WIP: Initial linux support using SDL (#136)
* Initial linux support using SDL * fixed link error and gitignore * fix in working directory initialization (windows side) * Added README_Linux and fixed a few compilation issues in ubuntu * Rename main to main_Windows in Tests * Better default renderering backend selector * Added backlog terminal output on linux * added asserts on all missing vulkan function call results * added portable file dialogs also small tests update and cleanup * Added Editor compile target * linux ci * linux ci * cmake update * cmake update? * cmake * Editor_Windows fix * build test * make * build tools? * update * ubuntu 20.04 * fix? * cmake * build * build? * package linux build * updates, bump version * backslash to forward slash, eof newlines, add portable-file-dialogs license * xcopy needs backslash duh; update readme; * copy fix * updated readme * readme update * updated readme * updated readme * fix incorrect file encoding linux * paint tool fix * linux: add missing shaders * packaging update Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com> Co-authored-by: Turanszki Janos <turanszkij@gmail.com>
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#include "stdafx.h"
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#include "App_Windows.h"
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#include <ppltasks.h>
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using namespace Template_UWP;
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using namespace concurrency;
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using namespace Windows::ApplicationModel;
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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::System;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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// The main function is only used to initialize our IFrameworkView class.
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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{
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auto direct3DApplicationSource = ref new Direct3DApplicationSource();
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CoreApplication::Run(direct3DApplicationSource);
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return 0;
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}
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IFrameworkView^ Direct3DApplicationSource::CreateView()
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{
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return ref new App();
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}
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App::App() :
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m_windowClosed(false),
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m_windowVisible(true)
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{
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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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{
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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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CoreApplication::Suspending +=
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ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
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CoreApplication::Resuming +=
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ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
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wiFont::SetFontPath("");
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wiRenderer::SetShaderPath("shaders/");
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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^ window)
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{
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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
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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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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged +=
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ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
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currentDisplayInformation->OrientationChanged +=
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ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
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DisplayInformation::DisplayContentsInvalidated +=
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ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
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window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
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window->CharacterReceived += ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &App::OnCharacterReceived);
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editor.SetWindow(wiPlatform::window_type(window));
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}
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// Initializes scene resources, or loads a previously saved app state.
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void App::Load(Platform::String^ entryPoint)
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{
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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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{
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while (!m_windowClosed)
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{
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if (m_windowVisible)
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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editor.Run();
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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}
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// Required for IFrameworkView.
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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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{
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}
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// Application lifecycle event handlers.
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void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
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{
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if (args->Kind == ActivationKind::Launch)
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{
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LaunchActivatedEventArgs^ launchargs = (LaunchActivatedEventArgs^)args;
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wiStartupArguments::Parse(launchargs->Arguments->Data());
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}
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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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void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
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{
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// Save app state asynchronously after requesting a deferral. Holding a deferral
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// indicates that the application is busy performing suspending operations. Be
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// aware that a deferral may not be held indefinitely. After about five seconds,
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// the app will be forced to exit.
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SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
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create_task([this, deferral]()
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{
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// Insert your code here.
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deferral->Complete();
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});
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}
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void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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{
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// Restore any data or state that was unloaded on suspend. By default, data
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// and state are persisted when resuming from suspend. Note that this event
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// does not occur if the app was previously terminated.
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// Insert your code here.
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}
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// Window event handlers.
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void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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float dpiscale = wiPlatform::GetDPIScaling();
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uint64 data = 0;
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data |= int(sender->Bounds.Width * dpiscale);
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data |= int(sender->Bounds.Height * dpiscale) << 16;
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wiEvent::FireEvent(SYSTEM_EVENT_CHANGE_RESOLUTION, data);
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}
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void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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m_windowVisible = args->Visible;
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}
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void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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{
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m_windowClosed = true;
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}
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// DisplayInformation event handlers.
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void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
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{
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wiEvent::FireEvent(SYSTEM_EVENT_CHANGE_DPI, (int)sender->LogicalDpi);
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}
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void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
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{
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}
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void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
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{
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}
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// Input event handlers
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void App::OnKeyDown(CoreWindow^ sender, KeyEventArgs^ key)
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{
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}
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void App::OnCharacterReceived(CoreWindow^ sender, CharacterReceivedEventArgs^ key)
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{
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switch (key->KeyCode)
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{
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case (unsigned int)VirtualKey::Back:
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if (wiBackLog::isActive())
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wiBackLog::deletefromInput();
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wiTextInputField::DeleteFromInput();
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break;
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case (unsigned int)VirtualKey::Enter:
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break;
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default:
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{
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const char c = (const char)key->KeyCode;
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if (wiBackLog::isActive())
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{
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wiBackLog::input(c);
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}
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wiTextInputField::AddInput(c);
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}
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break;
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}
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}
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