07bc4e2f96
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
563 lines
20 KiB
C++
563 lines
20 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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//
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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 "core/os/keyboard.h"
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#include "main/main.h"
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#include "platform/windows/key_mapping_windows.h"
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#include <collection.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::Devices::Input;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::System;
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using namespace Windows::System::Threading::Core;
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using namespace Microsoft::WRL;
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using namespace GodotUWP;
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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 GodotUWPViewSource 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 godotApplicationSource = ref new GodotUWPViewSource();
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CoreApplication::Run(godotApplicationSource);
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return 0;
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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 OS_UWP;
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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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mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(
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this, &App::OnMouseModeChanged));
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mouseChangedNotifier->Enable();
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window->CharacterReceived +=
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ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived);
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window->KeyDown +=
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ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
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window->KeyUp +=
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ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
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os->set_window(window);
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unsigned int argc;
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char **argv = get_command_line(&argc);
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Main::setup("uwp", argc, argv, false);
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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, bool p_is_wheel) {
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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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Ref<InputEventScreenTouch> screen_touch;
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screen_touch.instance();
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screen_touch->set_device(0);
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screen_touch->set_pressed(p_pressed);
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screen_touch->set_position(Vector2(pos.X, pos.Y));
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screen_touch->set_index(_get_finger(point->PointerId));
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last_touch_x[screen_touch->get_index()] = pos.X;
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last_touch_y[screen_touch->get_index()] = pos.Y;
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os->input_event(screen_touch);
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} else {
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Ref<InputEventMouseButton> mouse_button;
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mouse_button.instance();
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mouse_button->set_device(0);
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mouse_button->set_pressed(p_pressed);
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mouse_button->set_button_index(but);
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mouse_button->set_position(Vector2(pos.X, pos.Y));
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mouse_button->set_global_position(Vector2(pos.X, pos.Y));
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if (p_is_wheel) {
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if (point->Properties->MouseWheelDelta > 0) {
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mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_RIGHT : BUTTON_WHEEL_UP);
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} else if (point->Properties->MouseWheelDelta < 0) {
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mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN);
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}
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}
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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(mouse_button);
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if (p_is_wheel) {
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// Send release for mouse wheel
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mouse_button->set_pressed(false);
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os->input_event(mouse_button);
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}
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}
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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::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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pointer_event(sender, args, true, true);
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}
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void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) {
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OS::MouseMode mode = os->get_mouse_mode();
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SignalNotifier ^ notifier = mouseChangedNotifier;
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window->Dispatcher->RunAsync(
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CoreDispatcherPriority::High,
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ref new DispatchedHandler(
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[mode, notifier, this]() {
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if (mode == OS::MOUSE_MODE_CAPTURED) {
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this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved +=
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ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved);
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} else {
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MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
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}
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notifier->Enable();
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}));
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ResetEvent(os->mouse_mode_changed);
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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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Ref<InputEventScreenDrag> screen_drag;
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screen_drag.instance();
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screen_drag->set_device(0);
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screen_drag->set_position(Vector2(pos.X, pos.Y));
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screen_drag->set_index(_get_finger(point->PointerId));
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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()]));
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os->input_event(screen_drag);
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} else {
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// In case the mouse grabbed, MouseMoved will handle this
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if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED)
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return;
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Ref<InputEventMouseMotion> mouse_motion;
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mouse_motion.instance();
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mouse_motion->set_device(0);
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mouse_motion->set_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31]));
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last_mouse_pos = pos;
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os->input_event(mouse_motion);
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}
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}
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void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
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// In case the mouse isn't grabbed, PointerMoved will handle this
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if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED)
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return;
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Windows::Foundation::Point pos;
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pos.X = last_mouse_pos.X + args->MouseDelta.X;
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pos.Y = last_mouse_pos.Y + args->MouseDelta.Y;
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Ref<InputEventMouseMotion> mouse_motion;
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mouse_motion.instance();
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mouse_motion->set_device(0);
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mouse_motion->set_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y));
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last_mouse_pos = pos;
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os->input_event(mouse_motion);
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}
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void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) {
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OS_UWP::KeyEvent ke;
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ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down;
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ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down;
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ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down;
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ke.pressed = p_pressed;
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if (key_args != nullptr) {
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ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
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ke.unicode = 0;
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ke.keycode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
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ke.physical_keycode = KeyMappingWindows::get_scansym((unsigned int)key_args->KeyStatus.ScanCode);
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ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
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} else {
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ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
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ke.unicode = char_args->KeyCode;
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ke.keycode = 0;
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ke.physical_keycode = 0;
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ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
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}
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os->queue_key_event(ke);
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}
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void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) {
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key_event(sender, true, args);
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}
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void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) {
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key_event(sender, false, args);
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}
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void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) {
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key_event(sender, true, nullptr, args);
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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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// 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
|
|
}
|
|
|
|
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<GLsizei>(pixelSize.Width);
|
|
mWindowHeight = static_cast<GLsizei>(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<Platform::String ^> 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;
|
|
}
|