diff options
Diffstat (limited to '')
| -rw-r--r-- | platform/winrt/app.cpp | 194 |
1 files changed, 84 insertions, 110 deletions
diff --git a/platform/winrt/app.cpp b/platform/winrt/app.cpp index 45a3f68d4..c917c780d 100644 --- a/platform/winrt/app.cpp +++ b/platform/winrt/app.cpp @@ -32,9 +32,9 @@ #include "app.h" -#include "main/main.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; @@ -48,113 +48,101 @@ 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. +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 -{ +ref class HelloTriangleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource { public: - virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView() - { - return ref new App(); - } + 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; +[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) -{ +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); +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 + // 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) -{ +void App::SetWindow(CoreWindow ^ p_window) { window = p_window; - window->VisibilityChanged += - ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged); + window->VisibilityChanged += + ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged); - window->Closed += - ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed); + window->Closed += + ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed); - window->SizeChanged += - ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged); + 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; + // 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); + ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed); window->PointerMoved += - ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerMoved); + ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved); window->PointerReleased += - ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerReleased); + ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerReleased); //window->PointerWheelChanged += // ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged); - - - char* args[] = {"-path", "game", NULL}; + 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)); + 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) { +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) - { + switch (pt->Properties->PointerUpdateKind) { case PointerUpdateKind::LeftButtonPressed: case PointerUpdateKind::LeftButtonReleased: return BUTTON_LEFT; @@ -183,7 +171,7 @@ static int _get_button(Windows::UI::Input::PointerPoint ^pt) { return 0; }; -static bool _is_touch(Windows::UI::Input::PointerPoint ^pointerPoint) { +static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) { #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP return true; #else @@ -198,20 +186,18 @@ static bool _is_touch(Windows::UI::Input::PointerPoint ^pointerPoint) { #endif } - -static Windows::Foundation::Point _get_pixel_position(CoreWindow^ window, Windows::Foundation::Point rawPosition, OS* os) { +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 +// 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) - { +#else + switch (DisplayProperties::CurrentOrientation) { case DisplayOrientations::Portrait: outputPosition.X = rawPosition.X / window->Bounds.Width; outputPosition.Y = rawPosition.Y / window->Bounds.Height; @@ -231,7 +217,7 @@ static Windows::Foundation::Point _get_pixel_position(CoreWindow^ window, Window default: break; } - #endif +#endif OS::VideoMode vm = os->get_video_mode(); outputPosition.X *= vm.width; @@ -245,9 +231,9 @@ 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) { +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::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)) { @@ -285,21 +271,19 @@ void App::pointer_event(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core os->input_event(event); }; - -void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { +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) { +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) { +void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) { - Windows::UI::Input::PointerPoint ^point = args->CurrentPoint; + Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint; Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os); if (_is_touch(point)) { @@ -330,79 +314,69 @@ void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Cor event.mouse_motion.relative_y = pos.Y - last_touch_y[31]; os->input_event(event); - }; - // Initializes scene resources -void App::Load(Platform::String^ entryPoint) -{ +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() -{ +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() -{ +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(); +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::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args) { + mWindowVisible = args->Visible; } -void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) -{ - mWindowClosed = true; +void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) { + mWindowClosed = true; } -void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) -{ +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); + // 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. + // 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) -{ +void App::UpdateWindowSize(Size size) { float dpi; #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) - DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); + 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); + mWindowWidth = static_cast<GLsizei>(pixelSize.Width); + mWindowHeight = static_cast<GLsizei>(pixelSize.Height); OS::VideoMode vm; vm.width = mWindowWidth; |
