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- /****************************************************************************
- Copyright (c) 2013 cocos2d-x.org
- Copyright (c) Microsoft Open Technologies, Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "platform/winrt/CCGLViewImpl-winrt.h"
- #include "base/ccMacros.h"
- #include "base/CCDirector.h"
- #include "base/CCTouch.h"
- #include "base/CCIMEDispatcher.h"
- #include "base/CCEventListenerKeyboard.h"
- #include "platform/winrt/CCApplication.h"
- #include "platform/winrt/CCWinRTUtils.h"
- #include "deprecated/CCNotificationCenter.h"
- #include "base/CCEventDispatcher.h"
- #include "base/CCEventMouse.h"
- #include <map>
- using namespace Platform;
- using namespace Concurrency;
- using namespace Windows::System;
- using namespace Windows::Foundation;
- using namespace Windows::Foundation::Collections;
- using namespace Windows::Graphics::Display;
- using namespace Windows::UI::Input;
- using namespace Windows::UI::Core;
- using namespace Windows::UI::Xaml;
- using namespace Windows::UI::Xaml::Controls;
- using namespace Windows::UI::Xaml::Media;
- using namespace Windows::UI::Xaml::Input;
- using namespace Windows::System;
- using namespace Windows::UI::ViewManagement;
- using namespace Windows::ApplicationModel;
- using namespace Windows::ApplicationModel::Core;
- using namespace Windows::ApplicationModel::Activation;
- using namespace Platform;
- using namespace Microsoft::WRL;
- NS_CC_BEGIN
- static GLViewImpl* s_pEglView = nullptr;
- GLViewImpl* GLViewImpl::create(const std::string& viewName)
- {
- auto ret = new GLViewImpl;
- if(ret && ret->initWithFullScreen(viewName))
- {
- ret->autorelease();
- return ret;
- }
- return nullptr;
- }
- GLViewImpl::GLViewImpl()
- : _frameZoomFactor(1.0f)
- , _supportTouch(true)
- , _isRetina(false)
- , _isCursorVisible(true)
- , m_lastPointValid(false)
- , m_running(false)
- , m_initialized(false)
- , m_windowClosed(false)
- , m_windowVisible(true)
- , m_width(0)
- , m_height(0)
- , m_orientation(DisplayOrientations::Landscape)
- , m_appShouldExit(false)
- , _lastMouseButtonPressed(EventMouse::MouseButton::BUTTON_UNSET)
- {
- s_pEglView = this;
- _viewName = "cocos2dx";
- m_keyboard = ref new KeyBoardWinRT();
- m_backButtonListener = EventListenerKeyboard::create();
- m_backButtonListener->onKeyReleased = CC_CALLBACK_2(GLViewImpl::BackButtonListener, this);
- Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(m_backButtonListener, INT_MAX);
- }
- GLViewImpl::~GLViewImpl()
- {
- CC_ASSERT(this == s_pEglView);
- s_pEglView = nullptr;
- // TODO: cleanup
- }
- bool GLViewImpl::initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor)
- {
- setViewName(viewName);
- setFrameSize(rect.size.width, rect.size.height);
- setFrameZoomFactor(frameZoomFactor);
- return true;
- }
- bool GLViewImpl::initWithFullScreen(const std::string& viewName)
- {
- return initWithRect(viewName, Rect(0, 0, m_width, m_height), 1.0f);
- }
- bool GLViewImpl::Create(float width, float height, float dpi, DisplayOrientations orientation)
- {
- m_orientation = orientation;
- m_dpi = dpi;
- UpdateForWindowSizeChange(width, height);
- return true;
- }
- void cocos2d::GLViewImpl::setCursorVisible(bool isVisible)
- {
- _isCursorVisible = isVisible;
- }
- void GLViewImpl::setDispatcher(Windows::UI::Core::CoreDispatcher^ dispatcher)
- {
- m_dispatcher = dispatcher;
- }
- void GLViewImpl::setPanel(Windows::UI::Xaml::Controls::Panel^ panel)
- {
- m_panel = panel;
- }
- void GLViewImpl::setIMEKeyboardState(bool bOpen)
- {
- std::string str;
- setIMEKeyboardState(bOpen, str);
- }
- bool GLViewImpl::ShowMessageBox(Platform::String^ title, Platform::String^ message)
- {
- if (m_dispatcher.Get())
- {
- m_dispatcher.Get()->RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, ref new Windows::UI::Core::DispatchedHandler([title, message]()
- {
- // Show the message dialog
- auto msg = ref new Windows::UI::Popups::MessageDialog(message, title);
- // Set the command to be invoked when a user presses 'ESC'
- msg->CancelCommandIndex = 1;
- msg->ShowAsync();
- }));
- return true;
- }
- return false;
- }
