godot/platform/uwp/os_uwp.cpp

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/**************************************************************************/
/* os_uwp.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#include "os_uwp.h"
#include "core/config/project_settings.h"
#include "core/io/marshalls.h"
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#include "drivers/unix/ip_unix.h"
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#include "drivers/unix/net_socket_posix.h"
#include "drivers/windows/dir_access_windows.h"
#include "drivers/windows/file_access_windows.h"
#include "drivers/windows/mutex_windows.h"
#include "drivers/windows/semaphore_windows.h"
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#include "main/main.h"
#include "platform/windows/windows_terminal_logger.h"
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#include "servers/audio_server.h"
#include "servers/rendering/rendering_server_default.h"
#include <ppltasks.h>
#include <wrl.h>
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::UI::Popups;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace Microsoft::WRL;
using namespace Windows::UI::ViewManagement;
using namespace Windows::Devices::Input;
using namespace Windows::Devices::Sensors;
using namespace Windows::ApplicationModel::DataTransfer;
using namespace concurrency;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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static const float earth_gravity = 9.80665;
int OS_UWP::get_video_driver_count() const {
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return 2;
}
Size2 OS_UWP::get_window_size() const {
Size2 size;
size.width = video_mode.width;
size.height = video_mode.height;
return size;
}
int OS_UWP::get_current_video_driver() const {
return video_driver_index;
}
void OS_UWP::set_window_size(const Size2 p_size) {
Windows::Foundation::Size new_size;
new_size.Width = p_size.width;
new_size.Height = p_size.height;
ApplicationView ^ view = ApplicationView::GetForCurrentView();
if (view->TryResizeView(new_size)) {
video_mode.width = p_size.width;
video_mode.height = p_size.height;
}
}
void OS_UWP::set_window_fullscreen(bool p_enabled) {
ApplicationView ^ view = ApplicationView::GetForCurrentView();
video_mode.fullscreen = view->IsFullScreenMode;
if (video_mode.fullscreen == p_enabled) {
return;
}
if (p_enabled) {
video_mode.fullscreen = view->TryEnterFullScreenMode();
} else {
view->ExitFullScreenMode();
video_mode.fullscreen = false;
}
}
bool OS_UWP::is_window_fullscreen() const {
return ApplicationView::GetForCurrentView()->IsFullScreenMode;
}
void OS_UWP::set_keep_screen_on(bool p_enabled) {
if (is_keep_screen_on() == p_enabled) {
return;
}
if (p_enabled) {
display_request->RequestActive();
} else {
display_request->RequestRelease();
}
OS::set_keep_screen_on(p_enabled);
}
void OS_UWP::initialize_core() {
//RedirectIOToConsole();
FileAccess::make_default<FileAccessWindows>(FileAccess::ACCESS_RESOURCES);
FileAccess::make_default<FileAccessWindows>(FileAccess::ACCESS_USERDATA);
FileAccess::make_default<FileAccessWindows>(FileAccess::ACCESS_FILESYSTEM);
DirAccess::make_default<DirAccessWindows>(DirAccess::ACCESS_RESOURCES);
DirAccess::make_default<DirAccessWindows>(DirAccess::ACCESS_USERDATA);
DirAccess::make_default<DirAccessWindows>(DirAccess::ACCESS_FILESYSTEM);
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NetSocketPosix::make_default();
// We need to know how often the clock is updated
QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second);
QueryPerformanceCounter((LARGE_INTEGER *)&ticks_start);
IPUnix::make_default();
cursor_shape = CURSOR_ARROW;
}
void OS_UWP::set_window(Windows::UI::Core::CoreWindow ^ p_window) {
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window = p_window;
}
void OS_UWP::screen_size_changed() {
gl_context->reset();
}
Error OS_UWP::initialize(const VideoMode &p_desired, int p_video_driver, int p_audio_driver) {
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main_loop = nullptr;
outside = true;
// FIXME: Hardcoded for now, add Vulkan support.
