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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			113 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  app.h                                                                */
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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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| #pragma once
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| 
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| #include <string>
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| 
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| #include <wrl.h>
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| 
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| #include "GLES2/gl2.h"
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| #include "os_uwp.h"
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| 
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| /** clang-format does not play nice with this C++/CX hybrid, needs investigation. */
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| /* clang-format off */
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| 
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| namespace GodotUWP
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| {
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| 	ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
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| 	{
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| 	public:
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| 		App() {}
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| 
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| 		// IFrameworkView Methods.
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| 		virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
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| 		virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
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| 		virtual void Load(Platform::String^ entryPoint);
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| 		virtual void Run();
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| 		virtual void Uninitialize();
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| 
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| 		property Windows::Foundation::EventRegistrationToken MouseMovedToken {
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| 				Windows::Foundation::EventRegistrationToken get() { return this->mouseMovedToken; }
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| 				void set(Windows::Foundation::EventRegistrationToken p_token) { this->mouseMovedToken = p_token; }
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| 		}
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| 
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| 	private:
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| 		void RecreateRenderer();
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| 
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| 		// Application lifecycle event handlers.
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| 		void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
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| 
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| 		// Window event handlers.
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| 		void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
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| 		void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
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| 		void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
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| 
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| 		void pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed, bool p_is_wheel = false);
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| 		void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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| 		void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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| 		void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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| 		void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouse_device, Windows::Devices::Input::MouseEventArgs^ args);
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| 		void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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| 
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| 		Windows::System::Threading::Core::SignalNotifier^ mouseChangedNotifier;
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| 		Windows::Foundation::EventRegistrationToken mouseMovedToken;
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| 		void OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier^ signalNotifier, bool timedOut);
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| 
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| 		void key_event(Windows::UI::Core::CoreWindow^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs^ key_args = nullptr, Windows::UI::Core::CharacterReceivedEventArgs^ char_args = nullptr);
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| 		void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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| 		void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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| 		void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
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| 
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| 		void UpdateWindowSize(Windows::Foundation::Size size);
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| 		void InitializeEGL(Windows::UI::Core::CoreWindow^ window);
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| 		void CleanupEGL();
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| 
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| 		char** get_command_line(unsigned int* out_argc);
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| 
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| 		bool mWindowClosed = false;
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| 		bool mWindowVisible = true;
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| 		GLsizei mWindowWidth = 0;
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| 		GLsizei mWindowHeight = 0;
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| 
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| 		EGLDisplay mEglDisplay = EGL_NO_DISPLAY;
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| 		EGLContext mEglContext = EGL_NO_CONTEXT;
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| 		EGLSurface mEglSurface = EGL_NO_SURFACE;
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| 
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| 		CoreWindow^ window;
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| 		OS_UWP* os;
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| 
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| 		int last_touch_x[32]; // 20 fingers, index 31 reserved for the mouse
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| 		int last_touch_y[32];
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| 		Windows::Foundation::Point last_mouse_pos;
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| 	};
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| }
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| 
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| /* clang-format on */
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