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- Moved UWP specific functions to uwp_events.h - Removed BaseApp. - Implemented example UWP lifecycle.
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@ -1,26 +1,176 @@
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#include "pch.h"
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#include "app.h"
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#include "raylib.h"
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#include <Windows.h>
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#include <raylib.h>
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#include <uwp_events.h>
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#include <chrono>
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#include <thread>
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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::Foundation;
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using namespace Windows::Foundation::Collections;
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using namespace Windows::Gaming::Input;
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using namespace Windows::Graphics::Display;
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using namespace Microsoft::WRL;
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using namespace Platform;
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using namespace raylibUWP;
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// Stand-ins for "core.c" variables
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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// The main function creates an IFrameworkViewSource for our app, and runs the app
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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 appSource = ref new ApplicationSource<App>();
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auto appSource = ref new AppSource();
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CoreApplication::Run(appSource);
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return 0;
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}
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// App implementation
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App::App()
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{
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// This does not work... need to fix this.
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// Currently, UWP ignores flags... You must implement flag functionality yourself
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SetConfigFlags(0);
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}
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Setup(640, 480);
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void App::Initialize(Windows::ApplicationModel::Core::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 += 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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CoreApplication::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
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}
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void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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// Hook window events
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
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// Hook mouse pointer events
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
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window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
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window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
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// Hook keyboard events.
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window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
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// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
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UWPSetCoreWindowPtr((void*)window);
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}
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void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
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void App::Run()
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{
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// Set up our UWP implementation
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UWPSetQueryTimeFunc([]()
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{
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static auto timeStart = std::chrono::high_resolution_clock::now();
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auto delta = std::chrono::high_resolution_clock::now() - timeStart;
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return (double)std::chrono::duration_cast<std::chrono::seconds>(delta).count();
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});
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UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
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UWPSetDisplaySizeFunc([](int* width, int* height)
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{
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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*width = dInfo->ScreenWidthInRawPixels;
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*height = dInfo->ScreenHeightInRawPixels;
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});
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UWPSetMouseHideFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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});
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UWPSetMouseShowFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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});
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UWPSetMouseLockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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// TODO:
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});
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UWPSetMouseUnlockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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// TODO:
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});
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UWPSetMouseSetPosFunc([](int x, int y)
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{
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
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window->PointerPosition = mousePosScreen;
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});
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// Set custom output handle
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SetTraceLogCallback([](int logType, const char* text, va_list args)
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{
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std::string format = text;
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switch (logType)
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{
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case LOG_TRACE: format = std::string("TRACE: ") + format; break;
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case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
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case LOG_INFO: format = std::string("INFO: ") + format; break;
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case LOG_WARNING: format = std::string("WARNING: ") + format; break;
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case LOG_ERROR: format = std::string("ERROR: ") + format; break;
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case LOG_FATAL: format = std::string("FATAL: ") + format; break;
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default: break;
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}
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char buf[1024]; // TODO: Is this large enough?
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vsnprintf(buf, sizeof(buf), format.c_str(), args);
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std::string output = std::string(buf) + std::string("\n");
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OutputDebugStringA(output.c_str());
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});
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// Create window
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InitWindow(640, 480, "raylib game example");
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// Run game loop
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while (!WindowShouldClose() && !mSuspended)
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{
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if (mWindowVisible)
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{
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ProcessGamepads();
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GameLoop();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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} else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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CloseWindow();
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}
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void App::Uninitialize()
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{
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// Do any UWP cleanup here.
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}
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static int posX = 100;
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@ -28,7 +178,7 @@ static int posY = 100;
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static int gTime = 0;
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// This method is called every frame
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void App::Update()
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void App::GameLoop()
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -76,4 +226,213 @@ void App::Update()
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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void App::ProcessGamepads()
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{
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// Check if gamepads are ready
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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// TODO: ROVER - I want to remove this problem if possible.
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// HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
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// connected gamepads with their spot in the list, but this has serious robustness problems
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// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
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UWPActivateGamepadEvent(i, i < Gamepad::Gamepads->Size);
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}
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// Get current gamepad state
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (IsGamepadAvailable(i))
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{
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// Get current gamepad state
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auto gamepad = Gamepad::Gamepads->GetAt(i);
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GamepadReading reading = gamepad->GetCurrentReading();
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Get current axis state
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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// Events
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void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
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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::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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{
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// TODO: In your game, you will need to load your state here
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mSuspended = false;
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}
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void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
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{
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// TODO: In your game, you will need to save your state here
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mSuspended = true;
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}
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void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
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{
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UWPResizeEvent(args->Size.Width, args->Size.Height);
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}
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void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
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{
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mWindowVisible = args->Visible;
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}
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// Input event handlers
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void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto props = args->CurrentPoint->Properties;
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// TODO: UWP Touch input/simulation.
