d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
413 lines
14 KiB
C++
413 lines
14 KiB
C++
/*************************************************************************/
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/* app.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
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//
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#include "app.h"
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#include "main/main.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Microsoft::WRL;
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using namespace Platform;
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using namespace $ext_safeprojectname$;
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// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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inline float ConvertDipsToPixels(float dips, float dpi)
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{
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static const float dipsPerInch = 96.0f;
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return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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}
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// Implementation of the IFrameworkViewSource interface, necessary to run our app.
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ref class HelloTriangleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
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{
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public:
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virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
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{
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return ref new App();
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}
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};
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// The main function creates an IFrameworkViewSource for our app, and runs the app.
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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{
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auto helloTriangleApplicationSource = ref new HelloTriangleApplicationSource();
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CoreApplication::Run(helloTriangleApplicationSource);
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return 0;
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}
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App::App() :
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mWindowClosed(false),
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mWindowVisible(true),
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mWindowWidth(0),
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mWindowHeight(0),
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mEglDisplay(EGL_NO_DISPLAY),
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mEglContext(EGL_NO_CONTEXT),
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mEglSurface(EGL_NO_SURFACE)
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{
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}
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// The first method called when the IFrameworkView is being created.
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void App::Initialize(CoreApplicationView^ applicationView)
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{
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated +=
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ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
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// Logic for other event handlers could go here.
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// Information about the Suspending and Resuming event handlers can be found here:
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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os = new OSWinrt;
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}
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// Called when the CoreWindow object is created (or re-created).
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void App::SetWindow(CoreWindow^ p_window)
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{
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window = p_window;
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window->VisibilityChanged +=
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ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
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#if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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// Disable all pointer visual feedback for better performance when touching.
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// This is not supported on Windows Phone applications.
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auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
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pointerVisualizationSettings->IsContactFeedbackEnabled = false;
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pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
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#endif
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window->PointerPressed +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
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window->PointerMoved +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerMoved);
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window->PointerReleased +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerReleased);
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//window->PointerWheelChanged +=
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// ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
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char* args[] = {"-path", "game", NULL};
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Main::setup("winrt", 2, args, false);
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// The CoreWindow has been created, so EGL can be initialized.
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ContextEGL* context = memnew(ContextEGL(window));
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os->set_gl_context(context);
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UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
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Main::setup2();
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}
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static int _get_button(Windows::UI::Input::PointerPoint ^pt) {
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using namespace Windows::UI::Input;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return BUTTON_LEFT;
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#else
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switch (pt->Properties->PointerUpdateKind)
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{
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case PointerUpdateKind::LeftButtonPressed:
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case PointerUpdateKind::LeftButtonReleased:
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return BUTTON_LEFT;
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case PointerUpdateKind::RightButtonPressed:
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case PointerUpdateKind::RightButtonReleased:
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return BUTTON_RIGHT;
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case PointerUpdateKind::MiddleButtonPressed:
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case PointerUpdateKind::MiddleButtonReleased:
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return BUTTON_MIDDLE;
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case PointerUpdateKind::XButton1Pressed:
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case PointerUpdateKind::XButton1Released:
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return BUTTON_WHEEL_UP;
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case PointerUpdateKind::XButton2Pressed:
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case PointerUpdateKind::XButton2Released:
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return BUTTON_WHEEL_DOWN;
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default:
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break;
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}
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#endif
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return 0;
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};
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static bool _is_touch(Windows::UI::Input::PointerPoint ^pointerPoint) {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return true;
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#else
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using namespace Windows::Devices::Input;
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switch (pointerPoint->PointerDevice->PointerDeviceType) {
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case PointerDeviceType::Touch:
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case PointerDeviceType::Pen:
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return true;
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default:
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return false;
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}
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#endif
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}
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static Windows::Foundation::Point _get_pixel_position(CoreWindow^ window, Windows::Foundation::Point rawPosition, OS* os) {
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Windows::Foundation::Point outputPosition;
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// Compute coordinates normalized from 0..1.
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// If the coordinates need to be sized to the SDL window,
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// we'll do that after.
