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Diffstat (limited to 'platform/uwp/app_uwp.cpp')
-rw-r--r-- | platform/uwp/app_uwp.cpp | 560 |
1 files changed, 0 insertions, 560 deletions
diff --git a/platform/uwp/app_uwp.cpp b/platform/uwp/app_uwp.cpp deleted file mode 100644 index 789adb5e5b..0000000000 --- a/platform/uwp/app_uwp.cpp +++ /dev/null @@ -1,560 +0,0 @@ -/**************************************************************************/ -/* app_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. */ -/**************************************************************************/ - -#include "app_uwp.h" - -#include "core/io/dir_access.h" -#include "core/io/file_access.h" -#include "core/os/keyboard.h" -#include "main/main.h" -#include "platform/windows/key_mapping_windows.h" - -#include <collection.h> - -using namespace Windows::ApplicationModel::Core; -using namespace Windows::ApplicationModel::Activation; -using namespace Windows::UI::Core; -using namespace Windows::UI::Input; -using namespace Windows::Devices::Input; -using namespace Windows::UI::Xaml::Input; -using namespace Windows::Foundation; -using namespace Windows::Graphics::Display; -using namespace Windows::System; -using namespace Windows::System::Threading::Core; -using namespace Microsoft::WRL; - -using namespace GodotUWP; - -// 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 GodotUWPViewSource 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 godotApplicationSource = ref new GodotUWPViewSource(); - CoreApplication::Run(godotApplicationSource); - return 0; -} - -// 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 OS_UWP; -} - -// 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); - - mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(this, &App::OnMouseModeChanged)); - - mouseChangedNotifier->Enable(); - - window->CharacterReceived += - ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived); - window->KeyDown += - ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown); - window->KeyUp += - ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp); - - os->set_window(window); - - unsigned int argc; - char **argv = get_command_line(&argc); - - Main::setup("uwp", argc, argv, false); - - UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height)); - - Main::setup2(); -} - -static MouseButton _get_button(Windows::UI::Input::PointerPoint ^ pt) { - using namespace Windows::UI::Input; - -#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP - return MOUSE_BUTTON_LEFT; -#else - switch (pt->Properties->PointerUpdateKind) { - case PointerUpdateKind::LeftButtonPressed: - case PointerUpdateKind::LeftButtonReleased: - return MOUSE_BUTTON_LEFT; - - case PointerUpdateKind::RightButtonPressed: - case PointerUpdateKind::RightButtonReleased: - return MOUSE_BUTTON_RIGHT; - - case PointerUpdateKind::MiddleButtonPressed: - case PointerUpdateKind::MiddleButtonReleased: - return MOUSE_BUTTON_MIDDLE; - - case PointerUpdateKind::XButton1Pressed: - case PointerUpdateKind::XButton1Released: - return MOUSE_BUTTON_WHEEL_UP; - - case PointerUpdateKind::XButton2Pressed: - case PointerUpdateKind::XButton2Released: - return MOUSE_BUTTON_WHEEL_DOWN; - - default: - break; - } -#endif - - return MOUSE_BUTTON_NONE; -} - -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, bool p_is_wheel) { - Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint; - Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); - MouseButton but = _get_button(point); - if (_is_touch(point)) { - Ref<InputEventScreenTouch> screen_touch; - screen_touch.instantiate(); - screen_touch->set_device(0); - screen_touch->set_pressed(p_pressed); - screen_touch->set_position(Vector2(pos.X, pos.Y)); - screen_touch->set_index(_get_finger(point->PointerId)); - - last_touch_x[screen_touch->get_index()] = pos.X; - last_touch_y[screen_touch->get_index()] = pos.Y; - - os->input_event(screen_touch); - } else { - Ref<InputEventMouseButton> mouse_button; - mouse_button.instantiate(); - mouse_button->set_device(0); - mouse_button->set_pressed(p_pressed); - mouse_button->set_button_index(but); - mouse_button->set_position(Vector2(pos.X, pos.Y)); - mouse_button->set_global_position(Vector2(pos.X, pos.Y)); - - if (p_is_wheel) { - if (point->Properties->MouseWheelDelta > 0) { - mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_RIGHT : MOUSE_BUTTON_WHEEL_UP); - } else if (point->Properties->MouseWheelDelta < 0) { - mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? MOUSE_BUTTON_WHEEL_LEFT : MOUSE_BUTTON_WHEEL_DOWN); - } - } - - last_touch_x[31] = pos.X; - last_touch_y[31] = pos.Y; - - os->input_event(mouse_button); - - if (p_is_wheel) { - // Send release for mouse wheel - mouse_button->set_pressed(false); - os->input_event(mouse_button); - } - } -} - -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::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { - pointer_event(sender, args, true, true); -} - -void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) { - OS::MouseMode mode = os->get_mouse_mode(); - SignalNotifier ^ notifier = mouseChangedNotifier; - - window->Dispatcher->RunAsync( - CoreDispatcherPriority::High, - ref new DispatchedHandler( - [mode, notifier, this]() { - if (mode == OS::MOUSE_MODE_CAPTURED) { - this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved += - ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved); - - } else { - MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken; - } - - notifier->Enable(); - })); - - ResetEvent(os->mouse_mode_changed); -} - -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)) { - Ref<InputEventScreenDrag> screen_drag; - screen_drag.instantiate(); - screen_drag->set_device(0); - screen_drag->set_position(Vector2(pos.X, pos.Y)); - screen_drag->set_index(_get_finger(point->PointerId)); - screen_drag->set_relative(Vector2(screen_drag->get_position().x - last_touch_x[screen_drag->get_index()], screen_drag->get_position().y - last_touch_y[screen_drag->get_index()])); - - os->input_event(screen_drag); - } else { - // In case the mouse grabbed, MouseMoved will handle this - if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED) { - return; - } - - Ref<InputEventMouseMotion> mouse_motion; - mouse_motion.instantiate(); - mouse_motion->set_device(0); - mouse_motion->set_position(Vector2(pos.X, pos.Y)); - mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); - mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31])); - - last_mouse_pos = pos; - - os->input_event(mouse_motion); - } -} - -void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) { - // In case the mouse isn't grabbed, PointerMoved will handle this - if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED) { - return; - } - - Windows::Foundation::Point pos; - pos.X = last_mouse_pos.X + args->MouseDelta.X; - pos.Y = last_mouse_pos.Y + args->MouseDelta.Y; - - Ref<InputEventMouseMotion> mouse_motion; - mouse_motion.instantiate(); - mouse_motion->set_device(0); - mouse_motion->set_position(Vector2(pos.X, pos.Y)); - mouse_motion->set_global_position(Vector2(pos.X, pos.Y)); - mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y)); - - last_mouse_pos = pos; - - os->input_event(mouse_motion); -} - -void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) { - OS_UWP::KeyEvent ke; - - ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down; - ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down; - ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down; - - ke.pressed = p_pressed; - - if (key_args != nullptr) { - ke.type = OS_UWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE; - ke.unicode = 0; - ke.keycode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey); - ke.physical_keycode = KeyMappingWindows::get_scansym((unsigned int)key_args->KeyStatus.ScanCode, key_args->KeyStatus.IsExtendedKey); - ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown); - - } else { - ke.type = OS_UWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE; - ke.unicode = char_args->KeyCode; - ke.keycode = 0; - ke.physical_keycode = 0; - ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown); - } - - os->queue_key_event(ke); -} - -void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) { - key_event(sender, true, args); -} - -void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) { - key_event(sender, false, args); -} - -void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) { - key_event(sender, true, nullptr, args); -} - -// Initializes scene resources -void App::Load(Platform::String ^ entryPoint) { -} - -// 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); -} - -char **App::get_command_line(unsigned int *out_argc) { - static char *fail_cl[] = { "--path", "game", nullptr }; - *out_argc = 2; - - FILE *f = _wfopen(L"__cl__.cl", L"rb"); - - if (f == nullptr) { - wprintf(L"Couldn't open command line file.\n"); - return fail_cl; - } - -#define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF)) -#define CMD_MAX_LEN 65535 - - uint8_t len[4]; - int r = fread(len, sizeof(uint8_t), 4, f); - - Platform::Collections::Vector<Platform::String ^> cl; - - if (r < 4) { - fclose(f); - wprintf(L"Wrong cmdline length.\n"); - return (fail_cl); - } - - int argc = READ_LE_4(len); - - for (int i = 0; i < argc; i++) { - r = fread(len, sizeof(uint8_t), 4, f); - - if (r < 4) { - fclose(f); - wprintf(L"Wrong cmdline param length.\n"); - return (fail_cl); - } - - int strlen = READ_LE_4(len); - - if (strlen > CMD_MAX_LEN) { - fclose(f); - wprintf(L"Wrong command length.\n"); - return (fail_cl); - } - - char *arg = new char[strlen + 1]; - r = fread(arg, sizeof(char), strlen, f); - arg[strlen] = '\0'; - - if (r == strlen) { - int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, nullptr, 0); - wchar_t *warg = new wchar_t[warg_size]; - - MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size); - - cl.Append(ref new Platform::String(warg, warg_size)); - - } else { - delete[] arg; - fclose(f); - wprintf(L"Error reading command.\n"); - return (fail_cl); - } - } - -#undef READ_LE_4 -#undef CMD_MAX_LEN - - fclose(f); - - char **ret = new char *[cl.Size + 1]; - - for (int i = 0; i < cl.Size; i++) { - int arg_size = WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, nullptr, 0, nullptr, nullptr); - char *arg = new char[arg_size]; - - WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, nullptr, nullptr); - - ret[i] = arg; - } - ret[cl.Size] = nullptr; - *out_argc = cl.Size; - - return ret; -} |