p_video_driver = RENDERING_DRIVER_OPENGL3;
ContextEGL_UWP::Driver opengl_api_type = ContextEGL_UWP::GLES_2_0;
bool gl_initialization_error = false;
gl_context = memnew(ContextEGL_UWP(window, opengl_api_type));
if (gl_context->initialize() != OK) {
memdelete(gl_context);
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gl_context = nullptr;
gl_initialization_error = true;
}
if (opengl_api_type == ContextEGL_UWP::GLES_2_0) {
if (RasterizerGLES3::is_viable() == OK) {
RasterizerGLES3::register_config();
RasterizerGLES3::make_current();
} else {
gl_initialization_error = true;
}
}
if (gl_initialization_error) {
OS::get_singleton()->alert("Your video card driver does not support any of the supported OpenGL versions.\n"
"Please update your drivers or if you have a very old or integrated GPU upgrade it.",
"Unable to initialize video driver");
return ERR_UNAVAILABLE;
}
video_driver_index = p_video_driver;
gl_context->make_current();
gl_context->set_use_vsync(video_mode.use_vsync);
VideoMode vm;
vm.width = gl_context->get_window_width();
vm.height = gl_context->get_window_height();
vm.resizable = false;
ApplicationView ^ view = ApplicationView::GetForCurrentView();
vm.fullscreen = view->IsFullScreenMode;
view->SetDesiredBoundsMode(ApplicationViewBoundsMode::UseVisible);
view->PreferredLaunchWindowingMode = ApplicationViewWindowingMode::PreferredLaunchViewSize;
if (p_desired.fullscreen != view->IsFullScreenMode) {
if (p_desired.fullscreen) {
vm.fullscreen = view->TryEnterFullScreenMode();
} else {
view->ExitFullScreenMode();
vm.fullscreen = false;
}
}
Windows::Foundation::Size desired;
desired.Width = p_desired.width;
desired.Height = p_desired.height;
view->PreferredLaunchViewSize = desired;
if (view->TryResizeView(desired)) {
vm.width = view->VisibleBounds.Width;
vm.height = view->VisibleBounds.Height;
}
set_video_mode(vm);
rendering_server = memnew(RenderingServerDefault);
// FIXME: Reimplement threaded rendering
if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
rendering_server = memnew(RenderingServerWrapMT(rendering_server, false));
}
rendering_server->init();
input = memnew(InputDefault);
joypad = ref new JoypadUWP(input);
joypad->register_events();
AudioDriverManager::initialize(p_audio_driver);
managed_object->update_clipboard();
Clipboard::ContentChanged += ref new EventHandler<Platform::Object ^>(managed_object, &ManagedType::on_clipboard_changed);
accelerometer = Accelerometer::GetDefault();
if (accelerometer != nullptr) {
// 60 FPS
accelerometer->ReportInterval = (1.0f / 60.0f) * 1000;
accelerometer->ReadingChanged +=
ref new TypedEventHandler<Accelerometer ^, AccelerometerReadingChangedEventArgs ^>(managed_object, &ManagedType::on_accelerometer_reading_changed);
}
magnetometer = Magnetometer::GetDefault();
if (magnetometer != nullptr) {
// 60 FPS
magnetometer->ReportInterval = (1.0f / 60.0f) * 1000;
magnetometer->ReadingChanged +=
ref new TypedEventHandler<Magnetometer ^, MagnetometerReadingChangedEventArgs ^>(managed_object, &ManagedType::on_magnetometer_reading_changed);
}
gyrometer = Gyrometer::GetDefault();
if (gyrometer != nullptr) {
// 60 FPS
gyrometer->ReportInterval = (1.0f / 60.0f) * 1000;
gyrometer->ReadingChanged +=
ref new TypedEventHandler<Gyrometer ^, GyrometerReadingChangedEventArgs ^>(managed_object, &ManagedType::on_gyroscope_reading_changed);
}
_ensure_user_data_dir();
if (is_keep_screen_on()) {
display_request->RequestActive();
}
set_keep_screen_on(GLOBAL_GET("display/window/energy_saving/keep_screen_on"));
return OK;
}
void OS_UWP::set_clipboard(const String &p_text) {
DataPackage ^ clip = ref new DataPackage();
clip->RequestedOperation = DataPackageOperation::Copy;
clip->SetText(ref new Platform::String((LPCWSTR)(p_text.utf16().get_data())));
Clipboard::SetContent(clip);
}
String OS_UWP::get_clipboard() const {
if (managed_object->clipboard != nullptr) {
return managed_object->clipboard->Data();
} else {
return "";
}
}
void OS_UWP::input_event(const Ref<InputEvent> &p_event) {
input->parse_input_event(p_event);
}
void OS_UWP::delete_main_loop() {
if (main_loop) {
memdelete(main_loop);
}
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main_loop = nullptr;
}
void OS_UWP::set_main_loop(MainLoop *p_main_loop) {
input->set_main_loop(p_main_loop);
main_loop = p_main_loop;
}
void OS_UWP::finalize() {
if (main_loop) {
