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		b8b4580448
		
			
		
	
	
	
	
		
			
			Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
		
			
				
	
	
		
			565 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			565 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  app_uwp.cpp                                                          */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| //
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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_uwp.h"
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| 
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| #include "core/io/dir_access.h"
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| #include "core/io/file_access.h"
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| #include "core/os/keyboard.h"
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| #include "main/main.h"
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| 
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| #include "platform/windows/key_mapping_windows.h"
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| 
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| #include <collection.h>
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| 
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| using namespace Windows::ApplicationModel::Core;
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| using namespace Windows::ApplicationModel::Activation;
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| using namespace Windows::UI::Core;
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| using namespace Windows::UI::Input;
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| using namespace Windows::Devices::Input;
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| using namespace Windows::UI::Xaml::Input;
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| using namespace Windows::Foundation;
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| using namespace Windows::Graphics::Display;
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| using namespace Windows::System;
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| using namespace Windows::System::Threading::Core;
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| using namespace Microsoft::WRL;
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| 
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| using namespace GodotUWP;
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| 
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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) {
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| 	static const float dipsPerInch = 96.0f;
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| 	return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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| }
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| 
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| // Implementation of the IFrameworkViewSource interface, necessary to run our app.
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| ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource {
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| public:
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| 	virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() {
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| 		return ref new App();
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| 	}
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| };
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| 
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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 ^> ^) {
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| 	auto godotApplicationSource = ref new GodotUWPViewSource();
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| 	CoreApplication::Run(godotApplicationSource);
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| 	return 0;
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| }
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| 
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| // The first method called when the IFrameworkView is being created.
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| void App::Initialize(CoreApplicationView ^ applicationView) {
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| 	// 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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| 
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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 OS_UWP;
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| }
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| 
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| // Called when the CoreWindow object is created (or re-created).
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| void App::SetWindow(CoreWindow ^ p_window) {
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| 	window = p_window;
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| 	window->VisibilityChanged +=
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| 			ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged);
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| 
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| 	window->Closed +=
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| 			ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed);
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| 
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| 	window->SizeChanged +=
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| 			ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(this, &App::OnWindowSizeChanged);
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| 
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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();
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| 	pointerVisualizationSettings->IsContactFeedbackEnabled = false;
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| 	pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
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| #endif
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| 
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| 	window->PointerPressed +=
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| 			ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed);
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| 	window->PointerMoved +=
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| 			ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved);
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| 	window->PointerReleased +=
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| 			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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| 	mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(this, &App::OnMouseModeChanged));
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| 
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| 	mouseChangedNotifier->Enable();
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| 
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| 	window->CharacterReceived +=
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| 			ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived);
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| 	window->KeyDown +=
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| 			ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
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| 	window->KeyUp +=
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| 			ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
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| 
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| 	os->set_window(window);
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| 
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| 	unsigned int argc;
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| 	char **argv = get_command_line(&argc);
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| 
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| 	Main::setup("uwp", argc, argv, false);
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| 
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| 	UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
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| 
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| 	Main::setup2();
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| }
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| 
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| static MouseButton _get_button(Windows::UI::Input::PointerPoint ^ pt) {
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| 	using namespace Windows::UI::Input;
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| 
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| #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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| 	return MOUSE_BUTTON_LEFT;
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| #else
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| 	switch (pt->Properties->PointerUpdateKind) {
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| 		case PointerUpdateKind::LeftButtonPressed:
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| 		case PointerUpdateKind::LeftButtonReleased:
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| 			return MOUSE_BUTTON_LEFT;
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| 
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| 		case PointerUpdateKind::RightButtonPressed:
