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											2015-10-08 15:00:40 -03:00
										 |  |  |  | //
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							|  |  |  |  | // This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
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							|  |  |  |  | //
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							|  |  |  |  | 
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							|  |  |  |  | #include "app.h"
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							|  |  |  |  | 
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							|  |  |  |  | #include "main/main.h"
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							|  |  |  |  | #include "core/os/dir_access.h"
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							|  |  |  |  | #include "core/os/file_access.h"
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							|  |  |  |  | 
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							|  |  |  |  | using namespace Windows::ApplicationModel::Core; | 
					
						
							|  |  |  |  | using namespace Windows::ApplicationModel::Activation; | 
					
						
							|  |  |  |  | using namespace Windows::UI::Core; | 
					
						
							|  |  |  |  | using namespace Windows::UI::Input; | 
					
						
							|  |  |  |  | using namespace Windows::Foundation; | 
					
						
							|  |  |  |  | using namespace Windows::Graphics::Display; | 
					
						
							|  |  |  |  | using namespace Microsoft::WRL; | 
					
						
							|  |  |  |  | using namespace Platform; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | using namespace $ext_safeprojectname$; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | // Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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							|  |  |  |  | inline float ConvertDipsToPixels(float dips, float dpi) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     static const float dipsPerInch = 96.0f; | 
					
						
							|  |  |  |  |     return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | // Implementation of the IFrameworkViewSource interface, necessary to run our app.
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							|  |  |  |  | ref class HelloTriangleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | public: | 
					
						
							|  |  |  |  |     virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView() | 
					
						
							|  |  |  |  |     { | 
					
						
							|  |  |  |  |         return ref new App(); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | // The main function creates an IFrameworkViewSource for our app, and runs the app.
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							|  |  |  |  | [Platform::MTAThread] | 
					
						
							|  |  |  |  | int main(Platform::Array<Platform::String^>^) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     auto helloTriangleApplicationSource = ref new HelloTriangleApplicationSource(); | 
					
						
							|  |  |  |  |     CoreApplication::Run(helloTriangleApplicationSource); | 
					
						
							|  |  |  |  |     return 0; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | App::App() : | 
					
						
							|  |  |  |  |     mWindowClosed(false), | 
					
						
							|  |  |  |  |     mWindowVisible(true), | 
					
						
							|  |  |  |  |     mWindowWidth(0), | 
					
						
							|  |  |  |  |     mWindowHeight(0), | 
					
						
							|  |  |  |  |     mEglDisplay(EGL_NO_DISPLAY), | 
					
						
							|  |  |  |  |     mEglContext(EGL_NO_CONTEXT), | 
					
						
							|  |  |  |  |     mEglSurface(EGL_NO_SURFACE) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | // The first method called when the IFrameworkView is being created.
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							|  |  |  |  | void App::Initialize(CoreApplicationView^ applicationView) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     // Register event handlers for app lifecycle. This example includes Activated, so that we
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							|  |  |  |  |     // can make the CoreWindow active and start rendering on the window.
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										 |  |  |  |     applicationView->Activated += | 
					
						
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										 |  |  |  |         ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  |     // Logic for other event handlers could go here.
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							|  |  |  |  |     // Information about the Suspending and Resuming event handlers can be found here:
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							|  |  |  |  |     // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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							|  |  |  |  | 
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							|  |  |  |  | 	os = new OSWinrt; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | // Called when the CoreWindow object is created (or re-created).
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							|  |  |  |  | void App::SetWindow(CoreWindow^ p_window) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	window = p_window; | 
					
						
							|  |  |  |  |     window->VisibilityChanged += | 
					
						
							|  |  |  |  |         ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged); | 
					
						
							|  |  |  |  | 
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										 |  |  |  |     window->Closed += | 
					
						
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										 |  |  |  |         ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed); | 
					
						
							|  |  |  |  | 
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										 |  |  |  |     window->SizeChanged += | 
					
