e10a2e5999
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position.
114 lines
5.7 KiB
C++
114 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#pragma once
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#include <string>
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#include <wrl.h>
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// ANGLE doesn't provide a specific lib for GLES3, so we keep using GLES2
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#include "GLES2/gl2.h"
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#include "os_uwp.h"
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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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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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// 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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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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private:
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void RecreateRenderer();
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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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// 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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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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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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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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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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char** get_command_line(unsigned int* out_argc);
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bool mWindowClosed;
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bool mWindowVisible;
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GLsizei mWindowWidth;
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GLsizei mWindowHeight;
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EGLDisplay mEglDisplay;
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EGLContext mEglContext;
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EGLSurface mEglSurface;
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CoreWindow^ window;
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OSUWP* os;
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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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/* clang-format on */
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