godot/platform/winrt/app.h

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#pragma once
#include <string>
#include <wrl.h>
#include "GLES2/gl2.h"
#include "os_winrt.h"
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namespace $ext_safeprojectname$ {
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();
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);
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 UpdateWindowSize(Windows::Foundation::Size size);
void InitializeEGL(Windows::UI::Core::CoreWindow ^ window);
void CleanupEGL();
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];
};
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}