1 /*************************************************************************/
2 /* app.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
10 /* */
11 /* Permission is hereby granted, free of charge, to any person obtaining */
12 /* a copy of this software and associated documentation files (the */
13 /* "Software"), to deal in the Software without restriction, including */
14 /* without limitation the rights to use, copy, modify, merge, publish, */
15 /* distribute, sublicense, and/or sell copies of the Software, and to */
16 /* permit persons to whom the Software is furnished to do so, subject to */
17 /* the following conditions: */
18 /* */
19 /* The above copyright notice and this permission notice shall be */
20 /* included in all copies or substantial portions of the Software. */
21 /* */
22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30 //
31 // This file demonstrates how to initialize EGL in a Windows Store app, using ICoreWindow.
32 //
33
34 #include "app.h"
35
36 #include "core/os/dir_access.h"
37 #include "core/os/file_access.h"
38 #include "core/os/keyboard.h"
39
40 #include "main/main.h"
41
42 #include "platform/windows/key_mapping_win.h"
43
44 #include <collection.h>
45
46 using namespace Windows::ApplicationModel::Core;
47 using namespace Windows::ApplicationModel::Activation;
48 using namespace Windows::UI::Core;
49 using namespace Windows::UI::Input;
50 using namespace Windows::Devices::Input;
51 using namespace Windows::UI::Xaml::Input;
52 using namespace Windows::Foundation;
53 using namespace Windows::Graphics::Display;
54 using namespace Windows::System;
55 using namespace Windows::System::Threading::Core;
56 using namespace Microsoft::WRL;
57
58 using namespace GodotWinRT;
59
60 // Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
ConvertDipsToPixels(float dips,float dpi)61 inline float ConvertDipsToPixels(float dips, float dpi) {
62 static const float dipsPerInch = 96.0f;
63 return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
64 }
65
66 // Implementation of the IFrameworkViewSource interface, necessary to run our app.
67 ref class GodotWinrtViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource {
68 public:
69 virtual Windows::ApplicationModel::Core::IFrameworkView ^ CreateView() {
70 return ref new App();
71 }
72 };
73
74 // The main function creates an IFrameworkViewSource for our app, and runs the app.
75 [Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^) {
76 auto godotApplicationSource = ref new GodotWinrtViewSource();
77 CoreApplication::Run(godotApplicationSource);
78 return 0;
79 }
80
App()81 App::App() :
82 mWindowClosed(false),
83 mWindowVisible(true),
84 mWindowWidth(0),
85 mWindowHeight(0),
86 mEglDisplay(EGL_NO_DISPLAY),
87 mEglContext(EGL_NO_CONTEXT),
88 mEglSurface(EGL_NO_SURFACE),
89 number_of_contacts(0) {
90 }
91
92 // The first method called when the IFrameworkView is being created.
93 void App::Initialize(CoreApplicationView ^ applicationView) {
94 // Register event handlers for app lifecycle. This example includes Activated, so that we
95 // can make the CoreWindow active and start rendering on the window.
96 applicationView->Activated +=
97 ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(this, &App::OnActivated);
98
99 // Logic for other event handlers could go here.
100 // Information about the Suspending and Resuming event handlers can be found here:
101 // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
102
103 os = new OSWinrt;
104 }
105
106 // Called when the CoreWindow object is created (or re-created).
107 void App::SetWindow(CoreWindow ^ p_window) {
108 window = p_window;
109 window->VisibilityChanged +=
110 ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(this, &App::OnVisibilityChanged);
111
112 window->Closed +=
113 ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(this, &App::OnWindowClosed);
114
115 window->SizeChanged +=
116 ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(this, &App::OnWindowSizeChanged);
117
118 #if !(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
119 // Disable all pointer visual feedback for better performance when touching.
120 // This is not supported on Windows Phone applications.
