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+/*************************************************************************/
+/* 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;
+}