- void GLViewImpl::setIMEKeyboardState(bool bOpen, const std::string& str)
- {
- if(bOpen)
- {
- m_keyboard->ShowKeyboard(PlatformStringFromString(str));
- }
- else
- {
- m_keyboard->HideKeyboard(PlatformStringFromString(str));
- }
- }
- void GLViewImpl::swapBuffers()
- {
-
- }
- bool GLViewImpl::isOpenGLReady()
- {
- return true;
- }
- void GLViewImpl::end()
- {
- m_windowClosed = true;
- m_appShouldExit = true;
- }
- void GLViewImpl::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
- {
- }
- void GLViewImpl::OnResuming(Platform::Object^ sender, Platform::Object^ args)
- {
- }
- // user pressed the Back Key on the phone
- void GLViewImpl::OnBackKeyPress()
- {
- cocos2d::EventKeyboard::KeyCode cocos2dKey = EventKeyboard::KeyCode::KEY_ESCAPE;
- cocos2d::EventKeyboard event(cocos2dKey, false);
- cocos2d::Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- }
- void GLViewImpl::BackButtonListener(EventKeyboard::KeyCode keyCode, Event* event)
- {
- if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)
- {
- CCLOG("*********************************************************************");
- CCLOG("GLViewImpl::BackButtonListener: Exiting application!");
- CCLOG("");
- CCLOG("If you want to listen for Windows Phone back button events,");
- CCLOG("add a listener for EventKeyboard::KeyCode::KEY_ESCAPE");
- CCLOG("Make sure you call stopPropagation() on the Event if you don't");
- CCLOG("want your app to exit when the back button is pressed.");
- CCLOG("");
- CCLOG("For example, add the following to your scene...");
- CCLOG("auto listener = EventListenerKeyboard::create();");
- CCLOG("listener->onKeyReleased = CC_CALLBACK_2(HelloWorld::onKeyReleased, this);");
- CCLOG("getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);");
- CCLOG("");
- CCLOG("void HelloWorld::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event)");
- CCLOG("{");
- CCLOG(" if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)");
- CCLOG(" {");
- CCLOG(" if (myAppShouldNotQuit) // or whatever logic you want...");
- CCLOG(" {");
- CCLOG(" event->stopPropagation();");
- CCLOG(" }");
- CCLOG(" }");
- CCLOG("}");
- CCLOG("");
- CCLOG("You MUST call event->stopPropagation() if you don't want your app to quit!");
- CCLOG("*********************************************************************");
- Director::getInstance()->end();
- }
- }
- bool GLViewImpl::AppShouldExit()
- {
- return m_appShouldExit;
- }
- void GLViewImpl::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
- {
- OnPointerPressed(args);
- }
- void GLViewImpl::OnPointerPressed(PointerEventArgs^ args)
- {
- intptr_t id = args->CurrentPoint->PointerId;
- Vec2 pt = GetPoint(args);
- handleTouchesBegin(1, &id, &pt.x, &pt.y);
- }
- void GLViewImpl::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
- {
- float direction = (float)args->CurrentPoint->Properties->MouseWheelDelta;
- intptr_t id = 0;
- Vec2 p(0.0f,0.0f);
- handleTouchesBegin(1, &id, &p.x, &p.y);
- p.y += direction;
- handleTouchesMove(1, &id, &p.x, &p.y);
- handleTouchesEnd(1, &id, &p.x, &p.y);
- }
- void GLViewImpl::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
- {
- m_windowVisible = args->Visible;
- }
- void GLViewImpl::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
- {
- m_windowClosed = true;
- }
- void GLViewImpl::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
- {
- OnPointerMoved(args);
- }
- void GLViewImpl::OnPointerMoved( PointerEventArgs^ args)
- {
- auto currentPoint = args->CurrentPoint;
- if (currentPoint->IsInContact)
- {
- if (m_lastPointValid)
- {
- intptr_t id = args->CurrentPoint->PointerId;
- Vec2 p = GetPoint(args);
- handleTouchesMove(1, &id, &p.x, &p.y);
- }
- m_lastPoint = currentPoint->Position;
- m_lastPointValid = true;
- }
- else
- {
- m_lastPointValid = false;
- }
- }
- void GLViewImpl::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
- {
- OnPointerReleased(args);
- }
- void GLViewImpl::OnPointerReleased(PointerEventArgs^ args)
- {
- intptr_t id = args->CurrentPoint->PointerId;
- Vec2 pt = GetPoint(args);
- handleTouchesEnd(1, &id, &pt.x, &pt.y);
- }
- void cocos2d::GLViewImpl::OnMousePressed(Windows::UI::Core::PointerEventArgs^ args)