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| 		case PointerUpdateKind::RightButtonReleased:
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| 			return MOUSE_BUTTON_RIGHT;
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| 
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| 		case PointerUpdateKind::MiddleButtonPressed:
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| 		case PointerUpdateKind::MiddleButtonReleased:
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| 			return MOUSE_BUTTON_MIDDLE;
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| 
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| 		case PointerUpdateKind::XButton1Pressed:
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| 		case PointerUpdateKind::XButton1Released:
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| 			return MOUSE_BUTTON_WHEEL_UP;
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| 
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| 		case PointerUpdateKind::XButton2Pressed:
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| 		case PointerUpdateKind::XButton2Released:
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| 			return MOUSE_BUTTON_WHEEL_DOWN;
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| 
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| 		default:
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| 			break;
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| 	}
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| #endif
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| 
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| 	return MOUSE_BUTTON_NONE;
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| }
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| 
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| static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) {
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| #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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| 	return true;
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| #else
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| 	using namespace Windows::Devices::Input;
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| 	switch (pointerPoint->PointerDevice->PointerDeviceType) {
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| 		case PointerDeviceType::Touch:
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| 		case PointerDeviceType::Pen:
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| 			return true;
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| 		default:
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| 			return false;
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| 	}
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| #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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| 
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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;
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| 	outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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| #else
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| 	switch (DisplayProperties::CurrentOrientation) {
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| 		case DisplayOrientations::Portrait:
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| 			outputPosition.X = rawPosition.X / window->Bounds.Width;
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| 			outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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| 			break;
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| 		case DisplayOrientations::PortraitFlipped:
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| 			outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
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| 			outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
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| 			break;
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| 		case DisplayOrientations::Landscape:
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| 			outputPosition.X = rawPosition.Y / window->Bounds.Height;
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| 			outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
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| 			break;
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| 		case DisplayOrientations::LandscapeFlipped:
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| 			outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
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| 			outputPosition.Y = rawPosition.X / window->Bounds.Width;
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| 			break;
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| 		default:
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| 			break;
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| 	}
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| #endif
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| 
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| 	OS::VideoMode vm = os->get_video_mode();
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| 	outputPosition.X *= vm.width;
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| 	outputPosition.Y *= vm.height;
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| 
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| 	return outputPosition;
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| }
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| 
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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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| 
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| void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed, bool p_is_wheel) {
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| 	Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
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| 	Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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| 	MouseButton but = _get_button(point);
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| 	if (_is_touch(point)) {
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| 		Ref<InputEventScreenTouch> screen_touch;
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| 		screen_touch.instantiate();
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| 		screen_touch->set_device(0);
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| 		screen_touch->set_pressed(p_pressed);
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| 		screen_touch->set_position(Vector2(pos.X, pos.Y));
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| 		screen_touch->set_index(_get_finger(point->PointerId));
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| 
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| 		last_touch_x[screen_touch->get_index()] = pos.X;
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| 		last_touch_y[screen_touch->get_index()] = pos.Y;
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| 
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| 		os->input_event(screen_touch);
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| 	} else {
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| 		Ref<InputEventMouseButton> mouse_button;
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| 		mouse_button.instantiate();
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| 		mouse_button->set_device(0);
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| 		mouse_button->set_pressed(p_pressed);
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| 		mouse_button->set_button_index(but);
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| 		mouse_button->set_position(Vector2(pos.X, pos.Y));
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| 		mouse_button->set_global_position(Vector2(pos.X, pos.Y));
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| 
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| 		if (p_is_wheel) {
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| 			if (point->Properties->MouseWheelDelta > 0) {
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| 				mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_RIGHT : MOUSE_BUTTON_WHEEL_UP);
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| 			} else if (point->Properties->MouseWheelDelta < 0) {
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| 				mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_LEFT : MOUSE_BUTTON_WHEEL_DOWN);
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| 			}
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| 		}
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| 
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| 		last_touch_x[31] = pos.X;
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| 		last_touch_y[31] = pos.Y;
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| 
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| 		os->input_event(mouse_button);
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| 
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| 		if (p_is_wheel) {
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| 			// Send release for mouse wheel
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| 			mouse_button->set_pressed(false);
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| 			os->input_event(mouse_button);
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| 		}
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| 	}