memdelete(main_loop);
}
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main_loop = nullptr;
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rendering_server->finish();
memdelete(rendering_server);
#ifdef GLES3_ENABLED
if (gl_context) {
memdelete(gl_context);
}
#endif
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memdelete(input);
joypad = nullptr;
}
void OS_UWP::finalize_core() {
NetSocketPosix::cleanup();
}
void OS_UWP::alert(const String &p_alert, const String &p_title) {
Platform::String ^ alert = ref new Platform::String((LPCWSTR)(p_alert.utf16().get_data()));
Platform::String ^ title = ref new Platform::String((LPCWSTR)(p_title.utf16().get_data()));
MessageDialog ^ msg = ref new MessageDialog(alert, title);
UICommand ^ close = ref new UICommand("Close", ref new UICommandInvokedHandler(managed_object, &OS_UWP::ManagedType::alert_close));
msg->Commands->Append(close);
msg->DefaultCommandIndex = 0;
managed_object->alert_close_handle = true;
msg->ShowAsync();
}
void OS_UWP::ManagedType::alert_close(IUICommand ^ command) {
alert_close_handle = false;
}
void OS_UWP::ManagedType::on_clipboard_changed(Platform::Object ^ sender, Platform::Object ^ ev) {
update_clipboard();
}
void OS_UWP::ManagedType::update_clipboard() {
DataPackageView ^ data = Clipboard::GetContent();
if (data->Contains(StandardDataFormats::Text)) {
create_task(data->GetTextAsync()).then([this](Platform::String ^ clipboard_content) {
this->clipboard = clipboard_content;
});
}
}
void OS_UWP::ManagedType::on_accelerometer_reading_changed(Accelerometer ^ sender, AccelerometerReadingChangedEventArgs ^ args) {
AccelerometerReading ^ reading = args->Reading;
os->input->set_accelerometer(Vector3(
reading->AccelerationX * earth_gravity,
reading->AccelerationY * earth_gravity,
reading->AccelerationZ * earth_gravity));
}
void OS_UWP::ManagedType::on_magnetometer_reading_changed(Magnetometer ^ sender, MagnetometerReadingChangedEventArgs ^ args) {
MagnetometerReading ^ reading = args->Reading;
os->input->set_magnetometer(Vector3(
reading->MagneticFieldX,
reading->MagneticFieldY,
reading->MagneticFieldZ));
}
void OS_UWP::ManagedType::on_gyroscope_reading_changed(Gyrometer ^ sender, GyrometerReadingChangedEventArgs ^ args) {
GyrometerReading ^ reading = args->Reading;
os->input->set_magnetometer(Vector3(
reading->AngularVelocityX,
reading->AngularVelocityY,
reading->AngularVelocityZ));
}
void OS_UWP::set_mouse_mode(MouseMode p_mode) {
if (p_mode == MouseMode::MOUSE_MODE_CAPTURED) {
CoreWindow::GetForCurrentThread()->SetPointerCapture();
} else {
CoreWindow::GetForCurrentThread()->ReleasePointerCapture();
}
if (p_mode == MouseMode::MOUSE_MODE_HIDDEN || p_mode == MouseMode::MOUSE_MODE_CAPTURED || p_mode == MouseMode::MOUSE_MODE_CONFINED_HIDDEN) {
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
} else {
CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
}
mouse_mode = p_mode;
SetEvent(mouse_mode_changed);
}
OS_UWP::MouseMode OS_UWP::get_mouse_mode() const {
return mouse_mode;
}
Point2 OS_UWP::get_mouse_position() const {
return Point2(old_x, old_y);
}
MouseButton OS_UWP::get_mouse_button_state() const {
return last_button_state;
}
void OS_UWP::set_window_title(const String &p_title) {
}
void OS_UWP::set_video_mode(const VideoMode &p_video_mode, int p_screen) {
video_mode = p_video_mode;
}
OS::VideoMode OS_UWP::get_video_mode(int p_screen) const {
return video_mode;
}
void OS_UWP::get_fullscreen_mode_list(List<VideoMode> *p_list, int p_screen) const {
}
String OS_UWP::get_name() const {
return "UWP";
}
String OS_UWP::get_distribution_name() const {
return get_name();
}
String OS_UWP::get_version() const {
winrt::hstring df_version = VersionInfo().DeviceFamilyVersion();
static String version = String(winrt::to_string(df_version).c_str());
return version;
}
OS::DateTime OS_UWP::get_datetime(bool p_utc) const {
SYSTEMTIME systemtime;
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if (p_utc) {
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GetSystemTime(&systemtime);
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} else {
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GetLocalTime(&systemtime);
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}
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//Get DST information from Windows, but only if p_utc is false.
