49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
115 lines
5.7 KiB
C++
115 lines
5.7 KiB
C++
/*************************************************************************/
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/* app.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#pragma once
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#include <string>
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#include <wrl.h>
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// ANGLE doesn't provide a specific lib for GLES3, so we keep using GLES2
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#include "GLES2/gl2.h"
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#include "os_uwp.h"
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/** clang-format does not play nice with this C++/CX hybrid, needs investigation. */
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/* clang-format off */
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namespace GodotUWP
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{
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ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
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{
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public:
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App();
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// IFrameworkView Methods.
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virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
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virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
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virtual void Load(Platform::String^ entryPoint);
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virtual void Run();
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virtual void Uninitialize();
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property Windows::Foundation::EventRegistrationToken MouseMovedToken {
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Windows::Foundation::EventRegistrationToken get() { return this->mouseMovedToken; }
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void set(Windows::Foundation::EventRegistrationToken p_token) { this->mouseMovedToken = p_token; }
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}
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private:
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void RecreateRenderer();
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// Application lifecycle event handlers.
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void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
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// Window event handlers.
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void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
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void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
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void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
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void pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed, bool p_is_wheel = false);
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void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouse_device, Windows::Devices::Input::MouseEventArgs^ args);
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void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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Windows::System::Threading::Core::SignalNotifier^ mouseChangedNotifier;
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Windows::Foundation::EventRegistrationToken mouseMovedToken;
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void OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier^ signalNotifier, bool timedOut);
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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);
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void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
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void UpdateWindowSize(Windows::Foundation::Size size);
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void InitializeEGL(Windows::UI::Core::CoreWindow^ window);
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void CleanupEGL();
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char** get_command_line(unsigned int* out_argc);
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bool mWindowClosed;
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bool mWindowVisible;
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GLsizei mWindowWidth;
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GLsizei mWindowHeight;
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EGLDisplay mEglDisplay;
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EGLContext mEglContext;
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EGLSurface mEglSurface;
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CoreWindow^ window;
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OS_UWP* os;
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int last_touch_x[32]; // 20 fingers, index 31 reserved for the mouse
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int last_touch_y[32];
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Windows::Foundation::Point last_mouse_pos;
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};
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}
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/* clang-format on */
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