Cleaning and small tweaks
This commit is contained in:
parent
19cdcbe7a0
commit
7aa333583d
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@ -3,18 +3,6 @@
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#include "raylib.h"
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#include "raylib.h"
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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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using namespace raylibUWP;
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/* OTHER CODE */
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/* OTHER CODE */
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@ -66,10 +66,6 @@ TODO list:
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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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_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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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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//static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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//static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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//static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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//static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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//Mouse cursor locking
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//Mouse cursor locking
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bool cursorLocked = false;
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bool cursorLocked = false;
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@ -119,263 +115,261 @@ void DisableCursor()
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cursorLocked = true;
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cursorLocked = true;
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}
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}
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namespace raylibUWP
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//Base app implementation
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ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
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{
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{
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ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
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public:
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// IFrameworkView Methods.
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virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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{
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{
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public:
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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, &BaseApp::OnActivated);
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// IFrameworkView Methods.
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// Logic for other event handlers could go here.
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virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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// Information about the Suspending and Resuming event handlers can be found here:
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{
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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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, &BaseApp::OnActivated);
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// Logic for other event handlers could go here.
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
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// Information about the Suspending and Resuming event handlers can be found here:
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}
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
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virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
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}
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virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
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window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
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window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerReleased);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
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Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
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// The CoreWindow has been created, so EGL can be initialized.
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uwpWindow = (EGLNativeWindowType)window;
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InitWindow(width, height, NULL);
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}
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virtual void Load(Platform::String^ entryPoint) {}
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virtual void Run()
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{
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while (!mWindowClosed)
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{
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if (mWindowVisible)
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{
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//Call update function
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Update();
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PollInput();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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CloseWindow();
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}
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//Called every frame (Maybe add draw)
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virtual void Update() {}
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virtual void Uninitialize() {}
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protected:
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// Input polling
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void PollInput()
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{
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// Process Mouse
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{
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CoreWindow ^window = CoreWindow::GetForCurrentThread();
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if (cursorLocked)
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{
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// Track cursor movement delta, recenter it on the client
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auto curMousePos = GetMousePosition();
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auto x = curMousePos.x + mouseDelta.x;
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auto y = curMousePos.y + mouseDelta.y;
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UWPMousePosition(x, y);
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// Why we're not using UWPSetMousePosition here...
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// UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
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// Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
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Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
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window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
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}
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else
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{
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// Record the cursor's position relative to the client
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auto x = window->PointerPosition.X - window->Bounds.X;
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auto y = window->PointerPosition.Y - window->Bounds.Y;
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UWPMousePosition(x, y);
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}
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mouseDelta = { 0 ,0 };
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}
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// Process Gamepads
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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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// 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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UWPGamepadActive(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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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
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// Get current axis state
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
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}
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}
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}
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}
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// Application lifecycle event handlers.
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void 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 OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
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// Window event handlers.
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void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args) {}
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void 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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void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
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{
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mWindowClosed = true;
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}
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// DisplayInformation event handlers.
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void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
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void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
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// Input event handlers
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void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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{
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UWPRegisterClick(MOUSE_LEFT_BUTTON, 1);
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}
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if (args->CurrentPoint->Properties->IsRightButtonPressed)
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{
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UWPRegisterClick(MOUSE_RIGHT_BUTTON, 1);
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}
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if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
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{
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UWPRegisterClick(MOUSE_MIDDLE_BUTTON, 1);
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}
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}
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void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
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{
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UWPRegisterClick(MOUSE_LEFT_BUTTON, 0);
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}
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if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
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{
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UWPRegisterClick(MOUSE_RIGHT_BUTTON, 0);
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}
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if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
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{
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UWPRegisterClick(MOUSE_MIDDLE_BUTTON, 0);
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}
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}
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void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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UWPScrollWheel(args->CurrentPoint->Properties->MouseWheelDelta);
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}
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void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
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{
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mouseDelta.x += args->MouseDelta.X;
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mouseDelta.y += args->MouseDelta.Y;
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}
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void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
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{
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UWPRegisterKey((int)args->VirtualKey, 1);
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}
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void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
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{
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//TODO: Fix hold errors
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UWPRegisterKey((int)args->VirtualKey, 0);
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}
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private:
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bool mWindowClosed = false;
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bool mWindowVisible = true;
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int width = 800;
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int height = 450;
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};
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template<typename AppType>
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ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
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{
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{
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public:
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
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virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
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window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
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window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerReleased);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
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Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
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// The CoreWindow has been created, so EGL can be initialized.