TIME_ZONE_INFORMATION info;
bool daylight = false;
if (!p_utc && GetTimeZoneInformation(&info) == TIME_ZONE_ID_DAYLIGHT) {
daylight = true;
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}
DateTime dt;
dt.year = systemtime.wYear;
dt.month = Month(systemtime.wMonth);
dt.day = systemtime.wDay;
dt.weekday = Weekday(systemtime.wDayOfWeek);
dt.hour = systemtime.wHour;
dt.minute = systemtime.wMinute;
dt.second = systemtime.wSecond;
dt.dst = daylight;
return dt;
}
OS::TimeZoneInfo OS_UWP::get_time_zone_info() const {
TIME_ZONE_INFORMATION info;
bool daylight = false;
if (GetTimeZoneInformation(&info) == TIME_ZONE_ID_DAYLIGHT) {
daylight = true;
}
TimeZoneInfo ret;
if (daylight) {
ret.name = info.DaylightName;
} else {
ret.name = info.StandardName;
}
// Bias value returned by GetTimeZoneInformation is inverted of what we expect
// For example on GMT-3 GetTimeZoneInformation return a Bias of 180, so invert the value to get -180
ret.bias = -info.Bias;
return ret;
}
uint64_t OS_UWP::get_unix_time() const {
FILETIME ft;
SYSTEMTIME st;
GetSystemTime(&st);
SystemTimeToFileTime(&st, &ft);
SYSTEMTIME ep;
ep.wYear = 1970;
ep.wMonth = 1;
ep.wDayOfWeek = 4;
ep.wDay = 1;
ep.wHour = 0;
ep.wMinute = 0;
ep.wSecond = 0;
ep.wMilliseconds = 0;
FILETIME fep;
SystemTimeToFileTime(&ep, &fep);
return (*(uint64_t *)&ft - *(uint64_t *)&fep) / 10000000;
}
void OS_UWP::delay_usec(uint32_t p_usec) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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int msec = p_usec < 1000 ? 1 : p_usec / 1000;
// no Sleep()
WaitForSingleObjectEx(GetCurrentThread(), msec, false);
}
uint64_t OS_UWP::get_ticks_usec() const {
uint64_t ticks;
// This is the number of clock ticks since start
QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
// Subtract the ticks at game start to get
// the ticks since the game started
ticks -= ticks_start;
// Divide by frequency to get the time in seconds
// original calculation shown below is subject to overflow
// with high ticks_per_second and a number of days since the last reboot.
// time = ticks * 1000000L / ticks_per_second;
// we can prevent this by either using 128 bit math
// or separating into a calculation for seconds, and the fraction
uint64_t seconds = ticks / ticks_per_second;
// compiler will optimize these two into one divide
uint64_t leftover = ticks % ticks_per_second;
// remainder
uint64_t time = (leftover * 1000000L) / ticks_per_second;
// seconds
time += seconds * 1000000L;
return time;
}
void OS_UWP::process_events() {
joypad->process_controllers();
process_key_events();
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input->flush_buffered_events();
}
void OS_UWP::process_key_events() {
for (int i = 0; i < key_event_pos; i++) {
KeyEvent &kev = key_event_buffer[i];
Ref<InputEventKey> key_event;
key_event.instantiate();
key_event->set_alt_pressed(kev.alt);
key_event->set_shift_pressed(kev.shift);
key_event->set_ctrl_pressed(kev.control);
key_event->set_echo(kev.echo);
key_event->set_keycode(kev.keycode);
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key_event->set_physical_keycode((Key)kev.physical_keycode);
key_event->set_unicode(kev.unicode);
key_event->set_pressed(kev.pressed);
input_event(key_event);
}
key_event_pos = 0;
}
void OS_UWP::queue_key_event(KeyEvent &p_event) {
// This merges Char events with the previous Key event, so
// the unicode can be retrieved without sending duplicate events.
