First draft of UWP rework.

This commit is contained in:
Reece Mackie 2020-04-29 21:04:34 +01:00
parent e65d15f6ad
commit 8061116f0e
10 changed files with 623 additions and 569 deletions

View File

@ -9,9 +9,6 @@
* #define PCH * #define PCH
* This defines what header is the PCH and needs to be included * 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) * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
* *
* This software is provided "as-is", without any express or implied warranty. In no event * This software is provided "as-is", without any express or implied warranty. In no event
@ -40,6 +37,7 @@
#include <chrono> #include <chrono>
#include <memory> #include <memory>
#include <wrl.h> #include <wrl.h>
#include <thread>
//EGL //EGL
#include <EGL/eglplatform.h> #include <EGL/eglplatform.h>
@ -59,25 +57,12 @@ using namespace Windows::Graphics::Display;
using namespace Microsoft::WRL; using namespace Microsoft::WRL;
using namespace Platform; using namespace Platform;
extern "C" { EGLNativeWindowType handle; };
/*
TODO list:
- Cache reference to our CoreWindow?
- Implement gestures support
*/
// Stand-ins for "core.c" variables // Stand-ins for "core.c" variables
#define MAX_GAMEPADS 4 // Max number of gamepads supported #define MAX_GAMEPADS 4 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
//Mouse cursor locking // TODO: I want to remove this "BaseApp" thing and just implement this in App.
bool cursorLocked = false;
Vector2 mouseDelta = {0, 0};
//Our mouse cursor
CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
//Base app implementation //Base app implementation
ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
@ -100,26 +85,22 @@ public:
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window) virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
{ {
// Hook window events
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged); window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged); window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
// Hook mouse pointer events
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed); 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->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->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp); window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved); // The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
UWPSetCoreWindowPtr((void*) window);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
// The CoreWindow has been created, so EGL can be initialized.
handle = (EGLNativeWindowType)window;
InitWindow(width, height, "raylib game example");
} }
virtual void Load(Platform::String^ entryPoint) {} virtual void Load(Platform::String^ entryPoint) {}
@ -132,36 +113,86 @@ public:
} }
virtual void Run() 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 // Get display dimensions
DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView(); DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels }; *width = dInfo->ScreenWidthInRawPixels;
*height = dInfo->ScreenHeightInRawPixels;
});
// Send display dimensions UWPSetMouseHideFunc([]()
UWPMessage *msg = CreateUWPMessage(); {
msg->type = UWP_MSG_SET_DISPLAY_DIMS; CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
msg->paramVector0 = screenSize; });
UWPSendMessage(msg);
// Send the time to the core UWPSetMouseShowFunc([]()
using clock = std::chrono::high_resolution_clock; {
auto timeStart = clock::now(); 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 // Set fps if 0
if (GetFPS() <= 0) SetTargetFPS(60); if (GetFPS() <= 0) SetTargetFPS(60);
while (!mWindowClosed) while (!WindowShouldClose())
{ {
if (mWindowVisible) 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<std::chrono::seconds>(delta).count();
UWPSendMessage(timeMsg);
// Call update function // Call update function
Update(); Update();
@ -188,177 +219,16 @@ protected:
// Input polling // Input polling
void PollInput() 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 // Process Gamepads
{ {
// Check if gamepads are ready // Check if gamepads are ready
for (int i = 0; i < MAX_GAMEPADS; i++) 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 // 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 // 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. // 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);
UWPMessage* msg = CreateUWPMessage();
msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
msg->paramInt0 = i;
msg->paramBool0 = i < Gamepad::Gamepads->Size;
UWPSendMessage(msg);
} }
// Get current gamepad state // Get current gamepad state
@ -371,30 +241,30 @@ protected:
GamepadReading reading = gamepad->GetCurrentReading(); 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 // 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)); UWPRegisterGamepadButton(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)); UWPRegisterGamepadButton(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)); UWPRegisterGamepadButton(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_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder)); UWPRegisterGamepadButton(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_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 UWPRegisterGamepadButton(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_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp)); UWPRegisterGamepadButton(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)); UWPRegisterGamepadButton(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)); UWPRegisterGamepadButton(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)); UWPRegisterGamepadButton(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_MIDDLE, false); // Home button not supported by UWP
// Get current axis state // Get current axis state
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger); UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
} }
} }
} }
@ -407,14 +277,16 @@ protected:
CoreWindow::GetForCurrentThread()->Activate(); 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. // Window event handlers.
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args) void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
{ {
UWPMessage* msg = CreateUWPMessage(); UWPResizeEvent(args->Size.Width, args->Size.Height);
msg->type = UWP_MSG_HANDLE_RESIZE;
UWPSendMessage(msg);
} }
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args) void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
@ -422,140 +294,137 @@ protected:
mWindowVisible = args->Visible; 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 // Input event handlers
void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args) void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{ {
//Get the current active pointer ID for our loop auto props = args->CurrentPoint->Properties;
CurrentPointerID = args->CurrentPoint->PointerId;
args->Handled = true; // 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) void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
{ {
UWPMessage* msg = CreateUWPMessage(); UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE;
msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
UWPSendMessage(msg);
} }
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; auto pos = args->CurrentPoint->Position;
mouseDelta.y += args->MouseDelta.Y; 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) void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
{ {
#ifdef HOLDHACK auto k = GetRaylibKey(args->VirtualKey);
// Start the hack if (k != -1)
KeyboardStateHack[(int)args->VirtualKey] = 1; UWPKeyDownEvent(k, true);
#endif
RegisterKey((int)args->VirtualKey, 1);
} }
void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args) void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
{ {
#ifdef HOLDHACK auto k = GetRaylibKey(args->VirtualKey);
// The same hack if (k != -1)
if (KeyboardStateHack[(int)args->VirtualKey] == 1) UWPKeyDownEvent(k, false);
{
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
} }
private: 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 mWindowClosed = false;
bool mWindowVisible = true; bool mWindowVisible = true;
int width = 640; int width = 640;
int height = 480; 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 // Application source for creating the program