						
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										 |  |  |  |         ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | #if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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							|  |  |  |  |     // Disable all pointer visual feedback for better performance when touching.
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							|  |  |  |  |     // This is not supported on Windows Phone applications.
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							|  |  |  |  |     auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView(); | 
					
						
							|  |  |  |  |     pointerVisualizationSettings->IsContactFeedbackEnabled = false; | 
					
						
							|  |  |  |  |     pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false; | 
					
						
							|  |  |  |  | #endif
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							|  |  |  |  | 
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							|  |  |  |  | 
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							|  |  |  |  | 	window->PointerPressed += | 
					
						
							|  |  |  |  | 		ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	window->PointerMoved += | 
					
						
							|  |  |  |  | 		ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerMoved); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	window->PointerReleased += | 
					
						
							|  |  |  |  | 		ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerReleased); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	//window->PointerWheelChanged +=
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							|  |  |  |  | 	//	ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
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							|  |  |  |  | 
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							|  |  |  |  | 
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							|  |  |  |  | 
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							|  |  |  |  | 	char* args[] = {"-path", "game", NULL}; | 
					
						
							|  |  |  |  | 	Main::setup("winrt", 2, args, false); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	// The CoreWindow has been created, so EGL can be initialized.
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							|  |  |  |  | 	ContextEGL* context = memnew(ContextEGL(window)); | 
					
						
							|  |  |  |  | 	os->set_gl_context(context); | 
					
						
							|  |  |  |  | 	UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	Main::setup2(); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | static int _get_button(Windows::UI::Input::PointerPoint ^pt) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	using namespace Windows::UI::Input; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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							|  |  |  |  | 	return BUTTON_LEFT; | 
					
						
							|  |  |  |  | #else
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							|  |  |  |  | 	switch (pt->Properties->PointerUpdateKind) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::LeftButtonPressed: | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::LeftButtonReleased: | 
					
						
							|  |  |  |  | 			return BUTTON_LEFT; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		case PointerUpdateKind::RightButtonPressed: | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::RightButtonReleased: | 
					
						
							|  |  |  |  | 			return BUTTON_RIGHT; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		case PointerUpdateKind::MiddleButtonPressed: | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::MiddleButtonReleased: | 
					
						
							|  |  |  |  | 			return BUTTON_MIDDLE; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		case PointerUpdateKind::XButton1Pressed: | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::XButton1Released: | 
					
						
							|  |  |  |  | 			return BUTTON_WHEEL_UP; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		case PointerUpdateKind::XButton2Pressed: | 
					
						
							|  |  |  |  | 		case PointerUpdateKind::XButton2Released: | 
					
						
							|  |  |  |  | 			return BUTTON_WHEEL_DOWN; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		default: | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | #endif
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							|  |  |  |  | 
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							|  |  |  |  | 	return 0; | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | static bool _is_touch(Windows::UI::Input::PointerPoint ^pointerPoint) { | 
					
						
							|  |  |  |  | #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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							|  |  |  |  | 	return true; | 
					
						
							|  |  |  |  | #else
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							|  |  |  |  | 	using namespace Windows::Devices::Input; | 
					
						
							|  |  |  |  | 	switch (pointerPoint->PointerDevice->PointerDeviceType) { | 
					
						
							|  |  |  |  | 		case PointerDeviceType::Touch: | 
					
						
							|  |  |  |  | 		case PointerDeviceType::Pen: | 
					
						
							|  |  |  |  | 			return true; | 
					
						
							|  |  |  |  | 		default: | 
					
						
							|  |  |  |  | 			return false; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | #endif
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							|  |  |  |  | } | 
					
						
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							|  |  |  |  | 
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							|  |  |  |  | static Windows::Foundation::Point _get_pixel_position(CoreWindow^ window, Windows::Foundation::Point rawPosition, OS* os) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	Windows::Foundation::Point outputPosition; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	// Compute coordinates normalized from 0..1.
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							|  |  |  |  | 	// If the coordinates need to be sized to the SDL window,
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							|  |  |  |  | 	// we'll do that after.
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							|  |  |  |  | 	#if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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							|  |  |  |  | 	outputPosition.X = rawPosition.X / window->Bounds.Width; | 
					
						
							|  |  |  |  | 	outputPosition.Y = rawPosition.Y / window->Bounds.Height; | 
					
						
							|  |  |  |  | 	#else
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							|  |  |  |  | 	switch (DisplayProperties::CurrentOrientation) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		case DisplayOrientations::Portrait: | 
					
						
							|  |  |  |  | 			outputPosition.X = rawPosition.X / window->Bounds.Width; | 
					
						
							|  |  |  |  | 			outputPosition.Y = rawPosition.Y / window->Bounds.Height; | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 		case DisplayOrientations::PortraitFlipped: | 
					