121 auto pointerVisualizationSettings = PointerVisualizationSettings::GetForCurrentView();
122 pointerVisualizationSettings->IsContactFeedbackEnabled = false;
123 pointerVisualizationSettings->IsBarrelButtonFeedbackEnabled = false;
124 #endif
125
126 window->PointerPressed +=
127 ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerPressed);
128 window->PointerMoved +=
129 ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerMoved);
130 window->PointerReleased +=
131 ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerReleased);
132 window->PointerWheelChanged +=
133 ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(this, &App::OnPointerWheelChanged);
134
135 mouseChangedNotifier = SignalNotifier::AttachToEvent(L"os_mouse_mode_changed", ref new SignalHandler(
136 this, &App::OnMouseModeChanged));
137
138 mouseChangedNotifier->Enable();
139
140 window->CharacterReceived +=
141 ref new TypedEventHandler<CoreWindow ^, CharacterReceivedEventArgs ^>(this, &App::OnCharacterReceived);
142 window->KeyDown +=
143 ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
144 window->KeyUp +=
145 ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
146
147 unsigned int argc;
148 char **argv = get_command_line(&argc);
149
150 Main::setup("winrt", argc, argv, false);
151
152 // The CoreWindow has been created, so EGL can be initialized.
153 ContextEGL *context = memnew(ContextEGL(window));
154 os->set_gl_context(context);
155 UpdateWindowSize(Size(window->Bounds.Width, window->Bounds.Height));
156
157 Main::setup2();
158 }
159
160 static int _get_button(Windows::UI::Input::PointerPoint ^ pt) {
161
162 using namespace Windows::UI::Input;
163
164 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
165 return BUTTON_LEFT;
166 #else
167 switch (pt->Properties->PointerUpdateKind) {
168 case PointerUpdateKind::LeftButtonPressed:
169 case PointerUpdateKind::LeftButtonReleased:
170 return BUTTON_LEFT;
171
172 case PointerUpdateKind::RightButtonPressed:
173 case PointerUpdateKind::RightButtonReleased:
174 return BUTTON_RIGHT;
175
176 case PointerUpdateKind::MiddleButtonPressed:
177 case PointerUpdateKind::MiddleButtonReleased:
178 return BUTTON_MIDDLE;
179
180 case PointerUpdateKind::XButton1Pressed:
181 case PointerUpdateKind::XButton1Released:
182 return BUTTON_WHEEL_UP;
183
184 case PointerUpdateKind::XButton2Pressed:
185 case PointerUpdateKind::XButton2Released:
186 return BUTTON_WHEEL_DOWN;
187
188 default:
189 break;
190 }
191 #endif
192
193 return 0;
194 };
195
196 static bool _is_touch(Windows::UI::Input::PointerPoint ^ pointerPoint) {
197 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
198 return true;
199 #else
200 using namespace Windows::Devices::Input;
201 switch (pointerPoint->PointerDevice->PointerDeviceType) {
202 case PointerDeviceType::Touch:
203 case PointerDeviceType::Pen:
204 return true;
205 default:
206 return false;
207 }
208 #endif
209 }
210
211 static Windows::Foundation::Point _get_pixel_position(CoreWindow ^ window, Windows::Foundation::Point rawPosition, OS *os) {
212
213 Windows::Foundation::Point outputPosition;
214
215 // Compute coordinates normalized from 0..1.
216 // If the coordinates need to be sized to the SDL window,
217 // we'll do that after.
218 #if 1 || WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
219 outputPosition.X = rawPosition.X / window->Bounds.Width;
220 outputPosition.Y = rawPosition.Y / window->Bounds.Height;
221 #else
222 switch (DisplayProperties::CurrentOrientation) {
223 case DisplayOrientations::Portrait:
224 outputPosition.X = rawPosition.X / window->Bounds.Width;
225 outputPosition.Y = rawPosition.Y / window->Bounds.Height;
226 break;
227 case DisplayOrientations::PortraitFlipped:
228 outputPosition.X = 1.0f - (rawPosition.X / window->Bounds.Width);
229 outputPosition.Y = 1.0f - (rawPosition.Y / window->Bounds.Height);
230 break;
231 case DisplayOrientations::Landscape:
232 outputPosition.X = rawPosition.Y / window->Bounds.Height;
233 outputPosition.Y = 1.0f - (rawPosition.X / window->Bounds.Width);
234 break;
235 case DisplayOrientations::LandscapeFlipped:
236 outputPosition.X = 1.0f - (rawPosition.Y / window->Bounds.Height);
237 outputPosition.Y = rawPosition.X / window->Bounds.Width;
238 break;
239 default:
240 break;
241 }
242 #endif
243
244 OS::VideoMode vm = os->get_video_mode();
245 outputPosition.X *= vm.width;
246 outputPosition.Y *= vm.height;
247
248 return outputPosition;
249 };
250
_get_finger(uint32_t p_touch_id)251 static int _get_finger(uint32_t p_touch_id) {
252
253 return p_touch_id % 31; // for now
254 };
255
256 void App::pointer_event(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args, bool p_pressed, bool p_is_wheel) {
257
258 Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
259 Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
260 int but = _get_button(point);
261 if (_is_touch(point)) {
262
263 InputEvent event;
264 event.type = InputEvent::SCREEN_TOUCH;
265 event.device = 0;
266 event.screen_touch.pressed = p_pressed;
267 event.screen_touch.x = pos.X;
268 event.screen_touch.y = pos.Y;
269 event.screen_touch.index = _get_finger(point->PointerId);
270
271 last_touch_x[event.screen_touch.index] = pos.X;
272 last_touch_y[event.screen_touch.index] = pos.Y;
273
274 os->input_event(event);
275 if (number_of_contacts > 1)
276 return;
277
278 }; // fallthrought of sorts
279
280 InputEvent event;
281 event.type = InputEvent::MOUSE_BUTTON;
282 event.device = 0;
283 event.mouse_button.pressed = p_pressed;
284 event.mouse_button.button_index = but;
285 event.mouse_button.x = pos.X;
286 event.mouse_button.y = pos.Y;
287 event.mouse_button.global_x = pos.X;
288 event.mouse_button.global_y = pos.Y;
289
290 if (p_is_wheel) {
291 if (point->Properties->MouseWheelDelta > 0) {
292 event.mouse_button.button_index = point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_RIGHT : BUTTON_WHEEL_UP;
293 } else if (point->Properties->MouseWheelDelta < 0) {
294 event.mouse_button.button_index = point->Properties->IsHorizontalMouseWheel ? BUTTON_WHEEL_LEFT : BUTTON_WHEEL_DOWN;
295 }
296 }
297
298 last_touch_x[31] = pos.X;
299 last_touch_y[31] = pos.Y;
300
301 os->input_event(event);
302 };
303
304 void App::OnPointerPressed(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
305
306 number_of_contacts++;
307 pointer_event(sender, args, true);
308 };
309
310 void App::OnPointerReleased(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
311
312 number_of_contacts--;
313 pointer_event(sender, args, false);
314 };
315
316 void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
317
318 pointer_event(sender, args, true, true);
319 }
320
321 void App::OnMouseModeChanged(Windows::System::Threading::Core::SignalNotifier ^ signalNotifier, bool timedOut) {
322
323 OS::MouseMode mode = os->get_mouse_mode();
324 SignalNotifier ^ notifier = mouseChangedNotifier;
325
326 window->Dispatcher->RunAsync(
327 CoreDispatcherPriority::High,
328 ref new DispatchedHandler(
__anoncf75d2040102() 329 [mode, notifier, this]() {
330 if (mode == OS::MOUSE_MODE_CAPTURED) {
331
332 this->MouseMovedToken = MouseDevice::GetForCurrentView()->MouseMoved +=
333 ref new TypedEventHandler<MouseDevice ^, MouseEventArgs ^>(this, &App::OnMouseMoved);
334
335 } else {
336
337 MouseDevice::GetForCurrentView()->MouseMoved -= MouseMovedToken;
338 }
339
340 notifier->Enable();
341 }));
342
343 ResetEvent(os->mouse_mode_changed);
344 }
345
346 void App::OnPointerMoved(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::PointerEventArgs ^ args) {
347
348 Windows::UI::Input::PointerPoint ^ point = args->CurrentPoint;
349 Windows::Foundation::Point pos = _get_pixel_position(window, point->Position, os);
350
351 if (point->IsInContact && _is_touch(point)) {
352
353 InputEvent event;
354 event.type = InputEvent::SCREEN_DRAG;
355 event.device = 0;
356 event.screen_drag.x = pos.X;
357 event.screen_drag.y = pos.Y;
358 event.screen_drag.index = _get_finger(point->PointerId);
359 event.screen_drag.relative_x = event.screen_drag.x - last_touch_x[event.screen_drag.index];
360 event.screen_drag.relative_y = event.screen_drag.y - last_touch_y[event.screen_drag.index];
361
362 os->input_event(event);
363 if (number_of_contacts > 1)
364 return;
365