if (p_event.type == KeyEvent::MessageType::CHAR_EVENT_MESSAGE && key_event_pos > 0) {
KeyEvent &old = key_event_buffer[key_event_pos - 1];
ERR_FAIL_COND(old.type != KeyEvent::MessageType::KEY_EVENT_MESSAGE);
key_event_buffer[key_event_pos - 1].unicode = p_event.unicode;
return;
}
ERR_FAIL_COND(key_event_pos >= KEY_EVENT_BUFFER_SIZE);
key_event_buffer[key_event_pos++] = p_event;
}
void OS_UWP::set_cursor_shape(CursorShape p_shape) {
ERR_FAIL_INDEX(p_shape, CURSOR_MAX);
if (cursor_shape == p_shape) {
return;
}
static const CoreCursorType uwp_cursors[CURSOR_MAX] = {
CoreCursorType::Arrow,
CoreCursorType::IBeam,
CoreCursorType::Hand,
CoreCursorType::Cross,
CoreCursorType::Wait,
CoreCursorType::Wait,
CoreCursorType::Arrow,
CoreCursorType::Arrow,
CoreCursorType::UniversalNo,
CoreCursorType::SizeNorthSouth,
CoreCursorType::SizeWestEast,
CoreCursorType::SizeNortheastSouthwest,
CoreCursorType::SizeNorthwestSoutheast,
CoreCursorType::SizeAll,
CoreCursorType::SizeNorthSouth,
CoreCursorType::SizeWestEast,
CoreCursorType::Help
};
CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(uwp_cursors[p_shape], 0);
cursor_shape = p_shape;
}
OS::CursorShape OS_UWP::get_cursor_shape() const {
return cursor_shape;
}
void OS_UWP::set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
// TODO
}
Error OS_UWP::execute(const String &p_path, const List<String> &p_arguments, String *r_pipe, int *r_exitcode, bool read_stderr, Mutex *p_pipe_mutex, bool p_open_console) {
return FAILED;
}
Error OS_UWP::create_process(const String &p_path, const List<String> &p_arguments, ProcessID *r_child_id, bool p_open_console) {
return FAILED;
}
Error OS_UWP::kill(const ProcessID &p_pid) {
return FAILED;
}
bool OS_UWP::is_process_running(const ProcessID &p_pid) const {
return false;
}
Error OS_UWP::set_cwd(const String &p_cwd) {
return FAILED;
}
String OS_UWP::get_executable_path() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return "";
}
void OS_UWP::set_icon(const Ref<Image> &p_icon) {
}
bool OS_UWP::has_environment(const String &p_var) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return false;
}
String OS_UWP::get_environment(const String &p_var) const {
return "";
}
bool OS_UWP::set_environment(const String &p_var, const String &p_value) const {
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return false;
}
String OS_UWP::get_stdin_string() {
return String();
}
void OS_UWP::move_window_to_foreground() {
}
Error OS_UWP::shell_open(String p_uri) {
return FAILED;
}
String OS_UWP::get_locale() const {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // this should work on phone 8.1, but it doesn't
return "en";
#else
Platform::String ^ language = Windows::Globalization::Language::CurrentInputMethodLanguageTag;
return String(language->Data()).replace("-", "_");
#endif
}
void OS_UWP::release_rendering_thread() {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
gl_context->release_current();
}
void OS_UWP::make_rendering_thread() {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
gl_context->make_current();
}
void OS_UWP::swap_buffers() {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
gl_context->swap_buffers();
}
bool OS_UWP::has_touchscreen_ui_hint() const {
TouchCapabilities ^ tc = ref new TouchCapabilities();
return tc->TouchPresent != 0 || UIViewSettings::GetForCurrentView()->UserInteractionMode == UserInteractionMode::Touch;
}
bool OS_UWP::has_virtual_keyboard() const {
return UIViewSettings::GetForCurrentView()->UserInteractionMode == UserInteractionMode::Touch;
}
void OS_UWP::show_virtual_keyboard(const String &p_existing_text, const Rect2 &p_screen_rect, VirtualKeyboardType p_type, int p_max_input_length, int p_cursor_start, int p_cursor_end) {