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if (args->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
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{
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if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
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if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
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if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
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}
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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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{
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auto props = args->CurrentPoint->Properties;
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// TODO: UWP Touch input.
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if (args->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
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{
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if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
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if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
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if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
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}
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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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{
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UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
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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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{
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auto pos = args->CurrentPoint->Position;
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UWPMousePosEvent((double)pos.X, (double)pos.Y);
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}
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int App::GetRaylibKey(Windows::System::VirtualKey kVey)
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{
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int actualKey = -1;
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switch ((int)kVey)// TODO: Use VK enum and finish keys
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{
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case 0x08: actualKey = KEY_BACKSPACE; break;
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case 0x20: actualKey = KEY_SPACE; break;
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case 0x1B: actualKey = KEY_ESCAPE; break;
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case 0x0D: actualKey = KEY_ENTER; break;
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case 0x2E: actualKey = KEY_DELETE; break;
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case 0x27: actualKey = KEY_RIGHT; break;
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case 0x25: actualKey = KEY_LEFT; break;
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case 0x28: actualKey = KEY_DOWN; break;
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case 0x26: actualKey = KEY_UP; break;
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case 0x70: actualKey = KEY_F1; break;
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case 0x71: actualKey = KEY_F2; break;
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case 0x72: actualKey = KEY_F3; break;
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case 0x73: actualKey = KEY_F4; break;
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case 0x74: actualKey = KEY_F5; break;
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case 0x75: actualKey = KEY_F6; break;
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case 0x76: actualKey = KEY_F7; break;
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case 0x77: actualKey = KEY_F8; break;
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case 0x78: actualKey = KEY_F9; break;
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case 0x79: actualKey = KEY_F10; break;
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case 0x7A: actualKey = KEY_F11; break;
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case 0x7B: actualKey = KEY_F12; break;
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case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
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case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
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case 0xA4: actualKey = KEY_LEFT_ALT; break;
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case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
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case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
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case 0xA5: actualKey = KEY_RIGHT_ALT; break;
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case 0x30: actualKey = KEY_ZERO; break;
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case 0x31: actualKey = KEY_ONE; break;
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case 0x32: actualKey = KEY_TWO; break;
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case 0x33: actualKey = KEY_THREE; break;
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case 0x34: actualKey = KEY_FOUR; break;
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case 0x35: actualKey = KEY_FIVE; break;
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case 0x36: actualKey = KEY_SIX; break;
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case 0x37: actualKey = KEY_SEVEN; break;
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case 0x38: actualKey = KEY_EIGHT; break;
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case 0x39: actualKey = KEY_NINE; break;
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case 0x41: actualKey = KEY_A; break;
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case 0x42: actualKey = KEY_B; break;
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case 0x43: actualKey = KEY_C; break;
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case 0x44: actualKey = KEY_D; break;
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case 0x45: actualKey = KEY_E; break;
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case 0x46: actualKey = KEY_F; break;
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case 0x47: actualKey = KEY_G; break;
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case 0x48: actualKey = KEY_H; break;
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case 0x49: actualKey = KEY_I; break;
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case 0x4A: actualKey = KEY_J; break;
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case 0x4B: actualKey = KEY_K; break;
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case 0x4C: actualKey = KEY_L; break;
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case 0x4D: actualKey = KEY_M; break;
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case 0x4E: actualKey = KEY_N; break;
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case 0x4F: actualKey = KEY_O; break;
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case 0x50: actualKey = KEY_P; break;
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case 0x51: actualKey = KEY_Q; break;
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case 0x52: actualKey = KEY_R; break;
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case 0x53: actualKey = KEY_S; break;
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case 0x54: actualKey = KEY_T; break;
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case 0x55: actualKey = KEY_U; break;
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case 0x56: actualKey = KEY_V; break;
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case 0x57: actualKey = KEY_W; break;
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case 0x58: actualKey = KEY_X; break;
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case 0x59: actualKey = KEY_Y; break;
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case 0x5A: actualKey = KEY_Z; break;
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}
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return actualKey;
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}
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void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
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{
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auto k = GetRaylibKey(args->VirtualKey);
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if (k != -1)
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UWPKeyDownEvent(k, true);
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}
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void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
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{
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auto k = GetRaylibKey(args->VirtualKey);
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if (k != -1)
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UWPKeyDownEvent(k, false);
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}
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// AppSource implementation
|
||||
Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
|
||||
{
|
||||
return ref new App();
|
||||
}
|
||||
|
|
@ -4,22 +4,46 @@
|
|||
|
||||
#include "pch.h"
|
||||
|
||||
// Define what header we use for BaseApp.h
|
||||
#define PCH "pch.h"
|
||||
|
||||
// Enable hold hack
|
||||
#define HOLDHACK
|
||||
|
||||
#include "BaseApp.h"
|
||||
|
||||
namespace raylibUWP
|
||||
{
|
||||
ref class App sealed : public BaseApp
|
||||
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
public:
|
||||
App();
|
||||
|
||||
App();
|
||||
// IFrameworkView methods.
