Read desc

- Moved UWP specific functions to uwp_events.h
- Removed BaseApp.
- Implemented example UWP lifecycle.
This commit is contained in:
Reece Mackie 2020-04-30 14:10:08 +01:00
parent 8061116f0e
commit 0357230af8
11 changed files with 673 additions and 754 deletions

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@ -1,26 +1,176 @@
#include "pch.h"
#include "app.h"
#include "raylib.h"
#include <Windows.h>
#include <raylib.h>
#include <uwp_events.h>
#include <chrono>
#include <thread>
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;
using namespace raylibUWP;
// 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)
// The main function creates an IFrameworkViewSource for our app, and runs the app
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto appSource = ref new ApplicationSource<App>();
auto appSource = ref new AppSource();
CoreApplication::Run(appSource);
return 0;
}
// App implementation
App::App()
{
// This does not work... need to fix this.
// Currently, UWP ignores flags... You must implement flag functionality yourself
SetConfigFlags(0);
}
Setup(640, 480);
void App::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, &App::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::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
}
void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// Hook window events
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
// Hook mouse pointer events
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
// Hook keyboard events.
window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
UWPSetCoreWindowPtr((void*)window);
}
void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
void App::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(640, 480, "raylib game example");
// Run game loop
while (!WindowShouldClose() && !mSuspended)
{
if (mWindowVisible)
{
ProcessGamepads();
GameLoop();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
} else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
CloseWindow();
}
void App::Uninitialize()
{
// Do any UWP cleanup here.
}
static int posX = 100;
@ -28,7 +178,7 @@ static int posY = 100;
static int gTime = 0;
// This method is called every frame
void App::Update()
void App::GameLoop()
{
// Update
//----------------------------------------------------------------------------------
@ -77,3 +227,212 @@ void App::Update()
EndDrawing();
//----------------------------------------------------------------------------------
}
void App::ProcessGamepads()
{
// 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);
}
}
}
// Events
void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// TODO: In your game, you will need to load your state here
mSuspended = false;
}
void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
{
// TODO: In your game, you will need to save your state here
mSuspended = true;
}
void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
{
UWPResizeEvent(args->Size.Width, args->Size.Height);
}
void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
mWindowVisible = args->Visible;
}
// Input event handlers
void App::OnPointerPressed(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 App::OnPointerReleased(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 App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
}
void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
auto pos = args->CurrentPoint->Position;
UWPMousePosEvent((double)pos.X, (double)pos.Y);
}
int App::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 App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
auto k = GetRaylibKey(args->VirtualKey);
if (k != -1)
UWPKeyDownEvent(k, true);
}
void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
auto k = GetRaylibKey(args->VirtualKey);
if (k != -1)
UWPKeyDownEvent(k, false);
}
// AppSource implementation
Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
{
return ref new App();
}

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@ -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;
};
}

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@ -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();
}
};

View File

@ -139,7 +139,6 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
<ClInclude Include="BaseApp.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>

View File

@ -6,7 +6,6 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
<ClInclude Include="BaseApp.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>

View File

@ -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" />

View File

@ -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" />

View File

@ -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;

View File

@ -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

View File

@ -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

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/**********************************************************************************************
*
* 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