- {
- Vec2 mousePosition = GetPointMouse(args);
- // Emulated touch, if left mouse button
- if (args->CurrentPoint->Properties->IsLeftButtonPressed)
- {
- intptr_t id = 0;
- Vec2 pt = GetPoint(args);
- handleTouchesBegin(1, &id, &pt.x, &pt.y);
- }
- if (_lastMouseButtonPressed != EventMouse::MouseButton::BUTTON_UNSET)
- {
- EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
- event.setMouseButton(_lastMouseButtonPressed);
- event.setCursorPosition(mousePosition.x, mousePosition.y);
- Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- }
- EventMouse event(EventMouse::MouseEventType::MOUSE_DOWN);
- // Set current button
- if (args->CurrentPoint->Properties->IsLeftButtonPressed)
- {
- _lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_LEFT;
- }
- else if (args->CurrentPoint->Properties->IsRightButtonPressed)
- {
- _lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_RIGHT;
- }
- else if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
- {
- _lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_MIDDLE;
- }
- event.setMouseButton(_lastMouseButtonPressed);
- event.setCursorPosition(mousePosition.x, mousePosition.y);
- Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- }
- void cocos2d::GLViewImpl::OnMouseMoved(Windows::UI::Core::PointerEventArgs^ args)
- {
- Vec2 mousePosition = GetPointMouse(args);
- // Emulated touch, if left mouse button
- if (args->CurrentPoint->Properties->IsLeftButtonPressed)
- {
- intptr_t id = 0;
- Vec2 pt = GetPoint(args);
- handleTouchesMove(1, &id, &pt.x, &pt.y);
- }
- EventMouse event(EventMouse::MouseEventType::MOUSE_MOVE);
- // Set current button
- if (args->CurrentPoint->Properties->IsLeftButtonPressed)
- {
- event.setMouseButton(EventMouse::MouseButton::BUTTON_LEFT);
- }
- else if (args->CurrentPoint->Properties->IsRightButtonPressed)
- {
- event.setMouseButton(EventMouse::MouseButton::BUTTON_RIGHT);
- }
- else if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
- {
- event.setMouseButton(EventMouse::MouseButton::BUTTON_MIDDLE);
- }
- event.setCursorPosition(mousePosition.x, mousePosition.y);
- Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- }
- void cocos2d::GLViewImpl::OnMouseReleased(Windows::UI::Core::PointerEventArgs^ args)
- {
- Vec2 mousePosition = GetPointMouse(args);
- // Emulated touch, if left mouse button
- if (_lastMouseButtonPressed == EventMouse::MouseButton::BUTTON_LEFT)
- {
- intptr_t id = 0;
- Vec2 pt = GetPoint(args);
- handleTouchesEnd(1, &id, &pt.x, &pt.y);
- }
- EventMouse event(EventMouse::MouseEventType::MOUSE_UP);
- event.setMouseButton(_lastMouseButtonPressed);
- event.setCursorPosition(mousePosition.x, mousePosition.y);
- Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- _lastMouseButtonPressed = EventMouse::MouseButton::BUTTON_UNSET;
- }
- void cocos2d::GLViewImpl::OnMouseWheelChanged(Windows::UI::Core::PointerEventArgs^ args)
- {
- Vec2 mousePosition = GetPointMouse(args);
- EventMouse event(EventMouse::MouseEventType::MOUSE_SCROLL);
- float delta = args->CurrentPoint->Properties->MouseWheelDelta;
- if (args->CurrentPoint->Properties->IsHorizontalMouseWheel)
- {
- event.setScrollData(delta, 0.0f);
- }
- else
- {
- event.setScrollData(0.0f, -delta);
- }
- event.setCursorPosition(mousePosition.x, mousePosition.y);
- Director::getInstance()->getEventDispatcher()->dispatchEvent(&event);
- }
- void GLViewImpl::resize(int width, int height)
- {
- }
- void GLViewImpl::setFrameZoomFactor(float fZoomFactor)
- {
- _frameZoomFactor = fZoomFactor;
- Director::getInstance()->setProjection(Director::getInstance()->getProjection());
- //resize(m_obScreenSize.width * fZoomFactor, m_obScreenSize.height * fZoomFactor);
- }
- float GLViewImpl::getFrameZoomFactor()
- {
- return _frameZoomFactor;
- }
- void GLViewImpl::centerWindow()
- {
- // not implemented in WinRT. Window is always full screen
- }
- GLViewImpl* GLViewImpl::sharedOpenGLView()
- {
- return s_pEglView;
- }
- int GLViewImpl::Run()
- {
- // XAML version does not have a run loop
- m_running = true;
- return 0;
- };
- void GLViewImpl::Render()
- {
- OnRendering();
- }
- void GLViewImpl::OnRendering()
- {