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
@ -33,7 +33,7 @@
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion> <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication> <AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType> <ApplicationType>Windows Store</ApplicationType>
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion> <WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision> <ApplicationTypeRevision>10.0</ApplicationTypeRevision>
<ProjectName>raylib.App.UWP</ProjectName> <ProjectName>raylib.App.UWP</ProjectName>
@ -152,7 +152,6 @@
<AppxManifest Include="Package.appxmanifest"> <AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType> <SubType>Designer</SubType>
</AppxManifest> </AppxManifest>
<None Include="packages.config" />
<None Include="raylib.App.UWP.TemporaryKey.pfx" /> <None Include="raylib.App.UWP.TemporaryKey.pfx" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -160,6 +159,9 @@
<Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project> <Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" /> <Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />

View File

@ -29,12 +29,12 @@
<ItemGroup> <ItemGroup>
<AppxManifest Include="Package.appxmanifest" /> <AppxManifest Include="Package.appxmanifest" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Logo"> <Filter Include="Logo">
<UniqueIdentifier>{cdf72d55-f249-4ad6-9a91-f8a084e64933}</UniqueIdentifier> <UniqueIdentifier>{cdf72d55-f249-4ad6-9a91-f8a084e64933}</UniqueIdentifier>
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project> </Project>

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
</packages>

View File

@ -52,6 +52,9 @@
<ClCompile Include="..\..\..\src\textures.c" /> <ClCompile Include="..\..\..\src\textures.c" />
<ClCompile Include="..\..\..\src\utils.c" /> <ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid> <ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid>
<Keyword>StaticLibrary</Keyword> <Keyword>StaticLibrary</Keyword>
@ -60,7 +63,7 @@
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion> <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication> <AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType> <ApplicationType>Windows Store</ApplicationType>
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion> <WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision> <ApplicationTypeRevision>10.0</ApplicationTypeRevision>
</PropertyGroup> </PropertyGroup>
@ -239,5 +242,12 @@
</ItemDefinitionGroup> </ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
</ImportGroup> </ImportGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>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}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
</Target>
</Project> </Project>

