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Diffstat (limited to 'platform/uwp/app_uwp.cpp')
-rw-r--r-- | platform/uwp/app_uwp.cpp | 565 |
1 files changed, 565 insertions, 0 deletions
diff --git a/platform/uwp/app_uwp.cpp b/platform/uwp/app_uwp.cpp new file mode 100644 index 0000000000..50e33e6c49 --- /dev/null +++ b/platform/uwp/app_uwp.cpp @@ -0,0 +1,565 @@ +/*************************************************************************/ +/* app_uwp.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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_uwp.h" + +#include "core/io/dir_access.h" +#include "core/io/file_access.h" +#include "core/os/keyboard.h" +#include "main/main.h" + +#include "platform/windows/key_mapping_windows.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; +} + +// 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 OS_UWP; +} + +// 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); + + os->set_window(window); + + unsigned int argc; + char **argv = get_command_line(&argc); + + Main::setup("uwp", argc, argv, false); + + UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); + + Main::setup2(); +} + +static MouseButton _get_button(Windows::UI::Input::PointerPoint ^ pt) { + using namespace Windows::UI::Input; + +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + return MOUSE_BUTTON_LEFT; +#else + switch (pt->Properties->PointerUpdateKind) { + case PointerUpdateKind::LeftButtonPressed: + case PointerUpdateKind::LeftButtonReleased: + return MOUSE_BUTTON_LEFT; + + case PointerUpdateKind::RightButtonPressed: + case PointerUpdateKind::RightButtonReleased: + return MOUSE_BUTTON_RIGHT; + + case PointerUpdateKind::MiddleButtonPressed: + case PointerUpdateKind::MiddleButtonReleased: + return MOUSE_BUTTON_MIDDLE; + + case PointerUpdateKind::XButton1Pressed: + case PointerUpdateKind::XButton1Released: + return MOUSE_BUTTON_WHEEL_UP; + + case PointerUpdateKind::XButton2Pressed: + case PointerUpdateKind::XButton2Released: + return MOUSE_BUTTON_WHEEL_DOWN; + + default: + break; + } +#endif + + return MOUSE_BUTTON_NONE; +}; + +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); + MouseButton but = _get_button(point); + if (_is_touch(point)) { + Ref<InputEventScreenTouch> screen_touch; + screen_touch.instantiate(); + screen_touch->set_device(0); + screen_touch->set_pressed(p_pressed); + screen_touch->set_position(Vector2(pos.X, pos.Y)); + screen_touch->set_index(_get_finger(point->PointerId)); + + last_touch_x[screen_touch->get_index()] = pos.X; + last_touch_y[screen_touch->get_index()] = pos.Y; + + os->input_event(screen_touch); + } else { + Ref<InputEventMouseButton> mouse_button; + mouse_button.instantiate(); + mouse_button->set_device(0); + mouse_button->set_pressed(p_pressed); + mouse_button->set_button_index(but); + mouse_button->set_position(Vector2(pos.X, pos.Y)); + mouse_button->set_global_position(Vector2(pos.X, pos.Y)); + + if (p_is_wheel) { + if (point->Properties->MouseWheelDelta > 0) { + mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_RIGHT : MOUSE_BUTTON_WHEEL_UP); + } else if (point->Properties->MouseWheelDelta < 0) { + mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_LEFT : MOUSE_BUTTON_WHEEL_DOWN); + } + } + + last_touch_x[31] = pos.X; + last_touch_y[31] = pos.Y; + + os->input_event(mouse_button); + + if (p_is_wheel) { + // Send release for mouse wheel + mouse_button->set_pressed(false); + os->input_event(mouse_button); + } + } +}; + +void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { + pointer_event(sender, args, true); +}; + +void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { + 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 (_is_touch(point)) { + Ref<InputEventScreenDrag> screen_drag; + screen_drag.instantiate(); + screen_drag->set_device(0); + screen_drag->set_position(Vector2(pos.X, pos.Y)); + screen_drag->set_index(_get_finger(point->PointerId)); + 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()])); + + os->input_event(screen_drag); + } else { + // In case the mouse grabbed, MouseMoved will handle this + if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED) { + return; + } + + Ref<InputEventMouseMotion> mouse_motion; + mouse_motion.instantiate(); + mouse_motion->set_device(0); + mouse_motion->set_position(Vector2(pos.X, pos.Y)); + mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); + mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31])); + + last_mouse_pos = pos; + + os->input_event(mouse_motion); + } +} + +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; + + Ref<InputEventMouseMotion> mouse_motion; + mouse_motion.instantiate(); + mouse_motion->set_device(0); + mouse_motion->set_position(Vector2(pos.X, pos.Y)); + mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); + mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y)); + + last_mouse_pos = pos; + + os->input_event(mouse_motion); +} + +void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) { + OS_UWP::KeyEvent ke; + + ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down; + ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down; + ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down; + + ke.pressed = p_pressed; + + if (key_args != nullptr) { + ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE; + ke.unicode = 0; + ke.keycode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey); + ke.physical_keycode = KeyMappingWindows::get_scansym((unsigned int)key_args->KeyStatus.ScanCode, key_args->KeyStatus.IsExtendedKey); + ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown); + + } else { + ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE; + ke.unicode = char_args->KeyCode; + ke.keycode = 0; + ke.physical_keycode = 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", 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; +} |