366 }; // fallthrought of sorts
367
368 // In case the mouse grabbed, MouseMoved will handle this
369 if (os->get_mouse_mode() == OS::MouseMode::MOUSE_MODE_CAPTURED)
370 return;
371
372 InputEvent event;
373 event.type = InputEvent::MOUSE_MOTION;
374 event.device = 0;
375 event.mouse_motion.x = pos.X;
376 event.mouse_motion.y = pos.Y;
377 event.mouse_motion.global_x = pos.X;
378 event.mouse_motion.global_y = pos.Y;
379 event.mouse_motion.relative_x = pos.X - last_touch_x[31];
380 event.mouse_motion.relative_y = pos.Y - last_touch_y[31];
381
382 last_mouse_pos = pos;
383
384 os->input_event(event);
385 }
386
387 void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
388
389 // In case the mouse isn't grabbed, PointerMoved will handle this
390 if (os->get_mouse_mode() != OS::MouseMode::MOUSE_MODE_CAPTURED)
391 return;
392
393 Windows::Foundation::Point pos;
394 pos.X = last_mouse_pos.X + args->MouseDelta.X;
395 pos.Y = last_mouse_pos.Y + args->MouseDelta.Y;
396
397 InputEvent event;
398 event.type = InputEvent::MOUSE_MOTION;
399 event.device = 0;
400 event.mouse_motion.x = pos.X;
401 event.mouse_motion.y = pos.Y;
402 event.mouse_motion.global_x = pos.X;
403 event.mouse_motion.global_y = pos.Y;
404 event.mouse_motion.relative_x = args->MouseDelta.X;
405 event.mouse_motion.relative_y = args->MouseDelta.Y;
406
407 last_mouse_pos = pos;
408
409 os->input_event(event);
410 }
411
412 void App::key_event(Windows::UI::Core::CoreWindow ^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs ^ key_args, Windows::UI::Core::CharacterReceivedEventArgs ^ char_args) {
413
414 OSWinrt::KeyEvent ke;
415
416 InputModifierState mod;
417 mod.meta = false;
418 mod.command = false;
419 mod.control = sender->GetAsyncKeyState(VirtualKey::Control) == CoreVirtualKeyStates::Down;
420 mod.alt = sender->GetAsyncKeyState(VirtualKey::Menu) == CoreVirtualKeyStates::Down;
421 mod.shift = sender->GetAsyncKeyState(VirtualKey::Shift) == CoreVirtualKeyStates::Down;
422 ke.mod_state = mod;
423
424 ke.pressed = p_pressed;
425
426 if (key_args != nullptr) {
427
428 ke.type = OSWinrt::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
429 ke.unicode = 0;
430 ke.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
431 ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
432
433 } else {
434
435 ke.type = OSWinrt::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
436 ke.unicode = char_args->KeyCode;
437 ke.scancode = 0;
438 ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);
439 }
440
441 os->queue_key_event(ke);
442 }
443 void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) {
444 key_event(sender, true, args);
445 }
446
447 void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) {
448 key_event(sender, false, args);
449 }
450
451 void App::OnCharacterReceived(CoreWindow ^ sender, CharacterReceivedEventArgs ^ args) {
452 key_event(sender, true, nullptr, args);
453 }
454
455 // Initializes scene resources
456 void App::Load(Platform::String ^ entryPoint) {
457 }
458
459 // This method is called after the window becomes active.
Run()460 void App::Run() {
461 if (Main::start())
462 os->run();
463 }
464
465 // Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
466 // class is torn down while the app is in the foreground.
Uninitialize()467 void App::Uninitialize() {
468 Main::cleanup();
469 delete os;
470 }
471
472 // Application lifecycle event handler.
473 void App::OnActivated(CoreApplicationView ^ applicationView, IActivatedEventArgs ^ args) {
474 // Run() won't start until the CoreWindow is activated.
475 CoreWindow::GetForCurrentThread()->Activate();
476 }
477
478 // Window event handlers.
479 void App::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args) {
480 mWindowVisible = args->Visible;
481 }
482
483 void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) {
484 mWindowClosed = true;
485 }
486
487 void App::OnWindowSizeChanged(CoreWindow ^ sender, WindowSizeChangedEventArgs ^ args) {
488 #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
489 // On Windows 8.1, apps are resized when they are snapped alongside other apps, or when the device is rotated.
