virtualx-engine/platform/uwp/os_uwp.h

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/*************************************************************************/
2016-11-02 21:26:42 +01:00
/* os_uwp.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef OSUWP_H
#define OSUWP_H
#include "os/input.h"
#include "os/os.h"
#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "servers/physics/physics_server_sw.h"
#include "servers/audio_server.h"
#include "servers/physics_2d/physics_2d_server_sw.h"
#include "drivers/xaudio2/audio_driver_xaudio2.h"
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
#include "gl_context_egl.h"
#include "core/math/math_2d.h"
#include "core/ustring.h"
#include "main/input_default.h"
#include "joypad_uwp.h"
#include "power_winrt.h"
#include <windows.h>
#include <io.h>
#include <fcntl.h>
#include <stdio.h>
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class OSUWP : public OS {
public:
struct KeyEvent {
enum MessageType
{
KEY_EVENT_MESSAGE,
CHAR_EVENT_MESSAGE
};
InputModifierState mod_state;
MessageType type;
bool pressed;
unsigned int scancode;
unsigned int unicode;
bool echo;
CorePhysicalKeyStatus status;
};
private:
enum {
JOYPADS_MAX = 8,
JOY_AXIS_COUNT = 6,
MAX_JOY_AXIS = 32768, // I've no idea
KEY_EVENT_BUFFER_SIZE=512
};
FILE *stdo;
KeyEvent key_event_buffer[KEY_EVENT_BUFFER_SIZE];
int key_event_pos;
uint64_t ticks_start;
uint64_t ticks_per_second;
bool minimized;
bool old_invalid;
bool outside;
int old_x,old_y;
Point2i center;
unsigned int last_id;
VisualServer *visual_server;
Rasterizer *rasterizer;
PhysicsServer *physics_server;
Physics2DServer *physics_2d_server;
int pressrc;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ContextEGL* gl_context;
VideoMode video_mode;
MainLoop *main_loop;
AudioDriverXAudio2 audio_driver;
PowerWinRT *power_manager;
MouseMode mouse_mode;
bool alt_mem;
bool gr_mem;
bool shift_mem;
bool control_mem;
bool meta_mem;
bool force_quit;
uint32_t last_button_state;
CursorShape cursor_shape;
InputDefault *input;
JoypadUWP^ joypad;
Windows::System::Display::DisplayRequest^ display_request;
void _post_dpad(DWORD p_dpad, int p_device, bool p_pressed);
void _drag_event(int idx,UINT uMsg, WPARAM wParam, LPARAM lParam);
void _touch_event(int idx, UINT uMsg, WPARAM wParam, LPARAM lParam);
ref class ManagedType {
public:
property bool alert_close_handle;
property Platform::String^ clipboard;
void alert_close(Windows::UI::Popups::IUICommand^ command);
void on_clipboard_changed(Platform::Object^ sender, Platform::Object^ ev);
void update_clipboard();
void on_accelerometer_reading_changed(Windows::Devices::Sensors::Accelerometer^ sender, Windows::Devices::Sensors::AccelerometerReadingChangedEventArgs^ args);
void on_magnetometer_reading_changed(Windows::Devices::Sensors::Magnetometer^ sender, Windows::Devices::Sensors::MagnetometerReadingChangedEventArgs^ args);
void on_gyroscope_reading_changed(Windows::Devices::Sensors::Gyrometer^ sender, Windows::Devices::Sensors::GyrometerReadingChangedEventArgs^ args);
/** clang-format breaks this, it does not understand this token. */
/* clang-format off */
internal:
ManagedType() { alert_close_handle = false; }
property OSUWP* os;
/* clang-format on */
};
ManagedType^ managed_object;
Windows::Devices::Sensors::Accelerometer^ accelerometer;
Windows::Devices::Sensors::Magnetometer^ magnetometer;
Windows::Devices::Sensors::Gyrometer^ gyrometer;
// functions used by main to initialize/deintialize the OS
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protected:
virtual int get_video_driver_count() const;
virtual const char * get_video_driver_name(int p_driver) const;
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virtual VideoMode get_default_video_mode() const;
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virtual int get_audio_driver_count() const;
virtual const char * get_audio_driver_name(int p_driver) const;
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virtual void initialize_core();
virtual void initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver);
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virtual void set_main_loop( MainLoop * p_main_loop );
virtual void delete_main_loop();
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virtual void finalize();
virtual void finalize_core();
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void process_events();
void process_key_events();
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public:
// Event to send to the app wrapper
HANDLE mouse_mode_changed;
void print_error(const char* p_function,const char* p_file,int p_line,const char *p_code,const char*p_rationale,ErrorType p_type);
virtual void vprint(const char *p_format, va_list p_list, bool p_stderr=false);
virtual void alert(const String& p_alert,const String& p_title="ALERT!");
String get_stdin_string(bool p_block);
void set_mouse_mode(MouseMode p_mode);
MouseMode get_mouse_mode() const;
virtual Point2 get_mouse_pos() const;
virtual int get_mouse_button_state() const;
virtual void set_window_title(const String& p_title);
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virtual void set_video_mode(const VideoMode& p_video_mode,int p_screen=0);
virtual VideoMode get_video_mode(int p_screen=0) const;
virtual void get_fullscreen_mode_list(List<VideoMode> *p_list,int p_screen=0) const;
virtual Size2 get_window_size() const;
virtual void set_window_size(const Size2 p_size);
virtual void set_window_fullscreen(bool p_enabled);
virtual bool is_window_fullscreen() const;
virtual void set_keep_screen_on(bool p_enabled);
virtual MainLoop *get_main_loop() const;
virtual String get_name();
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virtual Date get_date(bool utc) const;
virtual Time get_time(bool utc) const;
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virtual TimeZoneInfo get_time_zone_info() const;
virtual uint64_t get_unix_time() const;
virtual bool can_draw() const;
virtual Error set_cwd(const String& p_cwd);
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virtual void delay_usec(uint32_t p_usec) const;
virtual uint64_t get_ticks_usec() const;
virtual Error execute(const String& p_path, const List<String>& p_arguments,bool p_blocking,ProcessID *r_child_id=NULL,String* r_pipe=NULL,int *r_exitcode=NULL);
virtual Error kill(const ProcessID& p_pid);
virtual bool has_environment(const String& p_var) const;
virtual String get_environment(const String& p_var) const;
virtual void set_clipboard(const String& p_text);
virtual String get_clipboard() const;
void set_cursor_shape(CursorShape p_shape);
void set_icon(const Image& p_icon);
virtual String get_executable_path() const;
virtual String get_locale() const;
virtual void move_window_to_foreground();
virtual String get_data_dir() const;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
void set_gl_context(ContextEGL* p_context);
void screen_size_changed();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
virtual void release_rendering_thread();
virtual void make_rendering_thread();
virtual void swap_buffers();
virtual bool has_touchscreen_ui_hint() const;
virtual bool has_virtual_keyboard() const;
virtual void show_virtual_keyboard(const String& p_existing_text, const Rect2& p_screen_rect = Rect2());
virtual void hide_virtual_keyboard();
virtual Error shell_open(String p_uri);
void run();
virtual bool get_swap_ok_cancel() { return true; }
void input_event(InputEvent &p_event);
virtual PowerState get_power_state();
virtual int get_power_seconds_left();
virtual int get_power_percent_left();
void queue_key_event(KeyEvent &p_event);
OSUWP();
~OSUWP();
};
#endif