- if(m_running && m_initialized)
- {
- Director::getInstance()->mainLoop();
- }
- }
- // called by orientation change from WP8 XAML
- void GLViewImpl::UpdateOrientation(DisplayOrientations orientation)
- {
- if(m_orientation != orientation)
- {
- m_orientation = orientation;
- UpdateWindowSize();
- }
- }
- // called by size change from WP8 XAML
- void GLViewImpl::UpdateForWindowSizeChange(float width, float height)
- {
- if (width != m_width || height != m_height)
- {
- m_width = width;
- m_height = height;
- UpdateWindowSize();
- }
- }
- #if 0
- win32 version
- void GLViewEventHandler::OnGLFWWindowSizeFunCallback(GLFWwindow *windows, int width, int height)
- {
- auto view = Director::getInstance()->getOpenGLView();
- if(view && view->getResolutionPolicy() != ResolutionPolicy::UNKNOWN)
- {
- Size resSize=view->getDesignResolutionSize();
- ResolutionPolicy resPolicy=view->getResolutionPolicy();
- view->setFrameSize(width, height);
- view->setDesignResolutionSize(resSize.width, resSize.height, resPolicy);
- Director::getInstance()->setViewport();
- }
- }
- #endif
- void GLViewImpl::UpdateWindowSize()
- {
- float width, height;
- width = m_width;
- height = m_height;
- //CCSize designSize = getDesignResolutionSize();
- if(!m_initialized)
- {
- m_initialized = true;
- GLView::setFrameSize(width, height);
- }
- auto view = Director::getInstance()->getOpenGLView();
- if(view && view->getResolutionPolicy() != ResolutionPolicy::UNKNOWN)
- {
- Size resSize=view->getDesignResolutionSize();
- ResolutionPolicy resPolicy=view->getResolutionPolicy();
- view->setFrameSize(width, height);
- view->setDesignResolutionSize(resSize.width, resSize.height, resPolicy);
- auto director = Director::getInstance();
- director->setViewport();
- director->setProjection(director->getProjection());
- }
- }
- cocos2d::Vec2 GLViewImpl::TransformToOrientation(Windows::Foundation::Point p)
- {
- cocos2d::Vec2 returnValue;
- float x = p.X;
- float y = p.Y;
- returnValue = Vec2(x, y);
- #if 0
- switch (m_orientation)
- {
- case DisplayOrientations::Portrait:
- default:
- returnValue = Vec2(x, y);
- break;
- case DisplayOrientations::Landscape:
- returnValue = Vec2(y, m_width - x);
- break;
- case DisplayOrientations::PortraitFlipped:
- returnValue = Vec2(m_width - x, m_height - y);
- break;
- case DisplayOrientations::LandscapeFlipped:
- returnValue = Vec2(m_height - y, x);
- break;
- }
- #endif
- float zoomFactor = GLViewImpl::sharedOpenGLView()->getFrameZoomFactor();
- if(zoomFactor > 0.0f) {
- returnValue.x /= zoomFactor;
- returnValue.y /= zoomFactor;
- }
- // CCLOG("%.2f %.2f : %.2f %.2f", p.X, p.Y,returnValue.x, returnValue.y);
- return returnValue;
- }
- Vec2 GLViewImpl::GetPoint(PointerEventArgs^ args) {
- return TransformToOrientation(args->CurrentPoint->Position);
- }
- Vec2 GLViewImpl::GetPointMouse(PointerEventArgs^ args) {
- Vec2 position = TransformToOrientation(args->CurrentPoint->Position);
- //Because Windows and cocos2d-x uses different Y axis, we need to convert the coordinate here
- position.x = (position.x - _viewPortRect.origin.x) / _scaleX;
- position.y = (_viewPortRect.origin.y + _viewPortRect.size.height - position.y) / _scaleY;
- return position;
- }
- void GLViewImpl::QueueBackKeyPress()
- {
- std::shared_ptr<BackButtonEvent> e(new BackButtonEvent());
- mInputEvents.push(e);
- }
- void GLViewImpl::QueuePointerEvent(PointerEventType type, PointerEventArgs^ args)
- {
- std::shared_ptr<PointerEvent> e(new PointerEvent(type, args));
- mInputEvents.push(e);
- }
- void GLViewImpl::QueueWinRTKeyboardEvent(WinRTKeyboardEventType type, KeyEventArgs^ args)
- {
- std::shared_ptr<WinRTKeyboardEvent> e(new WinRTKeyboardEvent(type, args));
- mInputEvents.push(e);
- }
- void GLViewImpl::OnWinRTKeyboardEvent(WinRTKeyboardEventType type, KeyEventArgs^ args)
- {
- m_keyboard->OnWinRTKeyboardEvent(type, args);
- }
- void GLViewImpl::QueueEvent(std::shared_ptr<InputEvent>& event)
- {
- mInputEvents.push(event);
- }
- void GLViewImpl::ProcessEvents()
- {
- std::shared_ptr<InputEvent> e;
- while (mInputEvents.try_pop(e))
- {
- e->execute();
- }
- }
- NS_CC_END
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