|
||||
void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView) override;
|
||||
void SetWindow(Windows::UI::Core::CoreWindow^ window) override;
|
||||
void Load(Platform::String^ entryPoint) override;
|
||||
void Run() override;
|
||||
void Uninitialize() override;
|
||||
private:
|
||||
bool mWindowVisible = true;
|
||||
bool mSuspended = false;
|
||||
|
||||
void Update() override;
|
||||
void GameLoop();
|
||||
void ProcessGamepads();
|
||||
|
||||
// Helpers
|
||||
int GetRaylibKey(Windows::System::VirtualKey kVey);
|
||||
|
||||
// Events
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
|
||||
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
};
|
||||
|
||||
ref class AppSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
Windows::ApplicationModel::Core::IFrameworkView^ CreateView() override;
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,439 +0,0 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.BaseApp - UWP App generic code for managing interface between C and C++
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* CONFIGURATION:
|
||||
*
|
||||
* #define PCH
|
||||
* This defines what header is the PCH and needs to be included
|
||||
*
|
||||
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#if defined(PCH)
|
||||
#include PCH
|
||||
#endif
|
||||
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <wrl.h>
|
||||
#include <thread>
|
||||
|
||||
//EGL
|
||||
#include <EGL/eglplatform.h>
|
||||
|
||||
#include "raylib.h"
|
||||
#include "utils.h"
|
||||
|
||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::ApplicationModel::Activation;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Input;
|
||||
using namespace Windows::Devices::Input;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::Foundation::Collections;
|
||||
using namespace Windows::Gaming::Input;
|
||||
using namespace Windows::Graphics::Display;
|
||||
using namespace Microsoft::WRL;
|
||||
using namespace Platform;
|
||||
|
||||
// Stand-ins for "core.c" variables
|
||||
#define MAX_GAMEPADS 4 // Max number of gamepads supported
|
||||
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
|
||||
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
|
||||
|
||||
// TODO: I want to remove this "BaseApp" thing and just implement this in App.
|
||||
|
||||
//Base app implementation
|
||||
ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
|
||||
// IFrameworkView Methods.
|
||||
virtual void Initialize(Windows::ApplicationModel::Core::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, &BaseApp::OnActivated);
|
||||
|
||||
// Logic for other event handlers could go here.
|
||||
// Information about the Suspending and Resuming event handlers can be found here:
|
||||
// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
|
||||
|
||||
CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
|
||||
}
|
||||
|
||||
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
|
||||
{
|
||||
// Hook window events
|
||||
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
|
||||
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
|
||||
|
||||
// Hook mouse pointer events
|
||||
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
|
||||
window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &BaseApp::PointerReleased);
|
||||
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
|
||||
window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &BaseApp::PointerMoved);
|
||||
|
||||
// Hook keyboard events.
|
||||
window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
|
||||
window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
|
||||
|
||||
// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
|
||||
UWPSetCoreWindowPtr((void*) window);
|
||||
}
|
||||
|
||||
virtual void Load(Platform::String^ entryPoint) {}
|
||||
|
||||
void Setup(int width, int height)
|
||||
{
|
||||
// Set dimensions
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
|
||||
virtual void Run()
|
||||
{
|
||||
// Set up our UWP implementation
|
||||
UWPSetQueryTimeFunc([]()
|
||||
{
|
||||
static auto timeStart = std::chrono::high_resolution_clock::now();
|
||||
auto delta = std::chrono::high_resolution_clock::now() - timeStart;
|
||||
return (double)std::chrono::duration_cast<std::chrono::seconds>(delta).count();
|
||||
});
|
||||
|
||||
UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
|
||||
|
||||
UWPSetDisplaySizeFunc([](int* width, int* height)
|
||||
{
|
||||
// Get display dimensions
|
||||
DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
|
||||
*width = dInfo->ScreenWidthInRawPixels;
|
||||
*height = dInfo->ScreenHeightInRawPixels;
|
||||
});
|
||||
|
||||
UWPSetMouseHideFunc([]()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
|
||||
});
|
||||
|
||||
UWPSetMouseShowFunc([]()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
|
||||
});
|
||||
|
||||
UWPSetMouseLockFunc([]()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
|
||||
// TODO:
|
||||
});
|
||||
|
||||
UWPSetMouseUnlockFunc([]()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
|
||||
// TODO:
|
||||
});
|
||||
|
||||
UWPSetMouseSetPosFunc([](int x, int y)
|
||||
{
|
||||
CoreWindow^ window = CoreWindow::GetForCurrentThread();
|
||||
Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
|
||||
window->PointerPosition = mousePosScreen;
|
||||
});
|
||||
|
||||
// Set custom output handle
|
||||
SetTraceLogCallback([](int logType, const char* text, va_list args)
|
||||
{
|
||||
std::string format = text;
|
||||
|
||||
switch (logType)
|
||||
{
|
||||
case LOG_TRACE: format = std::string("TRACE: ") + format; break;
|
||||
case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
|
||||
case LOG_INFO: format = std::string("INFO: ") + format; break;
|
||||
case LOG_WARNING: format = std::string("WARNING: ") + format; break;
|
||||
case LOG_ERROR: format = std::string("ERROR: ") + format; break;
|
||||
case LOG_FATAL: format = std::string("FATAL: ") + format; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
char buf[1024]; // TODO: Is this large enough?
