virtualx-engine/platform/winrt/app.cpp
Juan Linietsky b24fe3dd20 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 00:10:51 -03:00

162 lines
5.7 KiB
C++

//
// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
//
#include "app.h"
#include "main/main.h"
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace Microsoft::WRL;
using namespace Platform;
using namespace $ext_safeprojectname$;
// 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 HelloTriangleApplicationSource 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<Platform::String^>^)
{
auto helloTriangleApplicationSource = ref new HelloTriangleApplicationSource();
CoreApplication::Run(helloTriangleApplicationSource);
return 0;
}
App::App() :
mWindowClosed(false),
mWindowVisible(true),
mWindowWidth(0),
mWindowHeight(0),
mEglDisplay(EGL_NO_DISPLAY),
mEglContext(EGL_NO_CONTEXT),
mEglSurface(EGL_NO_SURFACE)
{
}
// 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<CoreApplicationView^, IActivatedEventArgs^>(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 OSWinrt;
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(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
// The CoreWindow has been created, so EGL can be initialized.
ContextEGL* context = memnew(ContextEGL(window));
os->set_gl_context(context);
UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
}
// Initializes scene resources
void App::Load(Platform::String^ entryPoint)
{
char** args = {NULL};
Main::setup("winrt", 0, args);
}
// 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.
#endif
}
void App::UpdateWindowSize(Size size)
{
/*
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
Size pixelSize(ConvertDipsToPixels(size.Width, currentDisplayInformation->LogicalDpi), ConvertDipsToPixels(size.Height, currentDisplayInformation->LogicalDpi));
mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
*/
}