diff --git a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h index 87b952e51..acc3423ae 100644 --- a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h +++ b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h @@ -8,9 +8,6 @@ * * #define PCH * This defines what header is the PCH and needs to be included -* -* #define HOLDHACK -* This enables a hack to fix flickering key presses (Temporary) * * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) * @@ -40,6 +37,7 @@ #include #include #include +#include //EGL #include @@ -59,25 +57,12 @@ using namespace Windows::Graphics::Display; using namespace Microsoft::WRL; using namespace Platform; -extern "C" { EGLNativeWindowType handle; }; - -/* -TODO list: - - Cache reference to our CoreWindow? - - Implement gestures support -*/ - // 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) -//Mouse cursor locking -bool cursorLocked = false; -Vector2 mouseDelta = {0, 0}; - -//Our mouse cursor -CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type +// 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 @@ -100,26 +85,22 @@ public: virtual void SetWindow(Windows::UI::Core::CoreWindow^ window) { + // Hook window events window->SizeChanged += ref new TypedEventHandler(this, &BaseApp::OnWindowSizeChanged); window->VisibilityChanged += ref new TypedEventHandler(this, &BaseApp::OnVisibilityChanged); - window->Closed += ref new TypedEventHandler(this, &BaseApp::OnWindowClosed); + // Hook mouse pointer events window->PointerPressed += ref new TypedEventHandler(this, &BaseApp::PointerPressed); + window->PointerReleased += ref new Windows::Foundation::TypedEventHandler(this, &BaseApp::PointerReleased); window->PointerWheelChanged += ref new TypedEventHandler(this, &BaseApp::PointerWheelChanged); + window->PointerMoved += ref new Windows::Foundation::TypedEventHandler(this, &BaseApp::PointerMoved); + + // Hook keyboard events. window->KeyDown += ref new TypedEventHandler(this, &BaseApp::OnKeyDown); window->KeyUp += ref new TypedEventHandler(this, &BaseApp::OnKeyUp); - Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler(this, &BaseApp::MouseMoved); - - DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); - currentDisplayInformation->DpiChanged += ref new TypedEventHandler(this, &BaseApp::OnDpiChanged); - currentDisplayInformation->OrientationChanged += ref new TypedEventHandler(this, &BaseApp::OnOrientationChanged); - - // The CoreWindow has been created, so EGL can be initialized. - - handle = (EGLNativeWindowType)window; - - InitWindow(width, height, "raylib game example"); + // 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) {} @@ -133,35 +114,85 @@ public: virtual void Run() { - // Get display dimensions - DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView(); - Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels }; + // 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(delta).count(); + }); - // Send display dimensions - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_DISPLAY_DIMS; - msg->paramVector0 = screenSize; - UWPSendMessage(msg); + UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration(seconds)); }); - // Send the time to the core - using clock = std::chrono::high_resolution_clock; - auto timeStart = clock::now(); + 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 (!mWindowClosed) + while (!WindowShouldClose()) { if (mWindowVisible) { - // Send time - auto delta = clock::now() - timeStart; - - UWPMessage *timeMsg = CreateUWPMessage(); - timeMsg->type = UWP_MSG_SET_GAME_TIME; - timeMsg->paramDouble0 = std::chrono::duration_cast(delta).count(); - UWPSendMessage(timeMsg); - // Call update function Update(); @@ -188,177 +219,16 @@ protected: // Input polling void PollInput() { - // Process Messages - { - // Loop over pending messages - while (UWPHasMessages()) - { - // Get the message - auto msg = UWPGetMessage(); - - // Carry out the command - switch(msg->type) - { - case UWP_MSG_SHOW_MOUSE: // Do the same thing because of how UWP works... - case UWP_MSG_UNLOCK_MOUSE: - { - CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor; - cursorLocked = false; - MoveMouse(GetMousePosition()); - break; - } - case UWP_MSG_HIDE_MOUSE: // Do the same thing because of how UWP works... - case UWP_MSG_LOCK_MOUSE: - { - CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; - cursorLocked = true; - break; - } - case UWP_MSG_SET_MOUSE_LOCATION: - { - MoveMouse(msg->paramVector0); - break; - } - } - - // Delete the message - DeleteUWPMessage(msg); - } - } - - // Process Keyboard - { - for (int k = 0x08; k < 0xA6; k++) { - auto state = CoreWindow::GetForCurrentThread()->GetKeyState((Windows::System::VirtualKey) k); - -#ifdef HOLDHACK - // Super hacky way of waiting three frames to see if we are ready to register the key as deregistered - // This will wait an entire 4 frames before deregistering the key, this makes sure that the key is not flickering - if (KeyboardStateHack[k] == 2) - { - if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None) - { - KeyboardStateHack[k] = 3; - } - } - else if (KeyboardStateHack[k] == 3) - { - if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None) - { - KeyboardStateHack[k] = 4; - } - } - else if (KeyboardStateHack[k] == 4) - { - if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None) - { - //Reset key... - KeyboardStateHack[k] = 0; - - //Tell core - RegisterKey(k, 0); - } - } -#endif - // Left and right alt, KeyUp and KeyDown are not called for it - // No need to hack because this is not a character - - // TODO: Maybe do all other key registrations like this, no more key events? - - if (k == 0xA4 || k == 0xA5) - { - if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down) - { - RegisterKey(k, 1); - } - else - { - RegisterKey(k, 0); - } - } - } - } - - // Process Mouse - { - - if (CurrentPointerID > -1) - { - auto point = PointerPoint::GetCurrentPoint(CurrentPointerID); - auto props = point->Properties; - - if (props->IsLeftButtonPressed) - { - RegisterClick(MOUSE_LEFT_BUTTON, 1); - } - else - { - RegisterClick(MOUSE_LEFT_BUTTON, 0); - } - - if (props->IsRightButtonPressed) - { - RegisterClick(MOUSE_RIGHT_BUTTON, 1); - } - else - { - RegisterClick(MOUSE_RIGHT_BUTTON, 0); - } - - if (props->IsMiddleButtonPressed) - { - RegisterClick(MOUSE_MIDDLE_BUTTON, 1); - } - else - { - RegisterClick(MOUSE_MIDDLE_BUTTON, 0); - } - } - - 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; - - UpdateMousePosition({ 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; - - UpdateMousePosition({ x, y }); - } - - mouseDelta = { 0 ,0 }; - } - // 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. - - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE; - msg->paramInt0 = i; - msg->paramBool0 = i < Gamepad::Gamepads->Size; - UWPSendMessage(msg); + UWPActivateGamepadEvent(i, i < Gamepad::Gamepads->Size); } // Get current gamepad state @@ -371,30 +241,30 @@ protected: 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 - RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y)); + 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)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder)); + 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)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller - RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller + 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 - RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft)); - RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP + 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 - RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX); - RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY); - RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX); - RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY); - RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger); - RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger); + 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); } } } @@ -407,14 +277,16 @@ protected: CoreWindow::GetForCurrentThread()->Activate(); } - void OnResuming(Platform::Object^ sender, Platform::Object^ args) {} + 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) { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_HANDLE_RESIZE; - UWPSendMessage(msg); + UWPResizeEvent(args->Size.Width, args->Size.Height); } void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args) @@ -422,140 +294,137 @@ protected: 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) { - //Get the current active pointer ID for our loop - CurrentPointerID = args->CurrentPoint->PointerId; - args->Handled = true; + 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) { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE; - msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta; - UWPSendMessage(msg); + UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta); } - void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args) + void PointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) { - mouseDelta.x += args->MouseDelta.X; - mouseDelta.y += args->MouseDelta.Y; + 