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#if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X / window->Bounds.Width;
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outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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#else
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switch (DisplayProperties::CurrentOrientation)
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{
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case DisplayOrientations::Portrait:
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outputPosition.X = rawPosition.X / window->Bounds.Width;
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outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
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outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y / window->Bounds.Height;
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outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
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outputPosition.Y = rawPosition.X / window->Bounds.Width;
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break;
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default:
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break;
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}
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#endif
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OS::VideoMode vm = os->get_video_mode();
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outputPosition.X *= vm.width;
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outputPosition.Y *= vm.height;
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return outputPosition;
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};
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static int _get_finger(uint32_t p_touch_id) {
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return p_touch_id % 31; // for now
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};
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void App::pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed) {
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Windows::UI::Input::PointerPoint ^point = args->CurrentPoint;
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Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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int but = _get_button(point);
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if (_is_touch(point)) {
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InputEvent event;
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event.type = InputEvent::SCREEN_TOUCH;
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event.device = 0;
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event.screen_touch.pressed = p_pressed;
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event.screen_touch.x = pos.X;
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event.screen_touch.y = pos.Y;
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event.screen_touch.index = _get_finger(point->PointerId);
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last_touch_x[event.screen_touch.index] = pos.X;
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last_touch_y[event.screen_touch.index] = pos.Y;
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os->input_event(event);
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if (event.screen_touch.index != 0)
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return;
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}; // fallthrought of sorts
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InputEvent event;
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event.type = InputEvent::MOUSE_BUTTON;
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event.device = 0;
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event.mouse_button.pressed = p_pressed;
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event.mouse_button.button_index = but;
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event.mouse_button.x = pos.X;
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event.mouse_button.y = pos.Y;
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event.mouse_button.global_x = pos.X;
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event.mouse_button.global_y = pos.Y;
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last_touch_x[31] = pos.X;
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last_touch_y[31] = pos.Y;
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os->input_event(event);
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};
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void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
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pointer_event(sender, args, true);
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};
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void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
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pointer_event(sender, args, false);
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};
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void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) {
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Windows::UI::Input::PointerPoint ^point = args->CurrentPoint;
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Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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if (_is_touch(point)) {
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InputEvent event;
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event.type = InputEvent::SCREEN_DRAG;
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event.device = 0;
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event.screen_drag.x = pos.X;
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event.screen_drag.y = pos.Y;
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event.screen_drag.index = _get_finger(point->PointerId);
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event.screen_drag.relative_x = event.screen_drag.x - last_touch_x[event.screen_drag.index];
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event.screen_drag.relative_y = event.screen_drag.y - last_touch_y[event.screen_drag.index];
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os->input_event(event);
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if (event.screen_drag.index != 0)
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return;
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}; // fallthrought of sorts
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InputEvent event;
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event.type = InputEvent::MOUSE_MOTION;
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event.device = 0;
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event.mouse_motion.x = pos.X;
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event.mouse_motion.y = pos.Y;
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event.mouse_motion.global_x = pos.X;
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event.mouse_motion.global_y = pos.Y;
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event.mouse_motion.relative_x = pos.X - last_touch_x[31];
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event.mouse_motion.relative_y = pos.Y - last_touch_y[31];
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os->input_event(event);
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};
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// Initializes scene resources
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void App::Load(Platform::String^ entryPoint)
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{
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//char* args[] = {"-test", "render", NULL};
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//Main::setup("winrt", 2, args);
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}
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// This method is called after the window becomes active.
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void App::Run()
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{
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if (Main::start())
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os->run();
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}
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// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
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// class is torn down while the app is in the foreground.
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void App::Uninitialize()
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{
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Main::cleanup();
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delete os;
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}
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// Application lifecycle event handler.
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void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
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{
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// Run() won't start until the CoreWindow is activated.
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CoreWindow::GetForCurrentThread()->Activate();
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}
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// Window event handlers.
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void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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mWindowVisible = args->Visible;
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}
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void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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{
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mWindowClosed = true;
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}
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void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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// On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
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// The default framebuffer will be automatically resized when either of these occur.
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// In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
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UpdateWindowSize(args->Size);
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#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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// On Windows Phone 8.1, the window size changes when the device is rotated.
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// The default framebuffer will not be automatically resized when this occurs.
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// It is therefore up to the app to handle rotation-specific logic in its rendering code.
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//os->screen_size_changed();
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UpdateWindowSize(args->Size);
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#endif
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}
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void App::UpdateWindowSize(Size size)
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{
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float dpi;
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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dpi = currentDisplayInformation->LogicalDpi;
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#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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dpi = DisplayProperties::LogicalDpi;
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#endif
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Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
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mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
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mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
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OS::VideoMode vm;
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vm.width = mWindowWidth;
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vm.height = mWindowHeight;
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vm.fullscreen = true;
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vm.resizable = false;
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os->set_video_mode(vm);
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}
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