|
||||
vsnprintf(buf, sizeof(buf), format.c_str(), args);
|
||||
std::string output = std::string(buf) + std::string("\n");
|
||||
OutputDebugStringA(output.c_str());
|
||||
});
|
||||
|
||||
// Create window
|
||||
InitWindow(width, height, "raylib game example");
|
||||
|
||||
// Set fps if 0
|
||||
if (GetFPS() <= 0) SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
if (mWindowVisible)
|
||||
{
|
||||
// Call update function
|
||||
Update();
|
||||
|
||||
PollInput();
|
||||
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
||||
}
|
||||
else
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
||||
}
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
//Called every frame (Maybe add draw)
|
||||
virtual void Update() {}
|
||||
|
||||
virtual void Uninitialize() {}
|
||||
|
||||
protected:
|
||||
|
||||
// Input polling
|
||||
void PollInput()
|
||||
{
|
||||
// Process Gamepads
|
||||
{
|
||||
// Check if gamepads are ready
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
// TODO: ROVER - I want to remove this problem if possible.
|
||||
// HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
|
||||
// connected gamepads with their spot in the list, but this has serious robustness problems
|
||||
// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
|
||||
UWPActivateGamepadEvent(i, i < Gamepad::Gamepads->Size);
|
||||
}
|
||||
|
||||
// Get current gamepad state
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (IsGamepadAvailable(i))
|
||||
{
|
||||
// Get current gamepad state
|
||||
auto gamepad = Gamepad::Gamepads->GetAt(i);
|
||||
GamepadReading reading = gamepad->GetCurrentReading();
|
||||
|
||||
// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
|
||||
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
|
||||
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
|
||||
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
|
||||
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
|
||||
|
||||
// Get current axis state
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
|
||||
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Application lifecycle event handlers.
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
|
||||
{
|
||||
// Run() won't start until the CoreWindow is activated.
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
// TODO: Suspend and Resume lifecycle. This should be implemented by the developer, however we need to implement an example of it here.
|
||||
// Basically, we'd save all resources here and free any temporary stuff as if we were about to close, however *if* resume is called, we need to be ready.
|
||||
}
|
||||
|
||||
// Window event handlers.
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
UWPResizeEvent(args->Size.Width, args->Size.Height);
|
||||
}
|
||||
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
mWindowVisible = args->Visible;
|
||||
}
|
||||
|
||||
// Input event handlers
|
||||
void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||
{
|
||||
auto props = args->CurrentPoint->Properties;
|
||||
|
||||
// TODO: UWP Touch input/simulation.
|
||||
if (args->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
|
||||
{
|
||||
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
|
||||
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
|
||||
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
|
||||
}
|
||||
}
|
||||
|
||||
void PointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||
{
|
||||
auto props = args->CurrentPoint->Properties;
|
||||
|
||||
// TODO: UWP Touch input.
