Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
596 lines
20 KiB
C++
596 lines
20 KiB
C++
/*************************************************************************/
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/* app.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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//
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// This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
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//
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#include "app.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "core/os/keyboard.h"
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#include "main/main.h"
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#include "platform/windows/key_mapping_win.h"
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#include <collection.h>
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::Devices::Input;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::System;
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using namespace Windows::System::Threading::Core;
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using namespace Microsoft::WRL;
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using namespace GodotUWP;
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// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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inline float ConvertDipsToPixels(float dips, float dpi) {
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static const float dipsPerInch = 96.0f;
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return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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}
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// Implementation of the IFrameworkViewSource interface, necessary to run our app.
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ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource {
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public:
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virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() {
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return ref new App();
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}
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};
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// The main function creates an IFrameworkViewSource for our app, and runs the app.
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[Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^) {
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auto godotApplicationSource = ref new GodotUWPViewSource();
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CoreApplication::Run(godotApplicationSource);
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return 0;
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}
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App::App() :
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mWindowClosed(false),
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mWindowVisible(true),
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mWindowWidth(0),
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mWindowHeight(0),
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mEglDisplay(EGL_NO_DISPLAY),
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mEglContext(EGL_NO_CONTEXT),
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mEglSurface(EGL_NO_SURFACE) {
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}
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// The first method called when the IFrameworkView is being created.
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void App::Initialize(CoreApplicationView ^ applicationView) {
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated +=
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ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(this, &App::OnActivated);
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// Logic for other event handlers could go here.
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// Information about the Suspending and Resuming event handlers can be found here:
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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os = new OSUWP;
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}
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// Called when the CoreWindow object is created (or re-created).
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void App::SetWindow(CoreWindow ^ p_window) {
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window = p_window;
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window->VisibilityChanged +=
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ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed);
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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(this, &App::OnWindowSizeChanged);
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#if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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// Disable all pointer visual feedback for better performance when touching.
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// This is not supported on Windows Phone applications.
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auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
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pointerVisualizationSettings->IsContactFeedbackEnabled = false;
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pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
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#endif
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window->PointerPressed +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed);
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window->PointerMoved +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved);
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window->PointerReleased +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerReleased);
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window->PointerWheelChanged +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerWheelChanged);
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mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(
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this, &App::OnMouseModeChanged));
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mouseChangedNotifier->Enable();
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window->CharacterReceived +=
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ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived);
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window->KeyDown +=
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ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
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window->KeyUp +=
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ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
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unsigned int argc;
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char **argv = get_command_line(&argc);
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Main::setup("uwp", argc, argv, false);
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// The CoreWindow has been created, so EGL can be initialized.
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ContextEGL *context = memnew(ContextEGL(window));
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os->set_gl_context(context);
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UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
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Main::setup2();
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}
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static int _get_button(Windows::UI::Input::PointerPoint ^ pt) {
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using namespace Windows::UI::Input;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return BUTTON_LEFT;
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#else
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switch (pt->Properties->PointerUpdateKind) {
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case PointerUpdateKind::LeftButtonPressed:
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case PointerUpdateKind::LeftButtonReleased:
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return BUTTON_LEFT;
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case PointerUpdateKind::RightButtonPressed:
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case PointerUpdateKind::RightButtonReleased:
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return BUTTON_RIGHT;
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case PointerUpdateKind::MiddleButtonPressed:
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case PointerUpdateKind::MiddleButtonReleased:
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return BUTTON_MIDDLE;
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case PointerUpdateKind::XButton1Pressed:
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case PointerUpdateKind::XButton1Released:
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return BUTTON_WHEEL_UP;
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case PointerUpdateKind::XButton2Pressed:
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case PointerUpdateKind::XButton2Released:
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return BUTTON_WHEEL_DOWN;
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default:
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break;
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}
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#endif
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return 0;
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};
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static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return true;
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#else
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using namespace Windows::Devices::Input;
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switch (pointerPoint->PointerDevice->PointerDeviceType) {
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case PointerDeviceType::Touch:
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case PointerDeviceType::Pen:
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return true;
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default:
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return false;
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}
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#endif
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}
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static Windows::Foundation::Point _get_pixel_position(CoreWindow ^ window, Windows::Foundation::Point rawPosition, OS *os) {
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Windows::Foundation::Point outputPosition;
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// Compute coordinates normalized from 0..1.
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// If the coordinates need to be sized to the SDL window,
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// we'll do that after.
