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			572 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  app.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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 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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// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
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//
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#include "app.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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#include "core/os/keyboard.h"
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#include "main/main.h"
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#include "platform/windows/key_mapping_windows.h"
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#include <collection.h>
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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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using namespace GodotUWP;
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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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// 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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// 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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App::App() :
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		mWindowClosed(false),
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		mWindowVisible(true),
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		mWindowWidth(0),
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		mWindowHeight(0),
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		mEglDisplay(EGL_NO_DISPLAY),
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		mEglContext(EGL_NO_CONTEXT),
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		mEglSurface(EGL_NO_SURFACE) {
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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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	// 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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	os = new OS_UWP;
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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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	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();
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	pointerVisualizationSettings->IsContactFeedbackEnabled = false;
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	pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
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#endif
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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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	mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(
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																						   this, &App::OnMouseModeChanged));
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	mouseChangedNotifier->Enable();
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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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	os->set_window(window);
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	unsigned int argc;
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	char **argv = get_command_line(&argc);
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	Main::setup("uwp", argc, argv, false);
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	UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
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	Main::setup2();
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}
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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;
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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 BUTTON_LEFT;
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		case PointerUpdateKind::RightButtonPressed:
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		case PointerUpdateKind::RightButtonReleased:
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			return BUTTON_RIGHT;
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		case PointerUpdateKind::MiddleButtonPressed:
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		case PointerUpdateKind::MiddleButtonReleased:
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			return BUTTON_MIDDLE;
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		case PointerUpdateKind::XButton1Pressed:
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		case PointerUpdateKind::XButton1Released:
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			return BUTTON_WHEEL_UP;
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		case PointerUpdateKind::XButton2Pressed:
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		case PointerUpdateKind::XButton2Released:
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			return BUTTON_WHEEL_DOWN;
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		default:
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			break;
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	}
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#endif
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	return 0;
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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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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;
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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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	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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	return outputPosition;
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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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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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	int 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.instance();
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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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		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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		os->input_event(screen_touch);
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	} else {
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		Ref<InputEventMouseButton> mouse_button;
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		mouse_button.instance();
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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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		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 ? BUTTON_WHEEL_RIGHT : 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 ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN);
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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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		os->input_event(mouse_button);
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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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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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};
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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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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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	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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						} else {
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							MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
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						}
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						notifier->Enable();
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					}));
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	ResetEvent(os->mouse_mode_changed);
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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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	if (_is_touch(point)) {
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		Ref<InputEventScreenDrag> screen_drag;
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		screen_drag.instance();
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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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		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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		Ref<InputEventMouseMotion> mouse_motion;
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		mouse_motion.instance();
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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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		last_mouse_pos = pos;
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		os->input_event(mouse_motion);
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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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	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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	Ref<InputEventMouseMotion> mouse_motion;
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	mouse_motion.instance();
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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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	last_mouse_pos = pos;
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	os->input_event(mouse_motion);
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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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	ke.pressed = p_pressed;
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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.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
 | 
						|
		ke.physical_scancode = KeyMappingWindows::get_scansym((unsigned int)key_args->KeyStatus.ScanCode, key_args->KeyStatus.IsExtendedKey);
 | 
						|
		ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
 | 
						|
 | 
						|
	} else {
 | 
						|
		ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
 | 
						|
		ke.unicode = char_args->KeyCode;
 | 
						|
		ke.scancode = 0;
 | 
						|
		ke.physical_scancode = 0;
 | 
						|
		ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
 | 
						|
	}
 | 
						|
 | 
						|
	os->queue_key_event(ke);
 | 
						|
}
 | 
						|
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;
 | 
						|
}
 | 
						|
 | 
						|
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);
 | 
						|
}
 | 
						|
 | 
						|
char **App::get_command_line(unsigned int *out_argc) {
 | 
						|
	static char *fail_cl[] = { "--path", "game", NULL };
 | 
						|
	*out_argc = 2;
 | 
						|
 | 
						|
	FILE *f = _wfopen(L"__cl__.cl", L"rb");
 | 
						|
 | 
						|
	if (f == NULL) {
 | 
						|
		wprintf(L"Couldn't open command line file.\n");
 | 
						|
		return fail_cl;
 | 
						|
	}
 | 
						|
 | 
						|
#define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF))
 | 
						|
#define CMD_MAX_LEN 65535
 | 
						|
 | 
						|
	uint8_t len[4];
 | 
						|
	int r = fread(len, sizeof(uint8_t), 4, f);
 | 
						|
 | 
						|
	Platform::Collections::Vector<Platform::String ^> cl;
 | 
						|
 | 
						|
	if (r < 4) {
 | 
						|
		fclose(f);
 | 
						|
		wprintf(L"Wrong cmdline length.\n");
 | 
						|
		return (fail_cl);
 | 
						|
	}
 | 
						|
 | 
						|
	int argc = READ_LE_4(len);
 | 
						|
 | 
						|
	for (int i = 0; i < argc; i++) {
 | 
						|
		r = fread(len, sizeof(uint8_t), 4, f);
 | 
						|
 | 
						|
		if (r < 4) {
 | 
						|
			fclose(f);
 | 
						|
			wprintf(L"Wrong cmdline param length.\n");
 | 
						|
			return (fail_cl);
 | 
						|
		}
 | 
						|
 | 
						|
		int strlen = READ_LE_4(len);
 | 
						|
 | 
						|
		if (strlen > CMD_MAX_LEN) {
 | 
						|
			fclose(f);
 | 
						|
			wprintf(L"Wrong command length.\n");
 | 
						|
			return (fail_cl);
 | 
						|
		}
 | 
						|
 | 
						|
		char *arg = new char[strlen + 1];
 | 
						|
		r = fread(arg, sizeof(char), strlen, f);
 | 
						|
		arg[strlen] = '\0';
 | 
						|
 | 
						|
		if (r == strlen) {
 | 
						|
			int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, NULL, 0);
 | 
						|
			wchar_t *warg = new wchar_t[warg_size];
 | 
						|
 | 
						|
			MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size);
 | 
						|
 | 
						|
			cl.Append(ref new Platform::String(warg, warg_size));
 | 
						|
 | 
						|
		} else {
 | 
						|
			delete[] arg;
 | 
						|
			fclose(f);
 | 
						|
			wprintf(L"Error reading command.\n");
 | 
						|
			return (fail_cl);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
#undef READ_LE_4
 | 
						|
#undef CMD_MAX_LEN
 | 
						|
 | 
						|
	fclose(f);
 | 
						|
 | 
						|
	char **ret = new char *[cl.Size + 1];
 | 
						|
 | 
						|
	for (int i = 0; i < cl.Size; i++) {
 | 
						|
		int arg_size = WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, NULL, 0, NULL, NULL);
 | 
						|
		char *arg = new char[arg_size];
 | 
						|
 | 
						|
		WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, NULL, NULL);
 | 
						|
 | 
						|
		ret[i] = arg;
 | 
						|
	}
 | 
						|
	ret[cl.Size] = NULL;
 | 
						|
	*out_argc = cl.Size;
 | 
						|
 | 
						|
	return ret;
 | 
						|
}
 |