123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386 |
- //
- // This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
- //
- #include "app.h"
- #include "main/main.h"
- #include "core/os/dir_access.h"
- #include "core/os/file_access.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);
- }
|