						
							|  |  |  |  | 			outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width); | 
					
						
							|  |  |  |  | 			outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height); | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 		case DisplayOrientations::Landscape: | 
					
						
							|  |  |  |  | 			outputPosition.X = rawPosition.Y / window->Bounds.Height; | 
					
						
							|  |  |  |  | 			outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width); | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 		case DisplayOrientations::LandscapeFlipped: | 
					
						
							|  |  |  |  | 			outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height); | 
					
						
							|  |  |  |  | 			outputPosition.Y = rawPosition.X / window->Bounds.Width; | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 		default: | 
					
						
							|  |  |  |  | 			break; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 	#endif
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							|  |  |  |  | 
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							|  |  |  |  | 	OS::VideoMode vm = os->get_video_mode(); | 
					
						
							|  |  |  |  | 	outputPosition.X *= vm.width; | 
					
						
							|  |  |  |  | 	outputPosition.Y *= vm.height; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	return outputPosition; | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | static int _get_finger(uint32_t p_touch_id) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	return p_touch_id % 31; // for now
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							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | void App::pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	Windows::UI::Input::PointerPoint ^point = args->CurrentPoint; | 
					
						
							|  |  |  |  | 	Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); | 
					
						
							|  |  |  |  | 	int but = _get_button(point); | 
					
						
							|  |  |  |  | 	if (_is_touch(point)) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		InputEvent event; | 
					
						
							|  |  |  |  | 		event.type = InputEvent::SCREEN_TOUCH; | 
					
						
							|  |  |  |  | 		event.device = 0; | 
					
						
							|  |  |  |  | 		event.screen_touch.pressed = p_pressed; | 
					
						
							|  |  |  |  | 		event.screen_touch.x = pos.X; | 
					
						
							|  |  |  |  | 		event.screen_touch.y = pos.Y; | 
					
						
							|  |  |  |  | 		event.screen_touch.index = _get_finger(point->PointerId); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		last_touch_x[event.screen_touch.index] = pos.X; | 
					
						
							|  |  |  |  | 		last_touch_y[event.screen_touch.index] = pos.Y; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		os->input_event(event); | 
					
						
							|  |  |  |  | 		if (event.screen_touch.index != 0) | 
					
						
							|  |  |  |  | 			return; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	}; // fallthrought of sorts
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							|  |  |  |  | 
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							|  |  |  |  | 	InputEvent event; | 
					
						
							|  |  |  |  | 	event.type = InputEvent::MOUSE_BUTTON; | 
					
						
							|  |  |  |  | 	event.device = 0; | 
					
						
							|  |  |  |  | 	event.mouse_button.pressed = p_pressed; | 
					
						
							|  |  |  |  | 	event.mouse_button.button_index = but; | 
					
						
							|  |  |  |  | 	event.mouse_button.x = pos.X; | 
					
						
							|  |  |  |  | 	event.mouse_button.y = pos.Y; | 
					
						
							|  |  |  |  | 	event.mouse_button.global_x = pos.X; | 
					
						
							|  |  |  |  | 	event.mouse_button.global_y = pos.Y; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	last_touch_x[31] = pos.X; | 
					
						
							|  |  |  |  | 	last_touch_y[31] = pos.Y; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	os->input_event(event); | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 
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							|  |  |  |  | void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	pointer_event(sender, args, true); | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 
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							|  |  |  |  | void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	pointer_event(sender, args, false); | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	Windows::UI::Input::PointerPoint ^point = args->CurrentPoint; | 
					
						
							|  |  |  |  | 	Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	if (_is_touch(point)) { | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		InputEvent event; | 
					
						
							|  |  |  |  | 		event.type = InputEvent::SCREEN_DRAG; | 
					
						
							|  |  |  |  | 		event.device = 0; | 
					
						
							|  |  |  |  | 		event.screen_drag.x = pos.X; | 
					
						
							|  |  |  |  | 		event.screen_drag.y = pos.Y; | 
					
						
							|  |  |  |  | 		event.screen_drag.index = _get_finger(point->PointerId); | 
					
						
							|  |  |  |  | 		event.screen_drag.relative_x = event.screen_drag.x - last_touch_x[event.screen_drag.index]; | 
					
						
							|  |  |  |  | 		event.screen_drag.relative_y = event.screen_drag.y - last_touch_y[event.screen_drag.index]; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 		os->input_event(event); | 
					