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#if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X / window->Bounds.Width;
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outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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#else
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switch (DisplayProperties::CurrentOrientation) {
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case DisplayOrientations::Portrait:
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outputPosition.X = rawPosition.X / window->Bounds.Width;
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outputPosition.Y = rawPosition.Y / window->Bounds.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
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outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y / window->Bounds.Height;
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outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
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outputPosition.Y = rawPosition.X / window->Bounds.Width;
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break;
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default:
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break;
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}
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#endif
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OS::VideoMode vm = os->get_video_mode();
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outputPosition.X *= vm.width;
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outputPosition.Y *= vm.height;
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return outputPosition;
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};
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static int _get_finger(uint32_t p_touch_id) {
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return p_touch_id % 31; // for now
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};
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void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed, bool p_is_wheel) {
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Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
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Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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int but = _get_button(point);
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if (_is_touch(point)) {
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Ref<InputEventScreenTouch> screen_touch;
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screen_touch.instance();
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screen_touch->set_device(0);
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screen_touch->set_pressed(p_pressed);
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screen_touch->set_position(Vector2(pos.X, pos.Y));
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screen_touch->set_index(_get_finger(point->PointerId));
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last_touch_x[screen_touch->get_index()] = pos.X;
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last_touch_y[screen_touch->get_index()] = pos.Y;
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os->input_event(screen_touch);
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} else {
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Ref<InputEventMouseButton> mouse_button;
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mouse_button.instance();
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mouse_button->set_device(0);
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mouse_button->set_pressed(p_pressed);
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mouse_button->set_button_index(but);
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mouse_button->set_position(Vector2(pos.X, pos.Y));
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mouse_button->set_global_position(Vector2(pos.X, pos.Y));
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if (p_is_wheel) {
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if (point->Properties->MouseWheelDelta > 0) {
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mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_RIGHT : BUTTON_WHEEL_UP);
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} else if (point->Properties->MouseWheelDelta < 0) {
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mouse_button->set_button_index(point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN);
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}
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}
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last_touch_x[31] = pos.X;
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last_touch_y[31] = pos.Y;
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os->input_event(mouse_button);
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if (p_is_wheel) {
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// Send release for mouse wheel
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mouse_button->set_pressed(false);
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os->input_event(mouse_button);
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}
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}
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};
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void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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pointer_event(sender, args, true);
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};
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void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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pointer_event(sender, args, false);
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};
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void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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pointer_event(sender, args, true, true);
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}
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void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) {
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OS::MouseMode mode = os->get_mouse_mode();
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SignalNotifier ^ notifier = mouseChangedNotifier;
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window->Dispatcher->RunAsync(
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CoreDispatcherPriority::High,
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ref new DispatchedHandler(
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[mode, notifier, this]() {
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if (mode == OS::MOUSE_MODE_CAPTURED) {
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this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved +=
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ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved);
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} else {
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MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
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}
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notifier->Enable();
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}));
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ResetEvent(os->mouse_mode_changed);
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}
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void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
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Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
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Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
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if (_is_touch(point)) {
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Ref<InputEventScreenDrag> screen_drag;
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screen_drag.instance();
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screen_drag->set_device(0);
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screen_drag->set_position(Vector2(pos.X, pos.Y));
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screen_drag->set_index(_get_finger(point->PointerId));
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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()]));
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os->input_event(screen_drag);
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} else {
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// In case the mouse grabbed, MouseMoved will handle this
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if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED)
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return;
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Ref<InputEventMouseMotion> mouse_motion;
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mouse_motion.instance();
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mouse_motion->set_device(0);
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mouse_motion->set_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_relative(Vector2(pos.X - last_touch_x[31], pos.Y - last_touch_y[31]));
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last_mouse_pos = pos;
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os->input_event(mouse_motion);
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}
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}
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void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
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// In case the mouse isn't grabbed, PointerMoved will handle this
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if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED)
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return;
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Windows::Foundation::Point pos;
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pos.X = last_mouse_pos.X + args->MouseDelta.X;
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pos.Y = last_mouse_pos.Y + args->MouseDelta.Y;
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Ref<InputEventMouseMotion> mouse_motion;
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mouse_motion.instance();
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mouse_motion->set_device(0);
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mouse_motion->set_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_global_position(Vector2(pos.X, pos.Y));
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mouse_motion->set_relative(Vector2(args->MouseDelta.X, args->MouseDelta.Y));
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last_mouse_pos = pos;
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os->input_event(mouse_motion);
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}
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void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) {
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OSUWP::KeyEvent ke;
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ke.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down;
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ke.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down;
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ke.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down;
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ke.pressed = p_pressed;
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if (key_args != nullptr) {
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ke.type = OSUWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
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ke.unicode = 0;
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ke.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
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ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
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} else {
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ke.type = OSUWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
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ke.unicode = char_args->KeyCode;
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ke.scancode = 0;
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ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
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}
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os->queue_key_event(ke);
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}
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void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) {
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key_event(sender, true, args);
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}
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void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) {
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key_event(sender, false, args);
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}
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void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) {
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key_event(sender, true, nullptr, args);
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}
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// Initializes scene resources
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void App::Load(Platform::String ^ entryPoint) {
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}
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// This method is called after the window becomes active.
