// // This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow. // #include "app.h" #include "main/main.h" using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Activation; using namespace Windows::UI::Core; using namespace Windows::UI::Input; using namespace Windows::Foundation; using namespace Windows::Graphics::Display; using namespace Microsoft::WRL; using namespace Platform; using namespace $ext_safeprojectname$; // 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 HelloTriangleApplicationSource 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 helloTriangleApplicationSource = ref new HelloTriangleApplicationSource(); CoreApplication::Run(helloTriangleApplicationSource); return 0; } App::App() : mWindowClosed(false), mWindowVisible(true), mWindowWidth(0), mWindowHeight(0), mEglDisplay(EGL_NO_DISPLAY), mEglContext(EGL_NO_CONTEXT), mEglSurface(EGL_NO_SURFACE) { } // 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 OSWinrt; } // Called when the CoreWindow object is created (or re-created). void App::SetWindow(CoreWindow^ 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 // The CoreWindow has been created, so EGL can be initialized. ContextEGL* context = memnew(ContextEGL(window)); os->set_gl_context(context); UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); } // Initializes scene resources void App::Load(Platform::String^ entryPoint) { char** args = {NULL}; Main::setup("winrt", 0, args); } // 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. #endif } void App::UpdateWindowSize(Size size) { /* DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); Size pixelSize(ConvertDipsToPixels(size.Width, currentDisplayInformation->LogicalDpi), ConvertDipsToPixels(size.Height, currentDisplayInformation->LogicalDpi)); mWindowWidth = static_cast(pixelSize.Width); mWindowHeight = static_cast(pixelSize.Height); */ }