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) { -#ifdef HOLDHACK - // Start the hack - KeyboardStateHack[(int)args->VirtualKey] = 1; -#endif - - RegisterKey((int)args->VirtualKey, 1); + auto k = GetRaylibKey(args->VirtualKey); + if (k != -1) + UWPKeyDownEvent(k, true); } void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args) { -#ifdef HOLDHACK - // The same hack - if (KeyboardStateHack[(int)args->VirtualKey] == 1) - { - KeyboardStateHack[(int)args->VirtualKey] = 2; - } - else if (KeyboardStateHack[(int)args->VirtualKey] == 2) - { - KeyboardStateHack[(int)args->VirtualKey] = 3; - } - else if (KeyboardStateHack[(int)args->VirtualKey] == 3) - { - KeyboardStateHack[(int)args->VirtualKey] = 4; - } - else if (KeyboardStateHack[(int)args->VirtualKey] == 4) - { - RegisterKey((int)args->VirtualKey, 0); - KeyboardStateHack[(int)args->VirtualKey] = 0; - } -#else - // No hack, allow flickers - RegisterKey((int)args->VirtualKey, 0); -#endif + auto k = GetRaylibKey(args->VirtualKey); + if (k != -1) + UWPKeyDownEvent(k, false); } private: - - void RegisterKey(int key, char status) - { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWPMessageType::UWP_MSG_REGISTER_KEY; - msg->paramInt0 = key; - msg->paramChar0 = status; - UWPSendMessage(msg); - } - - void MoveMouse(Vector2 pos) - { - CoreWindow ^window = CoreWindow::GetForCurrentThread(); - Point mousePosScreen = Point(pos.x + window->Bounds.X, pos.y + window->Bounds.Y); - window->PointerPosition = mousePosScreen; - } - - void RegisterGamepadButton(int gamepad, int button, char status) - { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_GAMEPAD_BUTTON; - msg->paramInt0 = gamepad; - msg->paramInt1 = button; - msg->paramChar0 = status; - UWPSendMessage(msg); - } - - void RegisterGamepadAxis(int gamepad, int axis, float value) - { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_GAMEPAD_AXIS; - msg->paramInt0 = gamepad; - msg->paramInt1 = axis; - msg->paramFloat0 = value; - UWPSendMessage(msg); - } - - void UpdateMousePosition(Vector2 pos) - { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION; - msg->paramVector0 = pos; - UWPSendMessage(msg); - } - - void RegisterClick(int button, char status) - { - UWPMessage* msg = CreateUWPMessage(); - msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK; - msg->paramInt0 = button; - msg->paramChar0 = status; - UWPSendMessage(msg); - } - bool mWindowClosed = false; bool mWindowVisible = true; int width = 640; int height = 480; - int CurrentPointerID = -1; - -#ifdef HOLDHACK - char KeyboardStateHack[0xA6]; // 0xA6 because the highest key we compare against is 0xA5 -#endif }; // Application source for creating the program @@ -567,4 +436,4 @@ public: { return ref new AppType(); } -}; \ No newline at end of file +}; diff --git a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj index f82a352d5..636d0924d 100644 --- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj +++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj @@ -1,4 +1,4 @@ - + @@ -33,7 +33,7 @@ 14.0 true Windows Store - 10.0.17763.0 + 10.0 10.0.17763.0 10.0 raylib.App.UWP @@ -152,7 +152,6 @@ Designer - @@ -160,6 +159,9 @@ {ea91e088-7c71-4f32-b761-e054305cd519} + + + diff --git a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters index 1e0fe3621..00f8798a4 100644 --- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters +++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters @@ -29,12 +29,12 @@ - - - {cdf72d55-f249-4ad6-9a91-f8a084e64933} + + + \ No newline at end of file diff --git a/projects/VS2017.UWP/raylib.UWP/packages.config b/projects/VS2017.UWP/raylib.UWP/packages.config new file mode 100644 index 000000000..70c3dea0e --- /dev/null +++ b/projects/VS2017.UWP/raylib.UWP/packages.config @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj index e6186bf6e..d19ed88f4 100644 --- a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj +++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj @@ -52,6 +52,9 @@ + + + {ea91e088-7c71-4f32-b761-e054305cd519} StaticLibrary @@ -60,7 +63,7 @@ 14.0 true Windows Store - 10.0.17763.0 + 10.0 10.0.15063.0 10.0 @@ -239,5 +242,12 @@ + + + + This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}. + + + \ No newline at end of file diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters index cbad7c9b5..8f939b309 100644 --- a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters +++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters @@ -26,4 +26,7 @@ + + + \ No newline at end of file diff --git a/src/core.c b/src/core.c index