背景和头像缺失
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cocos2d/cocos/platform/win8.1-universal/OpenGLESPage.xaml.h
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cocos2d/cocos/platform/win8.1-universal/OpenGLESPage.xaml.h
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/*
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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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*
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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 the License.
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* 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 an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and limitations under the License.
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*/
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#pragma once
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#include "OpenGLES.h"
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#include "OpenGLESPage.g.h"
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#include <memory>
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#include <condition_variable>
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#include <mutex>
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#include "Cocos2dRenderer.h"
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namespace CocosAppWinRT
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{
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public ref class OpenGLESPage sealed
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{
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public:
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OpenGLESPage();
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virtual ~OpenGLESPage();
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void SetVisibility(bool isVisible);
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internal:
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OpenGLESPage(OpenGLES* openGLES);
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private:
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void OnPageLoaded(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ e);
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void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || _MSC_VER >= 1900
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void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
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#endif
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void CreateRenderSurface();
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void DestroyRenderSurface();
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void RecoverFromLostDevice();
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void TerminateApp();
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void StartRenderLoop();
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void StopRenderLoop();
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void CreateInput();
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OpenGLES* mOpenGLES;
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std::shared_ptr<Cocos2dRenderer> mRenderer;
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EGLSurface mRenderSurface; // This surface is associated with a swapChainPanel on the page
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Concurrency::critical_section mRenderSurfaceCriticalSection;
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Windows::Foundation::IAsyncAction^ mRenderLoopWorker;
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// Track user input on a background worker thread.
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Windows::Foundation::IAsyncAction^ mInputLoopWorker;
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Windows::UI::Core::CoreIndependentInputSource^ mCoreInput;
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// Independent touch and pen handling functions.
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void OnPointerPressed(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
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void OnPointerMoved(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
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void OnPointerReleased(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
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void OnPointerWheelChanged(Platform::Object^ sender, Windows::UI::Core::PointerEventArgs^ e);
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// Independent keyboard handling functions.
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void OnKeyPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnKeyReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
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void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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float mDpi;
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bool mDeviceLost;
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bool mVisible;
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bool mCursorVisible;
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Windows::Graphics::Display::DisplayOrientations mOrientation;
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std::mutex mSleepMutex;
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std::condition_variable mSleepCondition;
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};
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}
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