/**************************************************************************/ /* app_uwp.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #include "app_uwp.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" #include "core/os/keyboard.h" #include "main/main.h" #include "platform/windows/key_mapping_windows.h" #include using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Activation; using namespace Windows::UI::Core; using namespace Windows::UI::Input; using namespace Windows::Devices::Input; using namespace Windows::UI::Xaml::Input; using namespace Windows::Foundation; using namespace Windows::Graphics::Display; using namespace Windows::System; using namespace Windows::System::Threading::Core; using namespace Microsoft::WRL; using namespace GodotUWP; // Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels. inline float ConvertDipsToPixels(float dips, float dpi) { static const float dipsPerInch = 96.0f; return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer. } // Implementation of the IFrameworkViewSource interface, necessary to run our app. ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource { public: virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() { return ref new App(); } }; // The main function creates an IFrameworkViewSource for our app, and runs the app. [Platform::MTAThread] int main(Platform::Array ^) { auto godotApplicationSource = ref new GodotUWPViewSource(); CoreApplication::Run(godotApplicationSource); return 0; } // The first method called when the IFrameworkView is being created. void App::Initialize(CoreApplicationView ^ applicationView) { // Register event handlers for app lifecycle. This example includes Activated, so that we // can make the CoreWindow active and start rendering on the window. applicationView->Activated += ref new TypedEventHandler(this, &App::OnActivated); // Logic for other event handlers could go here. // Information about the Suspending and Resuming event handlers can be found here: // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx os = new OS_UWP; } // Called when the CoreWindow object is created (or re-created). void App::SetWindow(CoreWindow ^ p_window) { window = p_window; window->VisibilityChanged += ref new TypedEventHandler(this, &App::OnVisibilityChanged); window->Closed += ref new TypedEventHandler(this, &App::OnWindowClosed); window->SizeChanged += ref new TypedEventHandler(this, &App::OnWindowSizeChanged); #if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) // Disable all pointer visual feedback for better performance when touching. // This is not supported on Windows Phone applications. auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView(); pointerVisualizationSettings->IsContactFeedbackEnabled = false; pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false; #endif window->PointerPressed += ref new TypedEventHandler(this, &App::OnPointerPressed); window->PointerMoved += ref new TypedEventHandler(this, &App::OnPointerMoved); window->PointerReleased += ref new TypedEventHandler(this, &App::OnPointerReleased); window->PointerWheelChanged += ref new TypedEventHandler(this, &App::OnPointerWheelChanged); mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(this, &App::OnMouseModeChanged)); mouseChangedNotifier->Enable(); window->CharacterReceived += ref new TypedEventHandler(this, &App::OnCharacterReceived); window->KeyDown += ref new TypedEventHandler(this, &App::OnKeyDown); window->KeyUp += ref new TypedEventHandler(this, &App::OnKeyUp); os->set_window(window); unsigned int argc; char **argv = get_command_line(&argc); Main::setup("uwp", argc, argv, false); UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); Main::setup2(); } static MouseButton _get_button(Windows::UI::Input::PointerPoint ^ pt) { using namespace Windows::UI::Input; #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP return MOUSE_BUTTON_LEFT; #else switch (pt->Properties->PointerUpdateKind) { case PointerUpdateKind::LeftButtonPressed: case PointerUpdateKind::LeftButtonReleased: return MOUSE_BUTTON_LEFT; case PointerUpdateKind::RightButtonPressed: case PointerUpdateKind::RightButtonReleased: return MOUSE_BUTTON_RIGHT; case PointerUpdateKind::MiddleButtonPressed: case PointerUpdateKind::MiddleButtonReleased: return MOUSE_BUTTON_MIDDLE; case PointerUpdateKind::XButton1Pressed: case PointerUpdateKind::XButton1Released: return MOUSE_BUTTON_WHEEL_UP; case PointerUpdateKind::XButton2Pressed: case PointerUpdateKind::XButton2Released: return MOUSE_BUTTON_WHEEL_DOWN; default: break; } #endif return MOUSE_BUTTON_NONE; } static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) { #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP return true; #else using namespace Windows::Devices::Input; switch (pointerPoint->PointerDevice->PointerDeviceType) { case PointerDeviceType::Touch: case PointerDeviceType::Pen: return true; default: return false; } #endif } static Windows::Foundation::Point _get_pixel_position(CoreWindow ^ window, Windows::Foundation::Point rawPosition, OS *os) { Windows::Foundation::Point outputPosition; // Compute coordinates normalized from 0..1. // If the coordinates need to be sized to the SDL window, // we'll do that after. #if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP outputPosition.X = rawPosition.X / window->Bounds.Width; outputPosition.Y = rawPosition.Y / window->Bounds.Height; #else switch (DisplayProperties::CurrentOrientation) { case DisplayOrientations::Portrait: outputPosition.X = rawPosition.X / window->Bounds.Width; outputPosition.Y = rawPosition.Y / window->Bounds.Height; break; case DisplayOrientations::PortraitFlipped: outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width); outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height); break; case DisplayOrientations::Landscape: outputPosition.X = rawPosition.Y / window->Bounds.Height; outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width); break; case DisplayOrientations::LandscapeFlipped: outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height); outputPosition.Y = rawPosition.X / window->Bounds.Width; break; default: break; } #endif OS::VideoMode vm = os->get_video_mode(); outputPosition.X *= vm.width; outputPosition.Y *= vm.height; return outputPosition; } static int _get_finger(uint32_t p_touch_id) { return p_touch_id % 31; // for now } void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed, bool p_is_wheel) { Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint; Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); MouseButton but = _get_button(point); if (_is_touch(point)) { Ref screen_touch; screen_touch.instantiate(); screen_touch->set_device(0); screen_touch->set_pressed(p_pressed); screen_touch->set_position(Vector2(pos.X, pos.Y)); screen_touch->set_index(_get_finger(point->PointerId)); last_touch_x[screen_touch->get_index()] = pos.X; last_touch_y[screen_touch->get_index()] = pos.Y; os->input_event(screen_touch); } else { Ref mouse_button; mouse_button.instantiate(); mouse_button->set_device(0); mouse_button->set_pressed(p_pressed); mouse_button->set_button_index(but); mouse_button->set_position(Vector2(pos.X, pos.Y)); mouse_button->set_global_position(Vector2(pos.X, pos.Y)); if (p_is_wheel) { if (point->Properties->MouseWheelDelta > 0) { mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_RIGHT : MOUSE_BUTTON_WHEEL_UP); } else if (point->Properties->MouseWheelDelta < 0) { mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_LEFT : MOUSE_BUTTON_WHEEL_DOWN); } } last_touch_x[31] = pos.X; last_touch_y[31] = pos.Y; os->input_event(mouse_button); if (p_is_wheel) { // Send release for mouse wheel mouse_button->set_pressed(false); os->input_event(mouse_button); } } } void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { pointer_event(sender, args, true); } void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { pointer_event(sender, args, false); } void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { pointer_event(sender, args, true, true); } void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) { OS::MouseMode mode = os->get_mouse_mode(); SignalNotifier ^ notifier = mouseChangedNotifier; window->Dispatcher->RunAsync( CoreDispatcherPriority::High, ref new DispatchedHandler( [mode, notifier, this]() { if (mode == OS::MOUSE_MODE_CAPTURED) { this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler(this, &App::OnMouseMoved); } else { MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken; } notifier->Enable(); })); ResetEvent(os->mouse_mode_changed); } void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint; Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); if (_is_touch(point)) { Ref screen_drag; screen_drag.instantiate(); screen_drag->set_device(0); screen_drag->set_position(Vector2(pos.X, pos.Y)); screen_drag->set_index(_get_finger(point->PointerId)); 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()])); os->input_event(screen_drag); } else { // In case the mouse grabbed, MouseMoved will handle this if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED) { return; } Ref mouse_motion; mouse_motion.instantiate(); mouse_motion->set_device(0); mouse_motion->set_position(Vector2(pos.X, pos.Y)); mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31])); last_mouse_pos = pos; os->input_event(mouse_motion); } } void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) { // In case the mouse isn't grabbed, PointerMoved will handle this if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED) { return; } Windows::Foundation::Point pos; pos.X = last_mouse_pos.X + args->MouseDelta.X; pos.Y = last_mouse_pos.Y + args->MouseDelta.Y; Ref mouse_motion; mouse_motion.instantiate(); mouse_motion->set_device(0); mouse_motion->set_position(Vector2(pos.X, pos.Y)); mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y)); last_mouse_pos = pos; os->input_event(mouse_motion); } void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) { OS_UWP::KeyEvent ke; ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down; ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down; ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down; ke.pressed = p_pressed; if (key_args != nullptr) { ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE; ke.unicode = 0; ke.keycode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey); ke.physical_keycode = 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.keycode = 0; ke.physical_keycode = 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(pixelSize.Width); mWindowHeight = static_cast(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", nullptr }; *out_argc = 2; FILE *f = _wfopen(L"__cl__.cl", L"rb"); if (f == nullptr) { 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 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, nullptr, 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, nullptr, 0, nullptr, nullptr); char *arg = new char[arg_size]; WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, nullptr, nullptr); ret[i] = arg; } ret[cl.Size] = nullptr; *out_argc = cl.Size; return ret; }