da40eb829..5b1954e55 100644 --- a/src/core.c +++ b/src/core.c @@ -328,10 +328,6 @@ typedef struct { typedef struct { int x; int y; } Point; typedef struct { unsigned int width; unsigned int height; } Size; -#if defined(PLATFORM_UWP) -extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App) -#endif - // Core global state context data typedef struct CoreData { struct { @@ -610,6 +606,14 @@ static void RestoreTerminal(void) // NOTE: data parameter could be used to pass any kind of required data to the initialization void InitWindow(int width, int height, const char *title) { +#if defined(PLATFORM_UWP) + if (!UWPIsConfigured()) + { + TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!"); + return; + } +#endif + TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); CORE.Window.title = title; @@ -619,6 +623,11 @@ void InitWindow(int width, int height, const char *title) CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f }; CORE.Input.Gamepad.lastButtonPressed = -1; +#if defined(PLATFORM_UWP) + // The axis count is 6 (2 thumbsticks and left and right trigger) + CORE.Input.Gamepad.axisCount = 6; +#endif + #if defined(PLATFORM_ANDROID) CORE.Window.screen.width = width; CORE.Window.screen.height = height; @@ -758,7 +767,7 @@ void CloseWindow(void) glfwTerminate(); #endif -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP) timeEndPeriod(1); // Restore time period #endif @@ -1207,9 +1216,7 @@ void ShowCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SHOW_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseShowFunc()(); #endif CORE.Input.Mouse.cursorHidden = false; } @@ -1221,9 +1228,7 @@ void HideCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_HIDE_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseHideFunc()(); #endif CORE.Input.Mouse.cursorHidden = true; } @@ -1707,8 +1712,7 @@ double GetTime(void) #endif #if defined(PLATFORM_UWP) - // Updated through messages - return CORE.Time.current; + return UWPGetQueryTimeFunc()(); #endif } @@ -3158,7 +3162,7 @@ static bool InitGraphicsDevice(int width, int height) //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle //CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast(surfaceCreationProperties), surfaceAttributes); - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, handle, surfaceAttributes); + CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes); if (CORE.Window.surface == EGL_NO_SURFACE) { TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface"); @@ -3173,8 +3177,11 @@ static bool InitGraphicsDevice(int width, int height) } // Get EGL device window size - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.display.width); - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.display.height); + eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width); + eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height); + + // Get display size + UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height); #endif // PLATFORM_UWP @@ -3287,8 +3294,13 @@ static bool InitGraphicsDevice(int width, int height) else { // Grab the width and height of the surface +#if defined(PLATFORM_UWP) + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; +#else CORE.Window.render.width = CORE.Window.display.width; CORE.Window.render.height = CORE.Window.display.height; +#endif TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); @@ -3323,7 +3335,7 @@ static bool InitGraphicsDevice(int width, int height) ClearBackground(RAYWHITE); // Default background color for raylib games :P -#if defined(PLATFORM_ANDROID) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP) CORE.Window.ready = true; #endif return true; @@ -3428,7 +3440,7 @@ static void InitTimer(void) { srand((unsigned int)time(NULL)); // Initialize random seed -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif @@ -3452,7 +3464,9 @@ static void InitTimer(void) // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! static void Wait(float ms) { -#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) +#if defined(PLATFORM_UWP) + UWPGetSleepFunc()(ms / 1000); +#elif defined(SUPPORT_BUSY_WAIT_LOOP) double prevTime = GetTime(); double nextTime = 0.0; @@ -3480,7 +3494,7 @@ static void Wait(float ms) usleep(ms*1000.0f); #endif - #if defined(SUPPORT_HALFBUSY_WAIT_LOOP) + #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)// && !defined(PLATFORM_UWP) while (GetTime() < destTime) { } #endif #endif @@ -3637,142 +3651,6 @@ static void PollInputEvents(void) CORE.Input.Mouse.currentWheelMove = 0; for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - - // Loop