/*************************************************************************/ /* app.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 // ANGLE doesn't provide a specific lib for GLES3, so we keep using GLES2 #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; bool mWindowVisible; GLsizei mWindowWidth; GLsizei mWindowHeight; EGLDisplay mEglDisplay; EGLContext mEglContext; EGLSurface mEglSurface; CoreWindow^ window; OSUWP* os; int last_touch_x[32]; // 20 fingers, index 31 reserved for the mouse int last_touch_y[32]; int number_of_contacts; Windows::Foundation::Point last_mouse_pos; }; } /* clang-format on */