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| }
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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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| 
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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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| }
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| 
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| void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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| 	pointer_event(sender, args, true, true);
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| }
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| 
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| void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) {
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| 	OS::MouseMode mode = os->get_mouse_mode();
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| 	SignalNotifier ^ notifier = mouseChangedNotifier;
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| 
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| 	window->Dispatcher->RunAsync(
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| 			CoreDispatcherPriority::High,
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| 			ref new DispatchedHandler(
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| 					[mode, notifier, this]() {
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| 						if (mode == OS::MOUSE_MODE_CAPTURED) {
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| 							this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved +=
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| 									ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved);
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| 
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| 						} else {
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| 							MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
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| 						}
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| 
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| 						notifier->Enable();
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| 					}));
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| 
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| 	ResetEvent(os->mouse_mode_changed);
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| }
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| 
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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;
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| 	Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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| 
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| 	if (_is_touch(point)) {
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| 		Ref<InputEventScreenDrag> screen_drag;
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| 		screen_drag.instantiate();
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| 		screen_drag->set_device(0);
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| 		screen_drag->set_position(Vector2(pos.X, pos.Y));
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| 		screen_drag->set_index(_get_finger(point->PointerId));
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| 		screen_drag->set_relative(Vector2(screen_drag->get_position().x - last_touch_x[screen_drag->get_index()], screen_drag->get_position().y - last_touch_y[screen_drag->get_index()]));
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| 
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| 		os->input_event(screen_drag);
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| 	} else {
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| 		// In case the mouse grabbed, MouseMoved will handle this
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| 		if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED) {
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| 			return;
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| 		}
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| 
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| 		Ref<InputEventMouseMotion> mouse_motion;
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| 		mouse_motion.instantiate();
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| 		mouse_motion->set_device(0);
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| 		mouse_motion->set_position(Vector2(pos.X, pos.Y));
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| 		mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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| 		mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31]));
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| 
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| 		last_mouse_pos = pos;
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| 
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| 		os->input_event(mouse_motion);
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| 	}
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| }
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| 
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| void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
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| 	// In case the mouse isn't grabbed, PointerMoved will handle this
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| 	if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED) {
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| 		return;
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| 	}
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| 
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| 	Windows::Foundation::Point pos;
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| 	pos.X = last_mouse_pos.X + args->MouseDelta.X;
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| 	pos.Y = last_mouse_pos.Y + args->MouseDelta.Y;
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| 
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| 	Ref<InputEventMouseMotion> mouse_motion;
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| 	mouse_motion.instantiate();
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| 	mouse_motion->set_device(0);
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| 	mouse_motion->set_position(Vector2(pos.X, pos.Y));
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| 	mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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| 	mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y));
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| 
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| 	last_mouse_pos = pos;
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| 
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| 	os->input_event(mouse_motion);
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| }
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| 
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| void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) {
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| 	OS_UWP::KeyEvent ke;
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| 
 | |
| 	ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down;
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| 	ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down;
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| 	ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down;
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| 
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| 	ke.pressed = p_pressed;
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| 
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| 	if (key_args != nullptr) {
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| 		ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
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| 		ke.unicode = 0;
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| 		ke.keycode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
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| 		ke.physical_keycode = KeyMappingWindows::get_scansym((unsigned int)key_args->KeyStatus.ScanCode, key_args->KeyStatus.IsExtendedKey);
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| 		ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
 | |
| 
 | |
| 	} else {
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| 		ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
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| 		ke.unicode = char_args->KeyCode;
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| 		ke.keycode = 0;
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| 		ke.physical_keycode = 0;
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| 		ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
 | |
| 	}
 | |
| 
 | |
| 	os->queue_key_event(ke);
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| }
 | |
| 
 | |
| void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) {
 | |
| 	key_event(sender, true, args);
 | |
| }
 | |
| 
 | |
| void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) {
 | |
| 	key_event(sender, false, args);
 | |
| }
 | |
| 
 | |
| void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) {
 | |
| 	key_event(sender, true, nullptr, args);
 | |
| }
 | |
| 
 | |
| // Initializes scene resources
 | |
| void App::Load(Platform::String ^ entryPoint) {
 | |
| }
 | |
| 
 | |