490 // The default framebuffer will be automatically resized when either of these occur.
491 // In particular, on a 90 degree rotation, the default framebuffer's width and height will switch.
492 UpdateWindowSize(args->Size);
493 #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
494 // On Windows Phone 8.1, the window size changes when the device is rotated.
495 // The default framebuffer will not be automatically resized when this occurs.
496 // It is therefore up to the app to handle rotation-specific logic in its rendering code.
497 //os->screen_size_changed();
498 UpdateWindowSize(args->Size);
499 #endif
500 }
501
UpdateWindowSize(Size size)502 void App::UpdateWindowSize(Size size) {
503 float dpi;
504 #if (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP)
505 DisplayInformation ^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
506 dpi = currentDisplayInformation->LogicalDpi;
507 #else if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
508 dpi = DisplayProperties::LogicalDpi;
509 #endif
510 Size pixelSize(ConvertDipsToPixels(size.Width, dpi), ConvertDipsToPixels(size.Height, dpi));
511
512 mWindowWidth = static_cast<GLsizei>(pixelSize.Width);
513 mWindowHeight = static_cast<GLsizei>(pixelSize.Height);
514
515 OS::VideoMode vm;
516 vm.width = mWindowWidth;
517 vm.height = mWindowHeight;
518 vm.fullscreen = true;
519 vm.resizable = false;
520 os->set_video_mode(vm);
521 }
522
get_command_line(unsigned int * out_argc)523 char **App::get_command_line(unsigned int *out_argc) {
524
525 static char *fail_cl[] = { "-path", "game", NULL };
526 *out_argc = 2;
527
528 FILE *f = _wfopen(L"__cl__.cl", L"rb");
529
530 if (f == NULL) {
531
532 wprintf(L"Couldn't open command line file.");
533 return fail_cl;
534 }
535
536 #define READ_LE_4(v) ((int)(##v[3] & 0xFF) << 24) | ((int)(##v[2] & 0xFF) << 16) | ((int)(##v[1] & 0xFF) << 8) | ((int)(##v[0] & 0xFF))
537 #define CMD_MAX_LEN 65535
538
539 uint8_t len[4];
540 int r = fread(len, sizeof(uint8_t), 4, f);
541
542 Platform::Collections::Vector<Platform::String ^> cl;
543
544 if (r < 4) {
545 fclose(f);
546 wprintf(L"Wrong cmdline length.");
547 return (fail_cl);
548 }
549
550 int argc = READ_LE_4(len);
551
552 for (int i = 0; i < argc; i++) {
553
554 r = fread(len, sizeof(uint8_t), 4, f);
555
556 if (r < 4) {
557 fclose(f);
558 wprintf(L"Wrong cmdline param length.");
559 return (fail_cl);
560 }
561
562 int strlen = READ_LE_4(len);
563
564 if (strlen > CMD_MAX_LEN) {
565 fclose(f);
566 wprintf(L"Wrong command length.");
567 return (fail_cl);
568 }
569
570 char *arg = new char[strlen + 1];
571 r = fread(arg, sizeof(char), strlen, f);
572 arg[strlen] = '\0';
573
574 if (r == strlen) {
575
576 int warg_size = MultiByteToWideChar(CP_UTF8, 0, arg, -1, NULL, 0);
577 wchar_t *warg = new wchar_t[warg_size];
578
579 MultiByteToWideChar(CP_UTF8, 0, arg, -1, warg, warg_size);
580
581 cl.Append(ref new Platform::String(warg, warg_size));
582
583 } else {
584
585 delete[] arg;
586 fclose(f);
587 wprintf(L"Error reading command.");
588 return (fail_cl);
589 }
590 }
591
592 #undef READ_LE_4
593 #undef CMD_MAX_LEN
594
595 fclose(f);
596
597 char **ret = new char *[cl.Size + 1];
598
599 for (int i = 0; i < cl.Size; i++) {
600
601 int arg_size = WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, NULL, 0, NULL, NULL);
602 char *arg = new char[arg_size];
603
604 WideCharToMultiByte(CP_UTF8, 0, cl.GetAt(i)->Data(), -1, arg, arg_size, NULL, NULL);
605
606 ret[i] = arg;
607 }
608 ret[cl.Size] = NULL;
609 *out_argc = cl.Size;
610
611 return ret;
612 }
613