f8db8a3faa
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6
.
387 lines
14 KiB
C++
387 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 "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "main/main.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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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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public:
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virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() {
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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] int main(Platform::Array<Platform::String ^> ^) {
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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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// The first method called when the IFrameworkView is being created.
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void App::Initialize(CoreApplicationView ^ applicationView) {
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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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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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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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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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//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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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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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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// 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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mWindowVisible = args->Visible;
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}
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void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) {
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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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#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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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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