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Diffstat (limited to 'platform/uwp/app.cpp')
-rw-r--r-- | platform/uwp/app.cpp | 647 |
1 files changed, 647 insertions, 0 deletions
diff --git a/platform/uwp/app.cpp b/platform/uwp/app.cpp new file mode 100644 index 0000000000..0bae148c6b --- /dev/null +++ b/platform/uwp/app.cpp @@ -0,0 +1,647 @@ +/*************************************************************************/ +/* app.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +// +// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow. +// + +#include "app.h" + +#include "main/main.h" +#include "core/os/dir_access.h" +#include "core/os/file_access.h" +#include "core/os/keyboard.h" + +#include "platform/windows/key_mapping_win.h" + +#include <collection.h> + +using namespace Windows::ApplicationModel::Core; +using namespace Windows::ApplicationModel::Activation; +using namespace Windows::UI::Core; +using namespace Windows::UI::Input; +using namespace Windows::Devices::Input; +using namespace Windows::UI::Xaml::Input; +using namespace Windows::Foundation; +using namespace Windows::Graphics::Display; +using namespace Windows::System; +using namespace Windows::System::Threading::Core; +using namespace Microsoft::WRL; + +using namespace GodotUWP; + +// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels. +inline float ConvertDipsToPixels(float dips, float dpi) +{ + static const float dipsPerInch = 96.0f; + return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer. +} + +// Implementation of the IFrameworkViewSource interface, necessary to run our app. +ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource +{ +public: + virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView() + { + return ref new App(); + } +}; + +// The main function creates an IFrameworkViewSource for our app, and runs the app. +[Platform::MTAThread] +int main(Platform::Array<Platform::String^>^) +{ + auto godotApplicationSource = ref new GodotUWPViewSource(); + CoreApplication::Run(godotApplicationSource); + return 0; +} + +App::App() : + mWindowClosed(false), + mWindowVisible(true), + mWindowWidth(0), + mWindowHeight(0), + mEglDisplay(EGL_NO_DISPLAY), + mEglContext(EGL_NO_CONTEXT), + mEglSurface(EGL_NO_SURFACE), + number_of_contacts(0) +{ +} + +// The first method called when the IFrameworkView is being created. +void App::Initialize(CoreApplicationView^ applicationView) +{ + // Register event handlers for app lifecycle. This example includes Activated, so that we + // can make the CoreWindow active and start rendering on the window. + applicationView->Activated += + ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated); + + // Logic for other event handlers could go here. + // Information about the Suspending and Resuming event handlers can be found here: + // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx + + os = new OSUWP; + +} + +// Called when the CoreWindow object is created (or re-created). +void App::SetWindow(CoreWindow^ p_window) +{ + window = p_window; + window->VisibilityChanged += + ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged); + + window->Closed += + ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed); + + window->SizeChanged += + ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged); + +#if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + // Disable all pointer visual feedback for better performance when touching. + // This is not supported on Windows Phone applications. + auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView(); + pointerVisualizationSettings->IsContactFeedbackEnabled = false; + pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false; +#endif + + + window->PointerPressed += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed); + window->PointerMoved += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerMoved); + window->PointerReleased += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerReleased); + window->PointerWheelChanged += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged); + + mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler( + this, &App::OnMouseModeChanged + )); + + mouseChangedNotifier->Enable(); + + window->CharacterReceived += + ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &App::OnCharacterReceived); + window->KeyDown += + ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown); + window->KeyUp += + ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp); + + + unsigned int argc; + char** argv = get_command_line(&argc); + + Main::setup("uwp", argc, argv, false); + + // The CoreWindow has been created, so EGL can be initialized. + ContextEGL* context = memnew(ContextEGL(window)); + os->set_gl_context(context); + UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); + + Main::setup2(); +} + +static int _get_button(Windows::UI::Input::PointerPoint ^pt) { + + using namespace Windows::UI::Input; + +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + return BUTTON_LEFT; +#else + switch (pt->Properties->PointerUpdateKind) + { + case PointerUpdateKind::LeftButtonPressed: + case PointerUpdateKind::LeftButtonReleased: + return BUTTON_LEFT; + + case PointerUpdateKind::RightButtonPressed: + case PointerUpdateKind::RightButtonReleased: + return BUTTON_RIGHT; + + case