|
||||
if (args->CurrentPoint->PointerDevice->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
|
||||
{
|
||||
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
|
||||
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
|
||||
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
|
||||
}
|
||||
}
|
||||
|
||||
void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||
{
|
||||
UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
|
||||
}
|
||||
|
||||
void PointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||
{
|
||||
auto pos = args->CurrentPoint->Position;
|
||||
UWPMousePosEvent((double)pos.X, (double)pos.Y);
|
||||
}
|
||||
|
||||
int GetRaylibKey(Windows::System::VirtualKey kVey)
|
||||
{
|
||||
int actualKey = -1;
|
||||
switch ((int) kVey)// TODO: Use VK enum and finish keys
|
||||
{
|
||||
case 0x08: actualKey = KEY_BACKSPACE; break;
|
||||
case 0x20: actualKey = KEY_SPACE; break;
|
||||
case 0x1B: actualKey = KEY_ESCAPE; break;
|
||||
case 0x0D: actualKey = KEY_ENTER; break;
|
||||
case 0x2E: actualKey = KEY_DELETE; break;
|
||||
case 0x27: actualKey = KEY_RIGHT; break;
|
||||
case 0x25: actualKey = KEY_LEFT; break;
|
||||
case 0x28: actualKey = KEY_DOWN; break;
|
||||
case 0x26: actualKey = KEY_UP; break;
|
||||
case 0x70: actualKey = KEY_F1; break;
|
||||
case 0x71: actualKey = KEY_F2; break;
|
||||
case 0x72: actualKey = KEY_F3; break;
|
||||
case 0x73: actualKey = KEY_F4; break;
|
||||
case 0x74: actualKey = KEY_F5; break;
|
||||
case 0x75: actualKey = KEY_F6; break;
|
||||
case 0x76: actualKey = KEY_F7; break;
|
||||
case 0x77: actualKey = KEY_F8; break;
|
||||
case 0x78: actualKey = KEY_F9; break;
|
||||
case 0x79: actualKey = KEY_F10; break;
|
||||
case 0x7A: actualKey = KEY_F11; break;
|
||||
case 0x7B: actualKey = KEY_F12; break;
|
||||
case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
|
||||
case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
|
||||
case 0xA4: actualKey = KEY_LEFT_ALT; break;
|
||||
case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
|
||||
case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
|
||||
case 0xA5: actualKey = KEY_RIGHT_ALT; break;
|
||||
case 0x30: actualKey = KEY_ZERO; break;
|
||||
case 0x31: actualKey = KEY_ONE; break;
|
||||
case 0x32: actualKey = KEY_TWO; break;
|
||||
case 0x33: actualKey = KEY_THREE; break;
|
||||
case 0x34: actualKey = KEY_FOUR; break;
|
||||
case 0x35: actualKey = KEY_FIVE; break;
|
||||
case 0x36: actualKey = KEY_SIX; break;
|
||||
case 0x37: actualKey = KEY_SEVEN; break;
|
||||
case 0x38: actualKey = KEY_EIGHT; break;
|
||||
case 0x39: actualKey = KEY_NINE; break;
|
||||
case 0x41: actualKey = KEY_A; break;
|
||||
case 0x42: actualKey = KEY_B; break;
|
||||
case 0x43: actualKey = KEY_C; break;
|
||||
case 0x44: actualKey = KEY_D; break;
|
||||
case 0x45: actualKey = KEY_E; break;
|
||||
case 0x46: actualKey = KEY_F; break;
|
||||
case 0x47: actualKey = KEY_G; break;
|
||||
case 0x48: actualKey = KEY_H; break;
|
||||
case 0x49: actualKey = KEY_I; break;
|
||||
case 0x4A: actualKey = KEY_J; break;
|
||||
case 0x4B: actualKey = KEY_K; break;
|
||||
case 0x4C: actualKey = KEY_L; break;
|
||||
case 0x4D: actualKey = KEY_M; break;
|
||||
case 0x4E: actualKey = KEY_N; break;
|
||||
case 0x4F: actualKey = KEY_O; break;
|
||||
case 0x50: actualKey = KEY_P; break;
|
||||
case 0x51: actualKey = KEY_Q; break;
|
||||
case 0x52: actualKey = KEY_R; break;
|
||||
case 0x53: actualKey = KEY_S; break;
|
||||
case 0x54: actualKey = KEY_T; break;
|
||||
case 0x55: actualKey = KEY_U; break;
|
||||
case 0x56: actualKey = KEY_V; break;
|
||||
case 0x57: actualKey = KEY_W; break;
|
||||
case 0x58: actualKey = KEY_X; break;
|
||||
case 0x59: actualKey = KEY_Y; break;
|
||||
case 0x5A: actualKey = KEY_Z; break;
|
||||
}
|
||||
return actualKey;
|
||||
}
|
||||
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||
{
|
||||
auto k = GetRaylibKey(args->VirtualKey);
|
||||
if (k != -1)
|
||||
UWPKeyDownEvent(k, true);
|
||||
}
|
||||
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||
{
|
||||
auto k = GetRaylibKey(args->VirtualKey);
|
||||
if (k != -1)
|
||||
UWPKeyDownEvent(k, false);
|
||||
}
|
||||
|
||||
private:
|
||||
bool mWindowClosed = false;
|
||||
bool mWindowVisible = true;
|
||||
|
||||
int width = 640;
|
||||
int height = 480;
|
||||
|
||||
};
|
||||
|
||||
// Application source for creating the program
|
||||
template<typename AppType>
|
||||
ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
|
||||
{
|
||||
return ref new AppType();
|
||||
}
|
||||
};
|
||||
|
|
@ -139,7 +139,6 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
|
|
|||
|
|
@ -42,6 +42,7 @@
|
|||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
<ClInclude Include="..\..\..\src\uwp_events.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
|
|
|
|||
|
|
@ -16,6 +16,7 @@
|
|||
<ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_truetype.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
|
||||
<ClInclude Include="..\..\..\src\uwp_events.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
|
|
|
|||
174
src/core.c
174
src/core.c
|
|
@ -255,6 +255,7 @@
|
|||
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
|
||||
#include "EGL/eglext.h" // Khronos EGL library - Extensions
|
||||
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
|
||||
#include "uwp_events.h" // UWP bootstrapping functions
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
|
|
@ -1249,9 +1250,7 @@ void EnableCursor(void)
|
|||
CORE.Input.Mouse.cursorLockRequired = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_LOCK_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseUnlockFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = false;
