From 6def32d643b9be6dba8f5e355e3dd75d82814bed Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 24 Sep 2021 01:19:49 +0200 Subject: Replace `#pragma once` by traditional include guards for consistency `#pragma once` was used in a few files, yet we settled on using traditional include guards instead. The PooledList template comment was also moved to allow editors such as Visual Studio Code to display the comment when hovering PooledList. `app.h` was renamed to `app_uwp.h` to be less generic for the include guard. --- core/templates/pooled_list.h | 14 +- platform/uwp/SCsub | 2 +- platform/uwp/app.cpp | 565 ------------------------------------------- platform/uwp/app.h | 113 --------- platform/uwp/app_uwp.cpp | 565 +++++++++++++++++++++++++++++++++++++++++++ platform/uwp/app_uwp.h | 115 +++++++++ 6 files changed, 689 insertions(+), 685 deletions(-) delete mode 100644 platform/uwp/app.cpp delete mode 100644 platform/uwp/app.h create mode 100644 platform/uwp/app_uwp.cpp create mode 100644 platform/uwp/app_uwp.h diff --git a/core/templates/pooled_list.h b/core/templates/pooled_list.h index b4a6d2d1dd..b139dadb75 100644 --- a/core/templates/pooled_list.h +++ b/core/templates/pooled_list.h @@ -28,13 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#pragma once +#ifndef POOLED_LIST_H +#define POOLED_LIST_H + +#include "core/templates/local_vector.h" // Simple template to provide a pool with O(1) allocate and free. // The freelist could alternatively be a linked list placed within the unused elements // to use less memory, however a separate freelist is probably more cache friendly. - -// NOTE : Take great care when using this with non POD types. The construction and destruction +// +// NOTE: Take great care when using this with non POD types. The construction and destruction // is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee // a constructor is run, and free does not guarantee a destructor. // You should generally handle clearing @@ -42,9 +45,6 @@ // This is by design for fastest use in the BVH. If you want a more general pool // that does call constructors / destructors on request / free, this should probably be // a separate template. - -#include "core/templates/local_vector.h" - template class PooledList { LocalVector list; @@ -93,3 +93,5 @@ public: _used_size--; } }; + +#endif // POOLED_LIST_H diff --git a/platform/uwp/SCsub b/platform/uwp/SCsub index 71c402358f..8726d32d61 100644 --- a/platform/uwp/SCsub +++ b/platform/uwp/SCsub @@ -7,7 +7,7 @@ files = [ "#platform/windows/windows_terminal_logger.cpp", "joypad_uwp.cpp", "context_egl_uwp.cpp", - "app.cpp", + "app_uwp.cpp", "os_uwp.cpp", ] diff --git a/platform/uwp/app.cpp b/platform/uwp/app.cpp deleted file mode 100644 index 1da17ffc5d..0000000000 --- a/platform/uwp/app.cpp +++ /dev/null @@ -1,565 +0,0 @@ -/*************************************************************************/ -/* app.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.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 - -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 ^) { - 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(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(this, &App::OnVisibilityChanged); - - window->Closed += - ref new TypedEventHandler(this, &App::OnWindowClosed); - - window->SizeChanged += - ref new TypedEventHandler(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(this, &App::OnPointerPressed); - window->PointerMoved += - ref new TypedEventHandler(this, &App::OnPointerMoved); - window->PointerReleased += - ref new TypedEventHandler(this, &App::OnPointerReleased); - window->PointerWheelChanged += - ref new TypedEventHandler(this, &App::OnPointerWheelChanged); - - mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler( - this, &App::OnMouseModeChanged)); - - mouseChangedNotifier->Enable(); - - window->CharacterReceived += - ref new TypedEventHandler(this, &App::OnCharacterReceived); - window->KeyDown += - ref new TypedEventHandler(this, &App::OnKeyDown); - window->KeyUp += - ref new TypedEventHandler(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 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 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(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 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 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 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(pixelSize.Width); - mWindowHeight = static_cast(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 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; -} diff --git a/platform/uwp/app.h b/platform/uwp/app.h deleted file mode 100644 index 0b02527dae..0000000000 --- a/platform/uwp/app.h +++ /dev/null @@ -1,113 +0,0 @@ -/*************************************************************************/ -/* app.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. */ -/*************************************************************************/ - -#pragma once - -#include - -#include - -#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 */ 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 + +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 ^) { + 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(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(this, &App::OnVisibilityChanged); + + window->Closed += + ref new TypedEventHandler(this, &App::OnWindowClosed); + + window->SizeChanged += + ref new TypedEventHandler(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(this, &App::OnPointerPressed); + window->PointerMoved += + ref new TypedEventHandler(this, &App::OnPointerMoved); + window->PointerReleased += + ref new TypedEventHandler(this, &App::OnPointerReleased); + window->PointerWheelChanged += + ref new TypedEventHandler(this, &App::OnPointerWheelChanged); + + mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler( + this, &App::OnMouseModeChanged)); + + mouseChangedNotifier->Enable(); + + window->CharacterReceived += + ref new TypedEventHandler(this, &App::OnCharacterReceived); + window->KeyDown += + ref new TypedEventHandler(this, &App::OnKeyDown); + window->KeyUp += + ref new TypedEventHandler(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 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 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(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 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 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 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(pixelSize.Width); + mWindowHeight = static_cast(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 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; +} diff --git a/platform/uwp/app_uwp.h b/platform/uwp/app_uwp.h new file mode 100644 index 0000000000..8d4a0b90c3 --- /dev/null +++ b/platform/uwp/app_uwp.h @@ -0,0 +1,115 @@ +/*************************************************************************/ +/* 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 + +#include + +#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 -- cgit v1.2.3