Files
WickedEngine/Template_UWP/App.cpp
T
Turánszki János eaae8c57ec UWP (#111)
* project restructure

* editor fix: camera shouldn't reset on render path change
2020-05-12 00:59:06 +01:00

220 lines
6.3 KiB
C++

#include "pch.h"
#include "App.h"
#include <ppltasks.h>
using namespace Template_UWP;
using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
IFrameworkView^ Direct3DApplicationSource::CreateView()
{
return ref new App();
}
App::App() :
m_windowClosed(false),
m_windowVisible(true)
{
}
// 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);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
main.infoDisplay.active = true;
main.infoDisplay.watermark = true;
main.infoDisplay.resolution = true;
main.infoDisplay.fpsinfo = true;
wiFont::SetFontPath("");
wiRenderer::SetShaderPath("shaders/");
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
window->CharacterReceived += ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &App::OnCharacterReceived);
main.SetWindow(wiPlatform::window_type(window));
}
// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint)
{
}
// This method is called after the window becomes active.
void App::Run()
{
while (!m_windowClosed)
{
if (m_windowVisible)
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
main.Run();
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
// Required for IFrameworkView.
// 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()
{
}
// Application lifecycle event handlers.
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
create_task([this, deferral]()
{
// Insert your code here.
deferral->Complete();
});
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
// Insert your code here.
}
// Window event handlers.
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
if (wiRenderer::GetDevice() != nullptr)
{
float dpiscale = wiPlatform::GetDPIScaling();
wiRenderer::GetDevice()->SetResolution(int(sender->Bounds.Width * dpiscale), int(sender->Bounds.Height * dpiscale));
wiRenderer::GetCamera().CreatePerspective((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
}
}
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
m_windowClosed = true;
}
// DisplayInformation event handlers.
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
wiPlatform::GetWindowState().dpi = (int)sender->LogicalDpi;
}
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
}
void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
{
}
// Input event handlers
void App::OnKeyDown(CoreWindow^ sender, KeyEventArgs^ key)
{
}
void App::OnCharacterReceived(CoreWindow^ sender, CharacterReceivedEventArgs^ key)
{
switch (key->KeyCode)
{
case (unsigned int)VirtualKey::Back:
if (wiBackLog::isActive())
wiBackLog::deletefromInput();
wiTextInputField::DeleteFromInput();
break;
case (unsigned int)VirtualKey::Enter:
break;
default:
{
const char c = (const char)key->KeyCode;
if (wiBackLog::isActive())
{
wiBackLog::input(c);
}
wiTextInputField::AddInput(c);
}
break;
}
}