|
||||
}
|
||||
|
|
@ -1266,9 +1265,7 @@ void DisableCursor(void)
|
|||
CORE.Input.Mouse.cursorLockRequired = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_UNLOCK_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseLockFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
}
|
||||
|
|
@ -2640,11 +2637,7 @@ void SetMousePosition(int x, int y)
|
|||
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_SET_MOUSE_LOCATION;
|
||||
msg->paramVector0.x = CORE.Input.Mouse.position.x;
|
||||
msg->paramVector0.y = CORE.Input.Mouse.position.y;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseSetPosFunc()(x, y);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -5139,6 +5132,165 @@ static void *GamepadThread(void *arg)
|
|||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
|
||||
static UWPSleepFunc uwpSleepFunc = NULL;
|
||||
static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseLockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseUnlockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseShowFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseHideFunc = NULL;
|
||||
static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
|
||||
static void* uwpCoreWindow = NULL;
|
||||
|
||||
bool UWPIsConfigured()
|
||||
{
|
||||
bool pass = true;
|
||||
if (uwpQueryTimeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetQueryTimeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpSleepFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetSleepFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpDisplaySizeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetDisplaySizeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseLockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseLockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseUnlockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseUnlockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseShowFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseShowFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseHideFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseHideFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseSetPosFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseSetPosFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpCoreWindow == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must set a pointer to the UWP core window before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
return pass;
|
||||
}
|
||||
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void)
|
||||
{
|
||||
return uwpQueryTimeFunc;
|
||||
}
|
||||
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func)
|
||||
{
|
||||
uwpQueryTimeFunc = func;
|
||||
}
|
||||
|
||||
UWPSleepFunc UWPGetSleepFunc(void)
|
||||
{
|
||||
return uwpSleepFunc;
|
||||
}
|
||||
|
||||
void UWPSetSleepFunc(UWPSleepFunc func)
|
||||
{
|
||||
uwpSleepFunc = func;
|
||||
}
|
||||
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void)
|
||||
{
|
||||
return uwpDisplaySizeFunc;
|
||||
}
|
||||
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func)
|
||||
{
|
||||
uwpDisplaySizeFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseLockFunc()
|
||||
{
|
||||
return uwpMouseLockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseLockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc()
|
||||
{
|
||||
return uwpMouseUnlockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseUnlockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseShowFunc()
|
||||
{
|
||||
return uwpMouseShowFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseShowFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseHideFunc()
|
||||
{
|
||||
return uwpMouseHideFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseHideFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc()
|
||||
{
|
||||
return uwpMouseSetPosFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func)
|
||||
{
|
||||
uwpMouseSetPosFunc = func;
|
||||
}
|
||||
|
||||
void* UWPGetCoreWindowPtr()
|
||||
{
|
||||
return uwpCoreWindow;
|
||||
}
|
||||
|
||||
void UWPSetCoreWindowPtr(void* ptr)
|
||||
{
|
||||
uwpCoreWindow = ptr;
|
||||
}
|
||||
|
||||
void UWPMouseWheelEvent(int deltaY)
|
||||
{
|
||||
CORE.Input.Mouse.currentWheelMove = (int)deltaY;
|
||||
|
|
|
|||
214
src/utils.c
214
src/utils.c
|
|
@ -68,13 +68,6 @@ static AAssetManager *assetManager = NULL; // Android assets manage
|
|||
static const char *internalDataPath = NULL; // Android internal data path
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
static int UWPOutMessageId = -1; // Last index of output message
|
||||
static UWPMessage *UWPOutMessages[MAX_UWP_MESSAGES]; // Messages out to UWP
|
||||
static int UWPInMessageId = -1; // Last index of input message
|
||||
static UWPMessage *UWPInMessages[MAX_UWP_MESSAGES]; // Messages in from UWP
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -361,210 +354,3 @@ static int android_close(void *cookie)
|
|||
return 0;
|
||||
}
|
||||
#endif // PLATFORM_ANDROID
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *CreateUWPMessage(void)
|
||||
{
|
||||
UWPMessage *msg = (UWPMessage *)RL_MALLOC(sizeof(UWPMessage));
|
||||
msg->type = UWP_MSG_NONE;
|
||||
Vector2 v0 = { 0, 0 };
|
||||
msg->paramVector0 = v0;
|
||||
msg->paramInt0 = 0;
|
||||
msg->paramInt1 = 0;
|
||||
msg->paramChar0 = 0;
|
||||
msg->paramFloat0 = 0;
|
||||
msg->paramDouble0 = 0;
|
||||
msg->paramBool0 = false;
|
||||
return msg;
|
||||
}
|
||||
|
||||
void DeleteUWPMessage(UWPMessage *msg)
|
||||
{
|
||||
