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/*************************************************************************/
/*  app.h                                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 <string>

#include <wrl.h>

#include "os_winrt.h"
#include "GLES2/gl2.h"

namespace GodotWinRT
{
    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;
		OSWinrt* 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;
	};

}