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CCGLViewImpl-desktop.h
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/
CCGLViewImpl-desktop.h
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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong 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.
****************************************************************************/
#ifndef __CC_EGLViewIMPL_DESKTOP_H__
#define __CC_EGLViewIMPL_DESKTOP_H__
#include "base/CCRef.h"
#include "platform/CCCommon.h"
#include "platform/CCGLView.h"
#include "CCController-desktop.h"
#include "glfw3.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#ifndef GLFW_EXPOSE_NATIVE_WGL
#define GLFW_EXPOSE_NATIVE_WGL
#endif
#include "glfw3native.h"
#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) */
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#ifndef GLFW_EXPOSE_NATIVE_NSGL
#define GLFW_EXPOSE_NATIVE_NSGL
#endif
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include "glfw3native.h"
#endif // #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
NS_CC_BEGIN
class CC_DLL GLViewImpl : public GLView
{
public:
static GLViewImpl* create(const std::string& viewName);
static GLViewImpl* createWithRect(const std::string& viewName, Rect size, float frameZoomFactor = 1.0f);
/**
* position is used to determine which monitor to use in multi-monitor setup
*/
static GLViewImpl* createWithFullScreen(const std::string& viewName, Vec2 position);
static GLViewImpl* createWithFullScreen(const std::string& viewName, const GLFWvidmode &videoMode, GLFWmonitor *monitor);
/*
*frameZoomFactor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.
*/
//void resize(int width, int height);
float getFrameZoomFactor() const;
//void centerWindow();
virtual void setViewPortInPoints(float x , float y , float w , float h);
virtual void setScissorInPoints(float x , float y , float w , float h);
bool windowShouldClose();
void pollEvents();
GLFWwindow* getWindow() const { return _mainWindow; }
/* override functions */
virtual bool isOpenGLReady() override;
virtual void end() override;
virtual void swapBuffers() override;
virtual void setFrameSize(float width, float height) override;
virtual void setFullscreen() override;
virtual void setWindowed( int windowWidth, int windowHeight ) override;
virtual Vec2 getWindowPosition() override;
virtual void setIMEKeyboardState(bool bOpen) override;
/*
* Set zoom factor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.
*/
void setFrameZoomFactor(float zoomFactor);
/**
* Hide or Show the mouse cursor if there is one.
*/
virtual void setCursorVisible( bool isVisible );
/** Retina support is disabled by default
* @note This method is only available on Mac.
*/
void enableRetina(bool enabled);
/** Check whether retina display is enabled. */
bool isRetinaEnabled() const { return _isRetinaEnabled; };
/** Get retina factor */
int getRetinaFactor() const { return _retinaFactor; }
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
HWND getWin32Window() { return glfwGetWin32Window(_mainWindow); }
#endif /* (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) */
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
id getCocoaWindow() { return glfwGetCocoaWindow(_mainWindow); }
#endif // #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
protected:
GLViewImpl();
virtual ~GLViewImpl();
bool initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor);
bool initWithFullScreen(const std::string& viewName, Vec2 position);
bool initWithFullscreen(const std::string& viewname, const GLFWvidmode &videoMode, GLFWmonitor *monitor);
bool initGlew();
// GLFW callbacks
void onGLFWError(int errorID, const char* errorDesc);
void onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int modify);
void onGLFWMouseMoveCallBack(GLFWwindow* window, double x, double y);
void onGLFWMouseScrollCallback(GLFWwindow* window, double x, double y);
void onGLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void onGLFWCharCallback(GLFWwindow* window, unsigned int character);
void onGLFWWindowPosCallback(GLFWwindow* windows, int x, int y);
void onGLFWframebuffersize(GLFWwindow* window, int w, int h);
void onGLFWWindowSizeFunCallback(GLFWwindow *window, int width, int height);
void onGLFWWindowIconifyCallback(GLFWwindow* window, int iconified);
bool _captured;
bool _supportTouch;
bool _isInRetinaMonitor;
bool _isRetinaEnabled;
int _retinaFactor; // Should be 1 or 2
float _frameZoomFactor;
GLFWwindow* _mainWindow;
GLFWmonitor* _monitor;
float _mouseX;
float _mouseY;
friend class GLFWEventHandler;
private:
CC_DISALLOW_COPY_AND_ASSIGN(GLViewImpl);
ControllerImpl controllerManager;
/**
* get monitor at given position
*/
GLFWmonitor* getMonitor( Vec2 position );
};
NS_CC_END // end of namespace cocos2d
#endif // end of __CC_EGLViewImpl_DESKTOP_H__