geode/loader/include/Geode/cocos/platform/CCEGLViewProtocol.h
2024-07-03 16:10:00 -03:00

208 lines
6.2 KiB
C++
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#ifndef __CCEGLVIEWPROTOCOL_H__
#define __CCEGLVIEWPROTOCOL_H__
#include "../include/ccTypes.h"
enum ResolutionPolicy
{
// The entire application is visible in the specified area without trying to preserve the original aspect ratio.
// Distortion can occur, and the application may appear stretched or compressed.
kResolutionExactFit,
// The entire application fills the specified area, without distortion but possibly with some cropping,
// while maintaining the original aspect ratio of the application.
kResolutionNoBorder,
// The entire application is visible in the specified area without distortion while maintaining the original
// aspect ratio of the application. Borders can appear on two sides of the application.
kResolutionShowAll,
// The application takes the height of the design resolution size and modifies the width of the internal
// canvas so that it fits the aspect ratio of the device
// no distortion will occur however you must make sure your application works on different
// aspect ratios
kResolutionFixedHeight,
// The application takes the width of the design resolution size and modifies the height of the internal
// canvas so that it fits the aspect ratio of the device
// no distortion will occur however you must make sure your application works on different
// aspect ratios
kResolutionFixedWidth,
kResolutionUnKnown,
};
NS_CC_BEGIN
#define CC_MAX_TOUCHES 5
class EGLTouchDelegate;
class CCSet;
/**
* @addtogroup platform
* @{
* @js NA
*/
class CC_DLL CCEGLViewProtocol
{
GEODE_FRIEND_MODIFY
public:
/**
* @lua NA
*/
CCEGLViewProtocol();
GEODE_CUSTOM_CONSTRUCTOR_BEGIN(CCEGLViewProtocol)
/**
* @lua NA
*/
virtual ~CCEGLViewProtocol();
/** Force destroying EGL view, subclass must implement this method.
* @lua NA
*/
virtual void end() {}
/** Get whether opengl render system is ready, subclass must implement this method.
* @lua NA
*/
virtual bool isOpenGLReady() { return false; }
/** Exchanges the front and back buffers, subclass must implement this method.
* @lua NA
*/
virtual void swapBuffers() {}
/** Open or close IME keyboard , subclass must implement this method.
* @lua NA
*/
virtual void setIMEKeyboardState(bool bOpen) {}
/**
* Get the frame size of EGL view.
* In general, it returns the screen size since the EGL view is a fullscreen view.
*/
virtual const CCSize& getFrameSize() const;
/**
* Set the frame size of EGL view.
*/
virtual void setFrameSize(float width, float height);
/**
* Get the visible area size of opengl viewport.
*/
virtual CCSize getVisibleSize() const;
/**
* Get the visible origin point of opengl viewport.
*/
virtual CCPoint getVisibleOrigin() const;
/**
* Set the design resolution size.
* @param width Design resolution width.
* @param height Design resolution height.
* @param resolutionPolicy The resolution policy desired, you may choose:
* [1] kResolutionExactFit Fill screen by stretch-to-fit: if the design resolution ratio of width to height is different from the screen resolution ratio, your game view will be stretched.
* [2] kResolutionNoBorder Full screen without black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two areas of your game view will be cut.
* [3] kResolutionShowAll Full screen with black border: if the design resolution ratio of width to height is different from the screen resolution ratio, two black borders will be shown.
*/
virtual void setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy);
/** Get design resolution size.
* Default resolution size is the same as 'getFrameSize'.
*/
virtual const CCSize& getDesignResolutionSize() const;
/** Set touch delegate */
virtual void setTouchDelegate(EGLTouchDelegate * pDelegate);
/**
* Set opengl view port rectangle with points.
*/
virtual void setViewPortInPoints(float x , float y , float w , float h);
/**
* Set Scissor rectangle with points.
*/
virtual void setScissorInPoints(float x , float y , float w , float h);
/**
* Get whether GL_SCISSOR_TEST is enable
* @lua NA
*/
virtual bool isScissorEnabled();
/**
* Get the current scissor rectangle
* @lua NA
*/
virtual CCRect getScissorRect();
/**
* @lua NA
*/
virtual void setViewName(const char* pszViewName);
/**
* @lua NA
*/
const char* getViewName();
/** Touch events are handled by default; if you want to customize your handlers, please override these functions:
* @lua NA
*/
virtual void handleTouchesBegin(int num, int ids[], float xs[], float ys[]);
/**
* @lua NA
*/
virtual void handleTouchesMove(int num, int ids[], float xs[], float ys[]);
/**
* @lua NA
*/
virtual void handleTouchesEnd(int num, int ids[], float xs[], float ys[]);
/**
* @lua NA
*/
virtual void handleTouchesCancel(int num, int ids[], float xs[], float ys[]);
/**
* Get the opengl view port rectangle.
*/
const CCRect& getViewPortRect() const;
/**
* Get scale factor of the horizontal direction.
*/
float getScaleX() const;
/**
* Get scale factor of the vertical direction.
*/
float getScaleY() const;
virtual void pollInputEvents();
void updateDesignResolutionSize();
private:
void getSetOfTouchesEndOrCancel(CCSet& set, int num, int ids[], float xs[], float ys[]);
public:
EGLTouchDelegate* m_pDelegate;
// real screen size
CCSize m_obScreenSize;
// resolution size, it is the size appropriate for the app resources.
CCSize m_obDesignResolutionSize;
// the view port size
CCRect m_obViewPortRect;
// the view name
char m_szViewName[50];
float m_fScaleX;
float m_fScaleY;
ResolutionPolicy m_eResolutionPolicy;
};
// end of platform group
/// @}
NS_CC_END
#endif /* __CCEGLVIEWPROTOCOL_H__ */