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void App::Run() {
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if (Main::start())
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os->run();
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}
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// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
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// class is torn down while the app is in the foreground.
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void App::Uninitialize() {
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Main::cleanup();
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delete os;
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}
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// Application lifecycle event handler.
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void App::OnActivated(CoreApplicationView ^ applicationView, IActivatedEventArgs ^ args) {
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// Run() won't start until the CoreWindow is activated.
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CoreWindow::GetForCurrentThread()->Activate();
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}
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// Window event handlers.
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void App::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args) {
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mWindowVisible = args->Visible;
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}
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void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) {
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mWindowClosed = true;
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}
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void App::OnWindowSizeChanged(CoreWindow ^ sender, WindowSizeChangedEventArgs ^ args) {
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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// On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
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// The default framebuffer will be automatically resized when either of these occur.
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// In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
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UpdateWindowSize(args->Size);
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#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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// On Windows Phone 8.1, the window size changes when the device is rotated.
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// The default framebuffer will not be automatically resized when this occurs.
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// It is therefore up to the app to handle rotation-specific logic in its rendering code.
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//os->screen_size_changed();
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UpdateWindowSize(args->Size);
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#endif
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}
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void App::UpdateWindowSize(Size size) {
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float dpi;
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
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DisplayInformation ^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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dpi = currentDisplayInformation->LogicalDpi;
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#else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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dpi = DisplayProperties::LogicalDpi;
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#endif
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Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
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mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
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mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
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OS::VideoMode vm;
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vm.width = mWindowWidth;
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vm.height = mWindowHeight;
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vm.fullscreen = true;
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vm.resizable = false;
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os->set_video_mode(vm);
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}
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char **App::get_command_line(unsigned int *out_argc) {
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static char *fail_cl[] = { "--path", "game", NULL };
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*out_argc = 2;
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|
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FILE *f = _wfopen(L"__cl__.cl", L"rb");
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|
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if (f == NULL) {
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wprintf(L"Couldn't open command line file.");
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return fail_cl;
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}
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#define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF))
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#define CMD_MAX_LEN 65535
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uint8_t len[4];
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|
int r = fread(len, sizeof(uint8_t), 4, f);
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|
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|
Platform::Collections::Vector<Platform::String ^> cl;
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|
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if (r < 4) {
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fclose(f);
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|
wprintf(L"Wrong cmdline length.");
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return (fail_cl);
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|
}
|
|
|
|
int argc = READ_LE_4(len);
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|
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|
for (int i = 0; i < argc; i++) {
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r = fread(len, sizeof(uint8_t), 4, f);
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|
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|
if (r < 4) {
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|
fclose(f);
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|
wprintf(L"Wrong cmdline param length.");
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|
return (fail_cl);
|
|
}
|
|
|
|
int strlen = READ_LE_4(len);
|
|
|
|
if (strlen > CMD_MAX_LEN) {
|
|
fclose(f);
|
|
wprintf(L"Wrong command length.");
|
|
return (fail_cl);
|
|
}
|
|
|
|
char *arg = new char[strlen + 1];
|
|
r = fread(arg, sizeof(char), strlen, f);
|
|
arg[strlen] = '\0';
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|
|
|
if (r == strlen) {
|
|
|
|
int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, NULL, 0);
|
|
wchar_t *warg = new wchar_t[warg_size];
|
|
|
|
MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size);
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|
|
|
cl.Append(ref new Platform::String(warg, warg_size));
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|
|
|
} else {
|
|
|
|
delete[] arg;
|
|
fclose(f);
|
|
wprintf(L"Error reading command.");
|
|
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, NULL, 0, NULL, NULL);
|
|
char *arg = new char[arg_size];
|
|
|
|
WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, NULL, NULL);
|
|
|
|
ret[i] = arg;
|
|
}
|
|
ret[cl.Size] = NULL;
|
|
*out_argc = cl.Size;
|
|
|
|
return ret;
|
|
}
|