RL_FREE(msg);
|
||||
}
|
||||
|
||||
bool UWPHasMessages(void)
|
||||
{
|
||||
return (UWPOutMessageId > -1);
|
||||
}
|
||||
|
||||
UWPMessage *UWPGetMessage(void)
|
||||
{
|
||||
if (UWPHasMessages()) return UWPOutMessages[UWPOutMessageId--];
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void SendMessageToUWP(UWPMessage *msg)
|
||||
{
|
||||
if ((UWPOutMessageId + 1) < MAX_UWP_MESSAGES)
|
||||
{
|
||||
UWPOutMessageId++;
|
||||
UWPOutMessages[UWPOutMessageId] = msg;
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "UWP: Not enough array space to register new outward message");
|
||||
}
|
||||
|
||||
|
||||
// NEW UWP API
|
||||
|
||||
static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
|
||||
static UWPSleepFunc uwpSleepFunc = NULL;
|
||||
static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseLockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseUnlockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseShowFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseHideFunc = NULL;
|
||||
static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
|
||||
static void* uwpCoreWindow = NULL;
|
||||
|
||||
bool UWPIsConfigured()
|
||||
{
|
||||
bool pass = true;
|
||||
if (uwpQueryTimeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetQueryTimeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpSleepFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetSleepFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpDisplaySizeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetDisplaySizeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseLockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseLockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseUnlockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseUnlockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseShowFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseShowFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseHideFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseHideFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseSetPosFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseSetPosFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpCoreWindow == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must set a pointer to the UWP core window before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
return pass;
|
||||
}
|
||||
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void)
|
||||
{
|
||||
return uwpQueryTimeFunc;
|
||||
}
|
||||
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func)
|
||||
{
|
||||
uwpQueryTimeFunc = func;
|
||||
}
|
||||
|
||||
UWPSleepFunc UWPGetSleepFunc(void)
|
||||
{
|
||||
return uwpSleepFunc;
|
||||
}
|
||||
|
||||
void UWPSetSleepFunc(UWPSleepFunc func)
|
||||
{
|
||||
uwpSleepFunc = func;
|
||||
}
|
||||
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void)
|
||||
{
|
||||
return uwpDisplaySizeFunc;
|
||||
}
|
||||
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func)
|
||||
{
|
||||
uwpDisplaySizeFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseLockFunc()
|
||||
{
|
||||
return uwpMouseLockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseLockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc()
|
||||
{
|
||||
return uwpMouseUnlockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseUnlockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseShowFunc()
|
||||
{
|
||||
return uwpMouseShowFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseShowFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseHideFunc()
|
||||
{
|
||||
return uwpMouseHideFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseHideFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc()
|
||||
{
|
||||
return uwpMouseSetPosFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func)
|
||||
{
|
||||
uwpMouseSetPosFunc = func;
|
||||
}
|
||||
|
||||
void* UWPGetCoreWindowPtr()
|
||||
{
|
||||
return uwpCoreWindow;
|
||||
}
|
||||
|
||||
void UWPSetCoreWindowPtr(void* ptr)
|
||||
{
|
||||
uwpCoreWindow = ptr;
|
||||
}
|
||||
|
||||
#endif // PLATFORM_UWP
|
||||
|
|
|
|||
70
src/utils.h
70
src/utils.h
|
|
@ -72,76 +72,6 @@ void InitAssetManager(AAssetManager *manager, const char *dataPath); // Initia
|
|||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only!
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
// UWP Implementation Features
|
||||
|
||||
// Determine if UWP functions are set and ready for raylib's use.
|
||||
bool UWPIsConfigured();
|
||||
|
||||
// Function for getting program time.
|
||||
typedef double(*UWPQueryTimeFunc)();
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void);
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func);
|
||||
|
||||
// Function for sleeping the current thread
|
||||
typedef void (*UWPSleepFunc)(double sleepUntil);
|
||||
UWPSleepFunc UWPGetSleepFunc(void);
|
||||
void UWPSetSleepFunc(UWPSleepFunc func);
|
||||
|
||||
// Function for querying the display size
|
||||
typedef void(*UWPDisplaySizeFunc)(int *width, int* height);
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void);
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func);
|
||||
|
||||
// Functions for mouse cursor control
|
||||
typedef void(*UWPMouseFunc)(void);
|
||||
UWPMouseFunc UWPGetMouseLockFunc();
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc();
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseShowFunc();
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseHideFunc();
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func);
|
||||
|
||||
// Function for setting mouse cursor position.