over pending messages - while (HasMessageFromUWP()) - { - UWPMessage *msg = GetMessageFromUWP(); - - switch (msg->type) - { - case UWP_MSG_REGISTER_KEY: - { - // Convert from virtualKey - int actualKey = -1; - - switch (msg->paramInt0) - { - 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; - default: break; - } - - if (actualKey > -1) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0; - - } break; - case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break; - case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break; - case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break; - case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break; - case UWP_MSG_SET_GAMEPAD_BUTTON: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0; - } break; - case UWP_MSG_SET_GAMEPAD_AXIS: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; - - // Register buttons for 2nd triggers - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - } break; - case UWP_MSG_SET_DISPLAY_DIMS: - { - CORE.Window.display.width = msg->paramVector0.x; - CORE.Window.display.height = msg->paramVector0.y; - } break; - case UWP_MSG_HANDLE_RESIZE: - { - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width); - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height); - - // If window is resized, viewport and projection matrix needs to be re-calculated - rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlLoadIdentity(); // Reset current matrix (projection) - rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (modelview) - rlClearScreenBuffers(); // Clear screen buffers (color and depth) - - // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) - // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, - // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) - CORE.Window.currentFbo.width = CORE.Window.screen.width; - CORE.Window.currentFbo.height = CORE.Window.screen.height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resized = true; - - } break; - case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break; - default: break; - } - - DeleteUWPMessage(msg); //Delete, we are done - } #endif // PLATFORM_UWP #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -5258,3 +5136,138 @@ static void *GamepadThread(void *arg) return NULL; } #endif // PLATFORM_RPI + +#if defined(PLATFORM_UWP) + +void UWPMouseWheelEvent(int deltaY) +{ + CORE.Input.Mouse.currentWheelMove = (int)deltaY; +} + +void UWPKeyDownEvent(int key, bool down) +{ + if (key == CORE.Input.Keyboard.exitKey && down) + { + // Time to close the window. + CORE.Window.shouldClose = true; + }// TODO: Could UWP possibly support GIF recording? + else + { + CORE.Input.Keyboard.currentKeyState[key] = down; + } + + // TODO: + /*if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + }*/ +} + +void UWPMouseButtonEvent(int button, bool down) +{ + CORE.Input.Mouse.currentButtonState[button] = down; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN; + else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +void UWPMousePosEvent(double x, double y) +{ + CORE.Input.Mouse.position.x = (float)x; + CORE.Input.Mouse.position.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.position; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = CORE.Input.Touch.position[0]; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +void UWPResizeEvent(int width, int height) +{ + SetupViewport(width, height); // Reset viewport and projection matrix for new size + + // Set current screen size + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + + // NOTE: Postprocessing texture is not scaled to new size + + CORE.Window.resized = true; +} + +void UWPActivateGamepadEvent(int gamepad, bool active) +{ + if (gamepad < MAX_GAMEPADS) { + CORE.Input.Gamepad.ready[gamepad] = active; + } +} + +void UWPRegisterGamepadButton(int gamepad, int button, bool down) +{ + if (gamepad < MAX_GAMEPADS) { + if (button < MAX_GAMEPAD_BUTTONS) { + CORE.Input.Gamepad.currentState[gamepad][button] = down; + CORE.Input.Gamepad.lastButtonPressed = button; + } + } +} + +void UWPRegisterGamepadAxis(int gamepad, int axis, float value) +{ + if (gamepad < MAX_GAMEPADS) + { + if (axis < MAX_GAMEPAD_AXIS) + { + CORE.Input.Gamepad.axisState[gamepad][axis] = value; + } + } +} + +#endif // PLATFORM_UWP diff --git a/src/rlgl.h b/src/rlgl.h index 72a6e3986..0960afeab 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -663,6 +663,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data #endif #if defined(GRAPHICS_API_OPENGL_ES2) + #define