InputPane ^ pane = InputPane::GetForCurrentView();
pane->TryShow();
}
void OS_UWP::hide_virtual_keyboard() {
InputPane ^ pane = InputPane::GetForCurrentView();
pane->TryHide();
}
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static String format_error_message(DWORD id) {
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LPWSTR messageBuffer = nullptr;
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size_t size = FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
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nullptr, id, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&messageBuffer, 0, nullptr);
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String msg = "Error " + itos(id) + ": " + String(messageBuffer, size);
LocalFree(messageBuffer);
return msg;
}
Error OS_UWP::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path, String *r_resolved_path) {
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String full_path = "game/" + p_path;
p_library_handle = (void *)LoadPackagedLibrary((LPCWSTR)(full_path.utf16().get_data()), 0);
ERR_FAIL_COND_V_MSG(!p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + full_path + ", error: " + format_error_message(GetLastError()) + ".");
if (r_resolved_path != nullptr) {
*r_resolved_path = full_path;
}
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return OK;
}
Error OS_UWP::close_dynamic_library(void *p_library_handle) {
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if (!FreeLibrary((HMODULE)p_library_handle)) {
return FAILED;
}
return OK;
}
Error OS_UWP::get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle, bool p_optional) {
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p_symbol_handle = (void *)GetProcAddress((HMODULE)p_library_handle, p_name.utf8().get_data());
if (!p_symbol_handle) {
if (!p_optional) {
ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Can't resolve symbol " + p_name + ", error: " + String::num(GetLastError()) + ".");
2018-01-01 15:59:13 +00:00
} else {
return ERR_CANT_RESOLVE;
}
}
return OK;
}
void OS_UWP::run() {
if (!main_loop) {
return;
}
2016-03-08 23:00:52 +00:00
main_loop->init();
2016-03-08 23:00:52 +00:00
uint64_t last_ticks = get_ticks_usec();
2016-03-08 23:00:52 +00:00
int frames = 0;
uint64_t frame = 0;
2016-03-08 23:00:52 +00:00
while (true) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
if (managed_object->alert_close_handle) {
continue;
}
process_events(); // get rid of pending events
if (Main::iteration()) {
break;
}
}
2016-03-08 23:00:52 +00:00
main_loop->finish();
}
MainLoop *OS_UWP::get_main_loop() const {
return main_loop;
}
String OS_UWP::get_user_data_dir() const {
Windows::Storage::StorageFolder ^ data_folder = Windows::Storage::ApplicationData::Current->LocalFolder;
return String(data_folder->Path->Data()).replace("\\", "/");
}
bool OS_UWP::_check_internal_feature_support(const String &p_feature) {
return p_feature == "pc";
2017-04-29 14:48:23 +00:00
}
OS_UWP::OS_UWP() {
key_event_pos = 0;
alt_mem = false;
gr_mem = false;
shift_mem = false;
control_mem = false;
meta_mem = false;
minimized = false;
pressrc = 0;
old_invalid = true;
mouse_mode = MOUSE_MODE_VISIBLE;
2020-04-01 23:20:12 +00:00
gl_context = nullptr;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
display_request = ref new Windows::System::Display::DisplayRequest();
managed_object = ref new ManagedType;
managed_object->os = this;
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mouse_mode_changed = CreateEvent(nullptr, TRUE, FALSE, L"os_mouse_mode_changed");
2017-01-15 19:06:14 +00:00
AudioDriverManager::add_driver(&audio_driver);
Vector<Logger *> loggers;
loggers.push_back(memnew(WindowsTerminalLogger));
_set_logger(memnew(CompositeLogger(loggers)));
}
OS_UWP::~OS_UWP() {
}