PointerUpdateKind::MiddleButtonPressed: + case PointerUpdateKind::MiddleButtonReleased: + return BUTTON_MIDDLE; + + case PointerUpdateKind::XButton1Pressed: + case PointerUpdateKind::XButton1Released: + return BUTTON_WHEEL_UP; + + case PointerUpdateKind::XButton2Pressed: + case PointerUpdateKind::XButton2Released: + return BUTTON_WHEEL_DOWN; + + default: + break; + } +#endif + + return 0; +}; + +static bool _is_touch(Windows::UI::Input::PointerPoint ^pointerPoint) { +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + return true; +#else + using namespace Windows::Devices::Input; + switch (pointerPoint->PointerDevice->PointerDeviceType) { + case PointerDeviceType::Touch: + case PointerDeviceType::Pen: + return true; + default: + return false; + } +#endif +} + + +static Windows::Foundation::Point _get_pixel_position(CoreWindow^ window, Windows::Foundation::Point rawPosition, OS* os) { + + Windows::Foundation::Point outputPosition; + + // Compute coordinates normalized from 0..1. + // If the coordinates need to be sized to the SDL window, + // we'll do that after. + #if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP + outputPosition.X = rawPosition.X / window->Bounds.Width; + outputPosition.Y = rawPosition.Y / window->Bounds.Height; + #else + switch (DisplayProperties::CurrentOrientation) + { + case DisplayOrientations::Portrait: + outputPosition.X = rawPosition.X / window->Bounds.Width; + outputPosition.Y = rawPosition.Y / window->Bounds.Height; + break; + case DisplayOrientations::PortraitFlipped: + outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width); + outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height); + break; + case DisplayOrientations::Landscape: + outputPosition.X = rawPosition.Y / window->Bounds.Height; + outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width); + break; + case DisplayOrientations::LandscapeFlipped: + outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height); + outputPosition.Y = rawPosition.X / window->Bounds.Width; + break; + default: + break; + } + #endif + + OS::VideoMode vm = os->get_video_mode(); + outputPosition.X *= vm.width; + outputPosition.Y *= vm.height; + + return outputPosition; +}; + +static int _get_finger(uint32_t p_touch_id) { + + return p_touch_id % 31; // for now +}; + +void App::pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed, bool p_is_wheel) { + + Windows::UI::Input::PointerPoint ^point = args->CurrentPoint; + Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); + int but = _get_button(point); + if (_is_touch(point)) { + + InputEvent event; + event.type = InputEvent::SCREEN_TOUCH; + event.device = 0; + event.screen_touch.pressed = p_pressed; + event.screen_touch.x = pos.X; + event.screen_touch.y = pos.Y; + event.screen_touch.index = _get_finger(point->PointerId); + + last_touch_x[event.screen_touch.index] = pos.X; + last_touch_y[event.screen_touch.index] = pos.Y; + + os->input_event(event); + if (number_of_contacts > 1) + return; + + }; // fallthrought of sorts + + InputEvent event; + event.type = InputEvent::MOUSE_BUTTON; + event.device = 0; + event.mouse_button.pressed = p_pressed; + event.mouse_button.button_index = but; + event.mouse_button.x = pos.X; + event.mouse_button.y = pos.Y; + event.mouse_button.global_x = pos.X; + event.mouse_button.global_y = pos.Y; + + if (p_is_wheel) { + if (point->Properties->MouseWheelDelta > 0) { + event.mouse_button.button_index = point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_RIGHT : BUTTON_WHEEL_UP; + } else if (point->Properties->MouseWheelDelta < 0) { + event.mouse_button.button_index = point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN; + } + } + + last_touch_x[31] = pos.X; + last_touch_y[31] = pos.Y; + + os->input_event(event); +}; + + +void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { + + number_of_contacts++; + pointer_event(sender, args, true); +}; + + +void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { + + number_of_contacts--; + pointer_event(sender, args, false); +}; + +void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { + + pointer_event(sender, args, true, true); +} + +void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier^ signalNotifier, bool timedOut) { + + OS::MouseMode mode = os->get_mouse_mode(); + SignalNotifier^ notifier = mouseChangedNotifier; + + window->Dispatcher->RunAsync( + CoreDispatcherPriority::High, + ref new DispatchedHandler( + [mode, notifier, this]() { + if (mode == OS::MOUSE_MODE_CAPTURED) { + + this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved += + ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::OnMouseMoved); + + } else { + + MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken; + + } + + notifier->Enable(); + })); + + ResetEvent(os->mouse_mode_changed); + + +} + +void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { + + Windows::UI::Input::PointerPoint ^point = args->CurrentPoint; + Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); + + if (point->IsInContact && _is_touch(point)) { + + InputEvent event; + event.type = InputEvent::SCREEN_DRAG; + event.device = 0; + event.screen_drag.x = pos.X; + event.screen_drag.y = pos.Y; + event.screen_drag.index = _get_finger(point->PointerId); + event.screen_drag.relative_x = event.screen_drag.x - last_touch_x[event.screen_drag.index]; + event.screen_drag.relative_y = event.screen_drag.y - last_touch_y[event.screen_drag.index]; + + os->input_event(event); + if (number_of_contacts > 1) + return; + + }; // fallthrought of sorts + + // In case the mouse grabbed, MouseMoved will handle this + if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED) + return; + + InputEvent event; + event.type = InputEvent::MOUSE_MOTION; + event.device = 0; + event.mouse_motion.x = pos.X; + event.mouse_motion.y = pos.Y; + event.mouse_motion.global_x = pos.X; + event.mouse_motion.global_y = pos.Y; + event.mouse_motion.relative_x = pos.X - last_touch_x[31]; + event.mouse_motion.relative_y = pos.Y - last_touch_y[31]; + + last_mouse_pos = pos; + + os->input_event(event); + +} + +void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) { + + // In case the mouse isn't grabbed, PointerMoved will handle this + if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED) + return; + + Windows::Foundation::Point pos; + pos.X = last_mouse_pos.X + args->MouseDelta.X; + pos.Y = last_mouse_pos.Y + args->MouseDelta.Y; + + InputEvent event; + event.type = InputEvent::MOUSE_MOTION; + event.device = 0; + event.mouse_motion.x = pos.X; + event.mouse_motion.y = pos.Y; + event.mouse_motion.global_x = pos.X; + event.mouse_motion.global_y = pos.Y; + event.mouse_motion.relative_x = args->MouseDelta.X; + event.mouse_motion.relative_y = args->MouseDelta.Y; + + last_mouse_pos = pos; + + os->input_event(event); +} + +void App::key_event(Windows::UI::Core::CoreWindow^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs^ key_args, Windows::UI::Core::CharacterReceivedEventArgs^ char_args) +{ + + OSUWP::KeyEvent ke; + + InputModifierState mod; + mod.meta = false; + mod.command = false; + mod.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down; + mod.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down; + mod.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down; + ke.mod_state = mod; + + ke.pressed = p_pressed; + + if (key_args != nullptr) { + + ke.type = OSUWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE; + ke.unicode = 0; + ke.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey); + ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown); + + } else { + + ke.type = OSUWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE; + ke.unicode = char_args->KeyCode; + ke.scancode = 0; + ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown); + } + + os->queue_key_event(ke); + +} +void App::OnKeyDown(CoreWindow^ sender, KeyEventArgs^ args) +{ + key_event(sender, true, args); +} + +void App::OnKeyUp(CoreWindow^ sender, KeyEventArgs^ args) +{ + key_event(sender, false, args); +} + +void App::OnCharacterReceived(CoreWindow^ sender, CharacterReceivedEventArgs^ args) +{ + key_event(sender, true, nullptr, args); +} + + +// Initializes scene resources +void App::Load(Platform::String^ entryPoint) +{ + +} + +// This method is called after the window becomes active. +void App::Run() +{ + if (Main::start()) + os->run(); +} + +// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView +// class is torn down while the app is in the foreground. +void App::Uninitialize() +{ + Main::cleanup(); + delete os; +} + +// Application lifecycle event handler. +void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) +{ + // Run() won't start until the CoreWindow is activated. + CoreWindow::GetForCurrentThread()->Activate(); +} + +// Window event handlers. +void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) +{ + mWindowVisible = args->Visible; +} + +void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) +{ + mWindowClosed = true; +} + +void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) +{ +#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) + // On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated. + // The default framebuffer will be automatically resized when either of these occur. + // In particular, on a 90 degree rotation, the default framebuffer's width and height will switch. + UpdateWindowSize(args->Size); +#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + // On Windows Phone 8.1, the window size changes when the device is rotated. + // The default framebuffer will not be automatically resized when this occurs. + // It is therefore up to the app to handle rotation-specific logic in its rendering code. + //os->screen_size_changed(); + UpdateWindowSize(args->Size); +#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", NULL }; + *out_argc = 2; + + FILE* f = _wfopen(L"__cl__.cl", L"rb"); + + if (f == NULL) { + + wprintf(L"Couldn't open command line file."); + 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."); + 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."); + return(fail_cl); + } + + int strlen = READ_LE_4(len); + + if (strlen > CMD_MAX_LEN) { + fclose(f); + wprintf(L"Wrong command length."); + 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, NULL, 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."); + 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, NULL, 0, NULL, NULL); + char* arg = new char[arg_size]; + + WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, NULL, NULL); + + ret[i] = arg; + + } + ret[cl.Size] = NULL; + *out_argc = cl.Size; + + return ret; +} |