| // 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;
 | |
| }
 | |
| 
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| void App::OnWindowSizeChanged(CoreWindow ^ sender, WindowSizeChangedEventArgs ^ args) {
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| #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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| 	// On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
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| 	// The default framebuffer will be automatically resized when either of these occur.
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| 	// In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
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| 	UpdateWindowSize(args->Size);
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| #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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| 	// On Windows Phone 8.1, the window size changes when the device is rotated.
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| 	// The default framebuffer will not be automatically resized when this occurs.
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| 	// It is therefore up to the app to handle rotation-specific logic in its rendering code.
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| 	//os->screen_size_changed();
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| 	UpdateWindowSize(args->Size);
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| #endif
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| }
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| 
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| void App::UpdateWindowSize(Size size) {
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| 	float dpi;
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| #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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| 	DisplayInformation ^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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| 	dpi = currentDisplayInformation->LogicalDpi;
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| #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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| 	dpi = DisplayProperties::LogicalDpi;
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| #endif
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| 	Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
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| 
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| 	mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
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| 	mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
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| 
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| 	OS::VideoMode vm;
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| 	vm.width = mWindowWidth;
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| 	vm.height = mWindowHeight;
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| 	vm.fullscreen = true;
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| 	vm.resizable = false;
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| 	os->set_video_mode(vm);
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| }
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| 
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| char **App::get_command_line(unsigned int *out_argc) {
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| 	static char *fail_cl[] = { "--path", "game", nullptr };
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| 	*out_argc = 2;
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| 
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| 	FILE *f = _wfopen(L"__cl__.cl", L"rb");
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| 
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| 	if (f == nullptr) {
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| 		wprintf(L"Couldn't open command line file.\n");
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| 		return fail_cl;
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| 	}
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| 
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| #define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF))
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| #define CMD_MAX_LEN 65535
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| 
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| 	uint8_t len[4];
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| 	int r = fread(len, sizeof(uint8_t), 4, f);
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| 
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| 	Platform::Collections::Vector<Platform::String ^> cl;
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| 
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| 	if (r < 4) {
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| 		fclose(f);
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| 		wprintf(L"Wrong cmdline length.\n");
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| 		return (fail_cl);
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| 	}
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| 
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| 	int argc = READ_LE_4(len);
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| 
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| 	for (int i = 0; i < argc; i++) {
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| 		r = fread(len, sizeof(uint8_t), 4, f);
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| 
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| 		if (r < 4) {
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| 			fclose(f);
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| 			wprintf(L"Wrong cmdline param length.\n");
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| 			return (fail_cl);
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| 		}
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| 
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| 		int strlen = READ_LE_4(len);
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| 
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| 		if (strlen > CMD_MAX_LEN) {
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| 			fclose(f);
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| 			wprintf(L"Wrong command length.\n");
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| 			return (fail_cl);
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| 		}
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| 
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| 		char *arg = new char[strlen + 1];
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| 		r = fread(arg, sizeof(char), strlen, f);
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| 		arg[strlen] = '\0';
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| 
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| 		if (r == strlen) {
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| 			int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, nullptr, 0);
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| 			wchar_t *warg = new wchar_t[warg_size];
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| 
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| 			MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size);
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| 
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| 			cl.Append(ref new Platform::String(warg, warg_size));
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| 
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| 		} else {
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| 			delete[] arg;
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| 			fclose(f);
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| 			wprintf(L"Error reading command.\n");
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| 			return (fail_cl);
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| 		}
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| 	}
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| 
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| #undef READ_LE_4
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| #undef CMD_MAX_LEN
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| 
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| 	fclose(f);
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| 
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| 	char **ret = new char *[cl.Size + 1];
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| 
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| 	for (int i = 0; i < cl.Size; i++) {
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| 		int arg_size = WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, nullptr, 0, nullptr, nullptr);
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| 		char *arg = new char[arg_size];
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| 
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| 		WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, nullptr, nullptr);
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| 
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| 		ret[i] = arg;
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| 	}
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| 	ret[cl.Size] = nullptr;
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| 	*out_argc = cl.Size;
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| 
 | |
| 	return ret;
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| }
 |