GL_GLEXT_PROTOTYPES #include // EGL library #include // OpenGL ES 2.0 library #include // OpenGL ES 2.0 extensions library diff --git a/src/utils.c b/src/utils.c index 02a53abce..719698409 100644 --- a/src/utils.c +++ b/src/utils.c @@ -395,16 +395,6 @@ UWPMessage *UWPGetMessage(void) return NULL; } -void UWPSendMessage(UWPMessage *msg) -{ - if ((UWPInMessageId + 1) < MAX_UWP_MESSAGES) - { - UWPInMessageId++; - UWPInMessages[UWPInMessageId] = msg; - } - else TRACELOG(LOG_WARNING, "UWP: Not enough array space to register new inbound message"); -} - void SendMessageToUWP(UWPMessage *msg) { if ((UWPOutMessageId + 1) < MAX_UWP_MESSAGES) @@ -415,15 +405,166 @@ void SendMessageToUWP(UWPMessage *msg) else TRACELOG(LOG_WARNING, "UWP: Not enough array space to register new outward message"); } -bool HasMessageFromUWP(void) + +// 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() { - return UWPInMessageId > -1; + 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; } -UWPMessage *GetMessageFromUWP(void) +UWPQueryTimeFunc UWPGetQueryTimeFunc(void) { - if (HasMessageFromUWP()) return UWPInMessages[UWPInMessageId--]; - - return NULL; + 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 diff --git a/src/utils.h b/src/utils.h index 675f43b84..666556d5b 100644 --- a/src/utils.h +++ b/src/utils.h @@ -73,63 +73,74 @@ FILE *android_fopen(const char *fileName, const char *mode); // Repla #endif #if defined(PLATFORM_UWP) -// UWP Messages System -typedef enum { - UWP_MSG_NONE = 0, +// UWP Implementation Features - // Send - UWP_MSG_SHOW_MOUSE, - UWP_MSG_HIDE_MOUSE, - UWP_MSG_LOCK_MOUSE, - UWP_MSG_UNLOCK_MOUSE, - UWP_MSG_SET_MOUSE_LOCATION, // paramVector0 (pos) +// Determine if UWP functions are set and ready for raylib's use. +bool UWPIsConfigured(); - // Receive (Into C) - UWP_MSG_REGISTER_KEY, // paramInt0 (key), paramChar0 (status) - UWP_MSG_REGISTER_CLICK, // paramInt0 (button), paramChar0 (status) - UWP_MSG_SCROLL_WHEEL_UPDATE, // paramInt0 (delta) - UWP_MSG_UPDATE_MOUSE_LOCATION, // paramVector0 (pos) - UWP_MSG_SET_GAMEPAD_ACTIVE, // paramInt0 (gamepad), paramBool0 (active or not) - UWP_MSG_SET_GAMEPAD_BUTTON, // paramInt0 (gamepad), paramInt1 (button), paramChar0 (status) - UWP_MSG_SET_GAMEPAD_AXIS, // paramInt0 (gamepad), int1 (axis), paramFloat0 (value) - UWP_MSG_SET_DISPLAY_DIMS, // paramVector0 (display dimensions) - UWP_MSG_HANDLE_RESIZE, // paramVector0 (new dimensions) - Onresized event - UWP_MSG_SET_GAME_TIME, // paramInt0 -} UWPMessageType; +// Function for getting program time. +typedef double(*UWPQueryTimeFunc)(); +UWPQueryTimeFunc UWPGetQueryTimeFunc(void); +void UWPSetQueryTimeFunc(UWPQueryTimeFunc func); -typedef struct UWPMessage { - UWPMessageType type; // Message type +// Function for sleeping the current thread +typedef void (*UWPSleepFunc)(double sleepUntil); +UWPSleepFunc UWPGetSleepFunc(void); +void UWPSetSleepFunc(UWPSleepFunc func); - Vector2 paramVector0; // Vector parameters - int paramInt0; // Int parameter - int paramInt1; // Int parameter - char paramChar0; // Char parameters - float paramFloat0; // Float parameters - double paramDouble0; // Double parameters - bool paramBool0; // Bool parameters +// Function for querying the display size +typedef void(*UWPDisplaySizeFunc)(int *width, int* height); +UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void); +void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func); - // More parameters can be added and fed to functions -} UWPMessage; +// 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); -// Allocate UWP Message -RLAPI UWPMessage* CreateUWPMessage(void); +// Function for setting mouse cursor position. +typedef void (*UWPMouseSetPosFunc)(int x, int y); +UWPMouseSetPosFunc UWPGetMouseSetPosFunc(); +void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func); -// Free UWP Message -RLAPI void DeleteUWPMessage(UWPMessage* msg); +// 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 -// Get messages into C++ -RLAPI bool UWPHasMessages(void); -RLAPI UWPMessage* UWPGetMessage(void); -RLAPI void UWPSendMessage(UWPMessage* msg); +// Call this when a Key is pressed or released. +void UWPKeyDownEvent(int key, bool down); -// For C to call -#ifndef __cplusplus // Hide from C++ code -void SendMessageToUWP(UWPMessage* msg); -bool HasMessageFromUWP(void); -UWPMessage* GetMessageFromUWP(void); -#endif +// Call when a mouse button state changes +void UWPMouseButtonEvent(int button, bool down); -#endif //defined(PLATFORM_UWP) +// 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 }