						
							|  |  |  |  | 		if (event.screen_drag.index != 0) | 
					
						
							|  |  |  |  | 			return; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | 	}; // fallthrought of sorts
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							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	InputEvent event; | 
					
						
							|  |  |  |  | 	event.type = InputEvent::MOUSE_MOTION; | 
					
						
							|  |  |  |  | 	event.device = 0; | 
					
						
							|  |  |  |  | 	event.mouse_motion.x = pos.X; | 
					
						
							|  |  |  |  | 	event.mouse_motion.y = pos.Y; | 
					
						
							|  |  |  |  | 	event.mouse_motion.global_x = pos.X; | 
					
						
							|  |  |  |  | 	event.mouse_motion.global_y = pos.Y; | 
					
						
							|  |  |  |  | 	event.mouse_motion.relative_x = pos.X - last_touch_x[31]; | 
					
						
							|  |  |  |  | 	event.mouse_motion.relative_y = pos.Y - last_touch_y[31]; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	os->input_event(event); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | }; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // Initializes scene resources
 | 
					
						
							|  |  |  |  | void App::Load(Platform::String^ entryPoint) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	//char* args[] = {"-test", "render", NULL};
 | 
					
						
							|  |  |  |  | 	//Main::setup("winrt", 2, args);
 | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // This method is called after the window becomes active.
 | 
					
						
							|  |  |  |  | void App::Run() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	if (Main::start()) | 
					
						
							|  |  |  |  | 		os->run(); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
 | 
					
						
							|  |  |  |  | // class is torn down while the app is in the foreground.
 | 
					
						
							|  |  |  |  | void App::Uninitialize() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	Main::cleanup(); | 
					
						
							|  |  |  |  | 	delete os; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // Application lifecycle event handler.
 | 
					
						
							|  |  |  |  | void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     // Run() won't start until the CoreWindow is activated.
 | 
					
						
							|  |  |  |  |     CoreWindow::GetForCurrentThread()->Activate(); | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | // Window event handlers.
 | 
					
						
							|  |  |  |  | void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     mWindowVisible = args->Visible; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     mWindowClosed = true; | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
 | 
					
						
							|  |  |  |  |     // On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
 | 
					
						
							|  |  |  |  |     // The default framebuffer will be automatically resized when either of these occur.
 | 
					
						
							|  |  |  |  |     // In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
 | 
					
						
							|  |  |  |  |     UpdateWindowSize(args->Size); | 
					
						
							|  |  |  |  | #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
 | 
					
						
							|  |  |  |  |     // On Windows Phone 8.1, the window size changes when the device is rotated.
 | 
					
						
							|  |  |  |  |     // The default framebuffer will not be automatically resized when this occurs.
 | 
					
						
							|  |  |  |  |     // It is therefore up to the app to handle rotation-specific logic in its rendering code.
 | 
					
						
							|  |  |  |  | 	//os->screen_size_changed();
 | 
					
						
							|  |  |  |  | 	UpdateWindowSize(args->Size); | 
					
						
							|  |  |  |  | #endif
 | 
					
						
							|  |  |  |  | } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | void App::UpdateWindowSize(Size size) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	float dpi; | 
					
						
							|  |  |  |  | #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
 | 
					
						
							|  |  |  |  | 	DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); | 
					
						
							|  |  |  |  | 	dpi = currentDisplayInformation->LogicalDpi; | 
					
						
							|  |  |  |  | #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
 | 
					
						
							|  |  |  |  | 	dpi = DisplayProperties::LogicalDpi; | 
					
						
							|  |  |  |  | #endif
 | 
					
						
							|  |  |  |  | 	Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi)); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |     mWindowWidth = static_cast<GLsizei>(pixelSize.Width); | 
					
						
							|  |  |  |  |     mWindowHeight = static_cast<GLsizei>(pixelSize.Height); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | 	OS::VideoMode vm; | 
					
						
							|  |  |  |  | 	vm.width = mWindowWidth; | 
					
						
							|  |  |  |  | 	vm.height = mWindowHeight; | 
					
						
							|  |  |  |  | 	vm.fullscreen = true; | 
					
						
							|  |  |  |  | 	vm.resizable = false; | 
					
						
							|  |  |  |  | 	os->set_video_mode(vm); | 
					
						
							|  |  |  |  | } |