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uwpWindow = (EGLNativeWindowType)window;
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InitWindow(width, height, NULL);
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}
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virtual void Load(Platform::String^ entryPoint) {}
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virtual void Run()
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{
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while (!mWindowClosed)
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{
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{
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return ref new AppType();
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if (mWindowVisible)
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{
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//Call update function
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Update();
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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 Mouse
|
||||||
|
{
|
||||||
|
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
||||||
|
|
||||||
|
if (cursorLocked)
|
||||||
|
{
|
||||||
|
// Track cursor movement delta, recenter it on the client
|
||||||
|
auto curMousePos = GetMousePosition();
|
||||||
|
|
||||||
|
auto x = curMousePos.x + mouseDelta.x;
|
||||||
|
auto y = curMousePos.y + mouseDelta.y;
|
||||||
|
|
||||||
|
UWPMousePosition(x, y);
|
||||||
|
|
||||||
|
// Why we're not using UWPSetMousePosition here...
|
||||||
|
// UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
|
||||||
|
// Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
|
||||||
|
Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
|
||||||
|
window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Record the cursor's position relative to the client
|
||||||
|
auto x = window->PointerPosition.X - window->Bounds.X;
|
||||||
|
auto y = window->PointerPosition.Y - window->Bounds.Y;
|
||||||
|
|
||||||
|
UWPMousePosition(x, y);
|
||||||
|
}
|
||||||
|
|
||||||
|
mouseDelta = { 0 ,0 };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Process Gamepads
|
||||||
|
{
|
||||||
|
// Check if gamepads are ready
|
||||||
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
|
{
|
||||||
|
// 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.
|
||||||
|
|
||||||
|
UWPGamepadActive(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
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
|
||||||
|
UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
|
||||||
|
|
||||||
|
// Get current axis state
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
|
||||||
|
UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (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) {}
|
||||||
|
|
||||||
|
// Window event handlers.
|
||||||
|
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args) {}
|
||||||
|
|
||||||
|
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
|
||||||
|
{
|
||||||
|
mWindowVisible = args->Visible;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
|
||||||
|
{
|
||||||
|
mWindowClosed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// DisplayInformation event handlers.
|
||||||
|
void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
|
||||||
|
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
|
||||||
|
|
||||||
|
// Input event handlers
|
||||||
|
void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||||
|
{
|
||||||
|
if (args->CurrentPoint->Properties->IsLeftButtonPressed)
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_LEFT_BUTTON, 1);
|
||||||
|
}
|
||||||
|
if (args->CurrentPoint->Properties->IsRightButtonPressed)
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_RIGHT_BUTTON, 1);
|
||||||
|
}
|
||||||
|
if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_MIDDLE_BUTTON, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||||
|
{
|
||||||
|
if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_LEFT_BUTTON, 0);
|
||||||
|
}
|
||||||
|
if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_RIGHT_BUTTON, 0);
|
||||||
|
}
|
||||||
|
if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
|
||||||
|
{
|
||||||
|
UWPRegisterClick(MOUSE_MIDDLE_BUTTON, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||||
|
{
|
||||||
|
UWPScrollWheel(args->CurrentPoint->Properties->MouseWheelDelta);
|
||||||
|
}
|
||||||
|
|
||||||
|
void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
|
||||||
|
{
|
||||||
|
mouseDelta.x += args->MouseDelta.X;
|
||||||
|
mouseDelta.y += args->MouseDelta.Y;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||||
|
{
|
||||||
|
UWPRegisterKey((int)args->VirtualKey, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||||
|
{
|
||||||
|
//TODO: Fix hold errors
|
||||||
|
UWPRegisterKey((int)args->VirtualKey, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
bool mWindowClosed = false;
|
||||||
|
bool mWindowVisible = true;
|
||||||
|
|
||||||
|
int width = 800;
|
||||||
|
int height = 450;
|
||||||
|
};
|
||||||
|
|
||||||
|
//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();
|
||||||
|
}
|
||||||
|
};
|
||||||
Loading…
Reference in New Issue
Block a user