virtual void DidChangeView(const pp::View& view) { // Pepper specifies dimensions in DIPs (device-independent pixels). To // generate a context that is at device-pixel resolution on HiDPI devices, // scale the dimensions by view.GetDeviceScale(). int32_t new_width = view.GetRect().width() * view.GetDeviceScale(); int32_t new_height = view.GetRect().height() * view.GetDeviceScale(); if (context_.is_null()) { if (!InitGL(new_width, new_height)) { // failed. return; } verify(gles_init() == true); RenderLoop(0); } else { // Resize the buffers to the new size of the module. int32_t result = context_.ResizeBuffers(new_width, new_height); if (result < 0) { printf("Unable to resize buffers to %d x %d!\n"); return; } } width_ = new_width; height_ = new_height; glViewport(0, 0, width_, height_); printf("Resize: %d x %d\n", new_width, new_height); }
void DiagrammarInterface::DidChangeView(const pp::View& view) { int32_t width = view.GetRect().width(); int32_t height = view.GetRect().height(); std::cerr << "view changed\n"; if (context_.is_null()) { if (!InitGL(width, height)) { return; } // only launch once (created with opengl context) simulation_thread_ = std::thread(&DiagrammarInterface::LaunchWorld, this); } else { int32_t result = context_.ResizeBuffers(width, height); if (result < 0) std::cerr << "Unable to resize\n"; } }
void NaCl::DidChangeView(const pp::View& view) { int32_t new_width = view.GetRect().width() * view.GetDeviceScale(); int32_t new_height = view.GetRect().height() * view.GetDeviceScale(); if(context.is_null()) { if(!init(new_width,new_height)) { lerr << "Failed to init opengl" << endl; return; } lout << "Success on opengl" << endl; loop(0); } else { int32_t result = context.ResizeBuffers(new_width, new_height); if(result < 0) { lerr << "Unsuccesful view change" << endl; } else { game.resize(new_width, new_height); } } }
void NaClApplication::DidChangeView(const pp::View& view) { /* Fullscreen switch in progress */ if(_flags & Flag::FullscreenSwitchInProgress) { /* Done, remove the progress flag */ if(isFullscreen() == bool(_flags & Flag::WillBeFullscreen)) { _flags &= ~Flag::FullscreenSwitchInProgress; _flags |= Flag::Redraw; } /* Don't process anything during the switch */ else return; } Vector2i size(view.GetRect().width(), view.GetRect().height()); /* Canvas resized */ if(_viewportSize != size) { _graphics->ResizeBuffers(size.x(), size.y()); viewportEvent(_viewportSize = size); } drawEvent(); }