godot/platform/winrt/app.cpp

389 lines
14 KiB
C++

/*************************************************************************/
/* app.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
//
// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
//
#include "app.h"
#include "core/os/dir_access.h"
#include "core/os/file_access.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<Platform::String ^> ^) {
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<CoreApplicationView ^, IActivatedEventArgs ^>(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 ^ p_window) {
window = p_window;
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed);
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(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
window->PointerPressed +=
ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed);
window->PointerMoved +=
ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved);
window->PointerReleased +=
ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerReleased);
//window->PointerWheelChanged +=
// ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
char *args[] = { "-path", "game", NULL };
Main::setup("winrt", 2, args, false);
// 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));
Main::setup2();
}
static int _get_button(Windows::UI::Input::PointerPoint ^ pt) {
using namespace Windows::UI::Input;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return BUTTON_LEFT;
#else
switch (pt->Properties->PointerUpdateKind) {
case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
return BUTTON_LEFT;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
return BUTTON_RIGHT;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
return BUTTON_MIDDLE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
return BUTTON_WHEEL_UP;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
return BUTTON_WHEEL_DOWN;
default:
break;
}
#endif
return 0;
};
static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return true;
#else
using namespace Windows::Devices::Input;
switch (pointerPoint->PointerDevice->PointerDeviceType) {
case PointerDeviceType::Touch:
case PointerDeviceType::Pen:
return true;
default:
return false;
}
#endif
}
static Windows::Foundation::Point _get_pixel_position(CoreWindow ^ window, Windows::Foundation::Point rawPosition, OS *os) {
Windows::Foundation::Point outputPosition;
// Compute coordinates normalized from 0..1.
// If the coordinates need to be sized to the SDL window,
// we'll do that after.
#if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
outputPosition.X = rawPosition.X / window->Bounds.Width;
outputPosition.Y = rawPosition.Y / window->Bounds.Height;
#else
switch (DisplayProperties::CurrentOrientation) {
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X / window->Bounds.Width;
outputPosition.Y = rawPosition.Y / window->Bounds.Height;
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y / window->Bounds.Height;
outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
outputPosition.Y = rawPosition.X / window->Bounds.Width;
break;
default:
break;
}
#endif
OS::VideoMode vm = os->get_video_mode();
outputPosition.X *= vm.width;
outputPosition.Y *= vm.height;
return outputPosition;
};
static int _get_finger(uint32_t p_touch_id) {
return p_touch_id % 31; // for now
};
void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed) {
Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
int but = _get_button(point);
if (_is_touch(point)) {
InputEvent event;
event.type = InputEvent::SCREEN_TOUCH;
event.device = 0;
event.screen_touch.pressed = p_pressed;
event.screen_touch.x = pos.X;
event.screen_touch.y = pos.Y;
event.screen_touch.index = _get_finger(point->PointerId);
last_touch_x[event.screen_touch.index] = pos.X;
last_touch_y[event.screen_touch.index] = pos.Y;
os->input_event(event);
if (event.screen_touch.index != 0)
return;
}; // fallthrought of sorts
InputEvent event;
event.type = InputEvent::MOUSE_BUTTON;
event.device = 0;
event.mouse_button.pressed = p_pressed;
event.mouse_button.button_index = but;
event.mouse_button.x = pos.X;
event.mouse_button.y = pos.Y;
event.mouse_button.global_x = pos.X;
event.mouse_button.global_y = pos.Y;
last_touch_x[31] = pos.X;
last_touch_y[31] = pos.Y;
os->input_event(event);
};
void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
pointer_event(sender, args, true);
};
void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
pointer_event(sender, args, false);
};
void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
if (_is_touch(point)) {
InputEvent event;
event.type = InputEvent::SCREEN_DRAG;
event.device = 0;
event.screen_drag.x = pos.X;
event.screen_drag.y = pos.Y;
event.screen_drag.index = _get_finger(point->PointerId);
event.screen_drag.relative_x = event.screen_drag.x - last_touch_x[event.screen_drag.index];
event.screen_drag.relative_y = event.screen_drag.y - last_touch_y[event.screen_drag.index];
os->input_event(event);
if (event.screen_drag.index != 0)
return;
}; // fallthrought of sorts
InputEvent event;
event.type = InputEvent::MOUSE_MOTION;
event.device = 0;
event.mouse_motion.x = pos.X;
event.mouse_motion.y = pos.Y;
event.mouse_motion.global_x = pos.X;
event.mouse_motion.global_y = pos.Y;
event.mouse_motion.relative_x = pos.X - last_touch_x[31];
event.mouse_motion.relative_y = pos.Y - last_touch_y[31];
os->input_event(event);
};
// Initializes scene resources
void App::Load(Platform::String ^ entryPoint) {
//char* args[] = {"-test", "render", NULL};
//Main::setup("winrt", 2, 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.
//os->screen_size_changed();
UpdateWindowSize(args->Size);
#endif
}
void App::UpdateWindowSize(Size size) {
float dpi;
#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
DisplayInformation ^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
dpi = currentDisplayInformation->LogicalDpi;
#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
dpi = DisplayProperties::LogicalDpi;
#endif
Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
OS::VideoMode vm;
vm.width = mWindowWidth;
vm.height = mWindowHeight;
vm.fullscreen = true;
vm.resizable = false;
os->set_video_mode(vm);
}