123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116 |
- /**************************************************************************/
- /* app.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #pragma once
- #include <string>
- #include <wrl.h>
- // ANGLE doesn't provide a specific lib for GLES3, so we keep using GLES2
- #include "GLES2/gl2.h"
- #include "os_uwp.h"
- /** clang-format does not play nice with this C++/CX hybrid, needs investigation. */
- /* clang-format off */
- namespace GodotUWP
- {
- ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
- {
- public:
- App();
- // IFrameworkView Methods.
- virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
- virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
- virtual void Load(Platform::String^ entryPoint);
- virtual void Run();
- virtual void Uninitialize();
- property Windows::Foundation::EventRegistrationToken MouseMovedToken {
- Windows::Foundation::EventRegistrationToken get() { return this->mouseMovedToken; }
- void set(Windows::Foundation::EventRegistrationToken p_token) { this->mouseMovedToken = p_token; }
- }
- private:
- void RecreateRenderer();
- // Application lifecycle event handlers.
- void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
- // Window event handlers.
- void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
- void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
- void OnWindowActivated(CoreWindow ^ sender, WindowActivatedEventArgs ^ args);
- void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
- void pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args, bool p_pressed, bool p_is_wheel = false);
- void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
- void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
- void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
- void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouse_device, Windows::Devices::Input::MouseEventArgs^ args);
- void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
- Windows::System::Threading::Core::SignalNotifier^ mouseChangedNotifier;
- Windows::Foundation::EventRegistrationToken mouseMovedToken;
- void OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier^ signalNotifier, bool timedOut);
- 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);
- void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
- void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
- void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
- void UpdateWindowSize(Windows::Foundation::Size size);
- void InitializeEGL(Windows::UI::Core::CoreWindow^ window);
- void CleanupEGL();
- char** get_command_line(unsigned int* out_argc);
- bool mWindowClosed;
- bool mWindowVisible;
- GLsizei mWindowWidth;
- GLsizei mWindowHeight;
- EGLDisplay mEglDisplay;
- EGLContext mEglContext;
- EGLSurface mEglSurface;
- CoreWindow^ window;
- OS_UWP* os;
- int last_touch_x[32]; // 20 fingers, index 31 reserved for the mouse
- int last_touch_y[32];
- Windows::Foundation::Point last_mouse_pos;
- };
- }
- /* clang-format on */
|