Thin node loader, Win32 wrappers, and canvas mode shells
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@@ -1,6 +1,9 @@
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#include "pch.h"
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#include "platform_windows/windows_bootstrap_helpers.h"
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#include "platform_windows/windows_lifecycle_shell.h"
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#include "platform_windows/windows_platform_services.h"
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#include "platform_windows/windows_stylus_input.h"
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#include "platform_windows/windows_window_shell.h"
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#include "log.h"
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#include "legacy_gl_runtime_dispatch.h"
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@@ -12,6 +15,15 @@
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#include <deque>
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#include <map>
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namespace pp::platform::windows {
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void set_async_render_context(HDC hdc, HGLRC hrc);
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void lock_async_render_context();
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bool try_lock_async_render_context();
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void unlock_async_render_context();
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void swap_async_render_context();
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RetainedState& retained_state();
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}
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void destroy_window();
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void async_lock();
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void async_unlock();
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@@ -23,6 +35,67 @@ bool win32_vr_start();
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void win32_vr_stop();
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HWND pp_windows_main_window_handle();
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HWND pp_windows_main_window_handle()
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{
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return pp::platform::windows::retained_state().hWnd;
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}
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void destroy_window()
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{
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pp::platform::windows::enqueue_main_thread_task(std::packaged_task<void()>([hWnd = pp::platform::windows::retained_state().hWnd] {
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pp::platform::windows::request_window_close(hWnd);
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}));
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}
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void async_lock()
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{
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pp::platform::windows::lock_async_render_context();
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}
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bool async_lock_try()
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{
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return pp::platform::windows::try_lock_async_render_context();
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}
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void win32_async_swap()
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{
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pp::platform::windows::swap_async_render_context();
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}
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void async_unlock()
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{
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pp::platform::windows::unlock_async_render_context();
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}
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void win32_update_stylus(float dt)
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{
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pp::platform::windows::update_stylus_frame(dt);
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}
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void win32_update_fps(int frames)
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{
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auto& state = pp::platform::windows::retained_state();
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pp::platform::windows::enqueue_main_thread_task(std::packaged_task<void()>([hWnd = state.hWnd, window_title = state.window_title, &vr = state.vr, frames] {
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pp::platform::windows::update_window_fps(hWnd, window_title, vr, frames);
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}));
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}
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bool win32_vr_start()
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{
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auto& state = pp::platform::windows::retained_state();
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return pp::platform::windows::start_window_vr(state.vr, state.sandboxed);
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}
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void win32_vr_stop()
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{
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pp::platform::windows::stop_window_vr(pp::platform::windows::retained_state().vr);
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}
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void win32_save_window_state()
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{
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pp::platform::windows::save_window_preferences(pp::platform::windows::retained_state().hWnd);
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}
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namespace pp::platform::windows {
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namespace {
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