
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}
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void AxmolRenderer::QueueKeyboardEvent(WinRTKeyboardEventType type, Windows::UI::Core::KeyEventArgs ^ args)
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{
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GLViewImpl::sharedOpenGLView()->QueueWinRTKeyboardEvent(type, args);
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}
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