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+/*************************************************************************/
+/* app_uwp.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef APP_UWP_H
+#define APP_UWP_H
+
+#include <string>
+
+#include <wrl.h>
+
+#include "GLES2/gl2.h"
+#include "os_uwp.h"
+
+/** clang-format does not play nice with this C++/CX hybrid, needs investigation. */
+/* clang-format off */
+
+namespace GodotUWP
+{
+ ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
+ {
+ public:
+ App() {}
+
+ // IFrameworkView Methods.
+ virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
+ virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
+ virtual void Load(Platform::String^ entryPoint);
+ virtual void Run();
+ virtual void Uninitialize();
+
+ property Windows::Foundation::EventRegistrationToken MouseMovedToken {
+ Windows::Foundation::EventRegistrationToken get() { return this->mouseMovedToken; }
+ void set(Windows::Foundation::EventRegistrationToken p_token) { this->mouseMovedToken = p_token; }
+ }
+
+ private:
+ void RecreateRenderer();
+
+ // Application lifecycle event handlers.
+ void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
+
+ // Window event handlers.
+ void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
+ void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
+ void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
+
+ void pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed, bool p_is_wheel = false);
+ void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouse_device, Windows::Devices::Input::MouseEventArgs^ args);
+ void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+
+ Windows::System::Threading::Core::SignalNotifier^ mouseChangedNotifier;
+ Windows::Foundation::EventRegistrationToken mouseMovedToken;
+ void OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier^ signalNotifier, bool timedOut);
+
+ void key_event(Windows::UI::Core::CoreWindow^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs^ key_args = nullptr, Windows::UI::Core::CharacterReceivedEventArgs^ char_args = nullptr);
+ void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
+ void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
+ void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
+
+ void UpdateWindowSize(Windows::Foundation::Size size);
+ void InitializeEGL(Windows::UI::Core::CoreWindow^ window);
+ void CleanupEGL();
+
+ char** get_command_line(unsigned int* out_argc);
+
+ bool mWindowClosed = false;
+ bool mWindowVisible = true;
+ GLsizei mWindowWidth = 0;
+ GLsizei mWindowHeight = 0;
+
+ EGLDisplay mEglDisplay = EGL_NO_DISPLAY;
+ EGLContext mEglContext = EGL_NO_CONTEXT;
+ EGLSurface mEglSurface = EGL_NO_SURFACE;
+
+ CoreWindow^ window;
+ OS_UWP* os;
+
+ int last_touch_x[32]; // 20 fingers, index 31 reserved for the mouse
+ int last_touch_y[32];
+ Windows::Foundation::Point last_mouse_pos;
+ };
+}
+
+/* clang-format on */
+#endif // APP_UWP_H