|
||||
typedef void (*UWPMouseSetPosFunc)(int x, int y);
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc();
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func);
|
||||
|
||||
// The below functions are implemented in core.c but are placed here so they can be called by user code.
|
||||
// This choice is made as platform-specific code is preferred to be kept away from raylib.h
|
||||
|
||||
// Call this when a Key is pressed or released.
|
||||
void UWPKeyDownEvent(int key, bool down);
|
||||
|
||||
// Call when a mouse button state changes
|
||||
void UWPMouseButtonEvent(int button, bool down);
|
||||
|
||||
// Call when the mouse cursor moves
|
||||
void UWPMousePosEvent(double x, double y);
|
||||
|
||||
// Call when the mouse wheel moves
|
||||
void UWPMouseWheelEvent(int deltaY);
|
||||
|
||||
// Call when the window resizes
|
||||
void UWPResizeEvent(int width, int height);
|
||||
|
||||
// Call when a gamepad is made active
|
||||
void UWPActivateGamepadEvent(int gamepad, bool active);
|
||||
|
||||
// Call when a gamepad button state changes
|
||||
void UWPRegisterGamepadButton(int gamepad, int button, bool down);
|
||||
|
||||
// Call when a gamepad axis state changes
|
||||
void UWPRegisterGamepadAxis(int gamepad, int axis, float value);
|
||||
|
||||
// Set the core window pointer so that we can pass it to EGL.
|
||||
void* UWPGetCoreWindowPtr();
|
||||
void UWPSetCoreWindowPtr(void* ptr);
|
||||
|
||||
#endif // defined(PLATFORM_UWP)
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
107
src/uwp_events.h
Normal file
107
src/uwp_events.h
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.uwp_events - Functions for bootstrapping UWP functionality within raylib's core.
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef UWP_EVENTS_H
|
||||
#define UWP_EVENTS_H
|
||||
|
||||
#if defined(__cplusplus)
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
// Determine if UWP functions are set and ready for raylib's use.
|
||||
bool UWPIsConfigured();
|
||||
|
||||
// Function for getting program time.
|
||||
typedef double(*UWPQueryTimeFunc)();
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void);
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func);
|
||||
|
||||
// Function for sleeping the current thread
|
||||
typedef void (*UWPSleepFunc)(double sleepUntil);
|
||||
UWPSleepFunc UWPGetSleepFunc(void);
|
||||
void UWPSetSleepFunc(UWPSleepFunc func);
|
||||
|
||||
// Function for querying the display size
|
||||
typedef void(*UWPDisplaySizeFunc)(int* width, int* height);
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void);
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func);
|
||||
|
||||
// Functions for mouse cursor control
|
||||
typedef void(*UWPMouseFunc)(void);
|
||||
UWPMouseFunc UWPGetMouseLockFunc();
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc();
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseShowFunc();
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseHideFunc();
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func);
|
||||
|
||||
// Function for setting mouse cursor position.
|
||||
typedef void (*UWPMouseSetPosFunc)(int x, int y);
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc();
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func);
|
||||
|
||||
// The below functions are implemented in core.c but are placed here so they can be called by user code.
|
||||
// This choice is made as platform-specific code is preferred to be kept away from raylib.h
|
||||
|
||||
// Call this when a Key is pressed or released.
|
||||
void UWPKeyDownEvent(int key, bool down);
|
||||
|
||||
// Call when a mouse button state changes
|
||||
void UWPMouseButtonEvent(int button, bool down);
|
||||
|
||||
// Call when the mouse cursor moves
|
||||
void UWPMousePosEvent(double x, double y);
|
||||
|
||||
// Call when the mouse wheel moves
|
||||
void UWPMouseWheelEvent(int deltaY);
|
||||
|
||||
// Call when the window resizes
|
||||
void UWPResizeEvent(int width, int height);
|
||||
|
||||
// Call when a gamepad is made active
|
||||
void UWPActivateGamepadEvent(int gamepad, bool active);
|
||||
|
||||
// Call when a gamepad button state changes
|
||||
void UWPRegisterGamepadButton(int gamepad, int button, bool down);
|
||||
|
||||
// Call when a gamepad axis state changes
|
||||
void UWPRegisterGamepadAxis(int gamepad, int axis, float value);
|
||||
|
||||
// Set the core window pointer so that we can pass it to EGL.
|
||||
void* UWPGetCoreWindowPtr();
|
||||
void UWPSetCoreWindowPtr(void* ptr);
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // PLATFORM_UWP
|
||||
|
||||
#endif // UWP_EVENTS_H
|
||||
Loading…
Reference in New Issue
Block a user