View File

@ -26,4 +26,7 @@
<ClCompile Include="..\..\..\src\textures.c" /> <ClCompile Include="..\..\..\src\textures.c" />
<ClCompile Include="..\..\..\src\utils.c" /> <ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project> </Project>

View File

@ -328,10 +328,6 @@ typedef struct {
typedef struct { int x; int y; } Point; typedef struct { int x; int y; } Point;
typedef struct { unsigned int width; unsigned int height; } Size; 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 // Core global state context data
typedef struct CoreData { typedef struct CoreData {
struct { 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 // 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) 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); TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
CORE.Window.title = title; 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.Mouse.scale = (Vector2){ 1.0f, 1.0f };
CORE.Input.Gamepad.lastButtonPressed = -1; 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) #if defined(PLATFORM_ANDROID)
CORE.Window.screen.width = width; CORE.Window.screen.width = width;
CORE.Window.screen.height = height; CORE.Window.screen.height = height;
@ -758,7 +767,7 @@ void CloseWindow(void)
glfwTerminate(); glfwTerminate();
#endif #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 timeEndPeriod(1); // Restore time period
#endif #endif
@ -1207,9 +1216,7 @@ void ShowCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage(); UWPGetMouseShowFunc()();
msg->type = UWP_MSG_SHOW_MOUSE;
SendMessageToUWP(msg);
#endif #endif
CORE.Input.Mouse.cursorHidden = false; CORE.Input.Mouse.cursorHidden = false;
} }
@ -1221,9 +1228,7 @@ void HideCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage(); UWPGetMouseHideFunc()();
msg->type = UWP_MSG_HIDE_MOUSE;
SendMessageToUWP(msg);
#endif #endif
CORE.Input.Mouse.cursorHidden = true; CORE.Input.Mouse.cursorHidden = true;
} }
@ -1707,8 +1712,7 @@ double GetTime(void)
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
// Updated through messages return UWPGetQueryTimeFunc()();
return CORE.Time.current;
#endif #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 //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<IInspectable*>(surfaceCreationProperties), surfaceAttributes); //CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(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) if (CORE.Window.surface == EGL_NO_SURFACE)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen 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 // 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_WIDTH, &CORE.Window.screen.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.display.height); 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 #endif // PLATFORM_UWP
@ -3287,8 +3294,13 @@ static bool InitGraphicsDevice(int width, int height)
else else
{ {
// Grab the width and height of the surface // 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.width = CORE.Window.display.width;
CORE.Window.render.height = CORE.Window.display.height; CORE.Window.render.height = CORE.Window.display.height;
#endif
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); 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 ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
CORE.Window.ready = true; CORE.Window.ready = true;
#endif #endif
return true; return true;
@ -3428,7 +3440,7 @@ static void InitTimer(void)
{ {
srand((unsigned int)time(NULL)); // Initialize random seed 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) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
#endif #endif
@ -3452,7 +3464,9 @@ static void InitTimer(void)
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
static void Wait(float ms) 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 prevTime = GetTime();
double nextTime = 0.0; double nextTime = 0.0;
@ -3480,7 +3494,7 @@ static void Wait(float ms)
usleep(ms*1000.0f); usleep(ms*1000.0f);
#endif #endif
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP) #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)// && !defined(PLATFORM_UWP)
while (GetTime() < destTime) { } while (GetTime() < destTime) { }
#endif #endif
#endif #endif
@ -3637,142 +3651,6 @@ static void PollInputEvents(void)
CORE.Input.Mouse.currentWheelMove = 0; CORE.Input.Mouse.currentWheelMove = 0;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; 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 #endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -5258,3 +5136,138 @@ static void *GamepadThread(void *arg)
return NULL; return NULL;
} }
#endif // PLATFORM_RPI #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

View File

@ -663,6 +663,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
#define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h> // EGL library #include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library #include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library

View File

@ -395,16 +395,6 @@ UWPMessage *UWPGetMessage(void)
return NULL; 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) void SendMessageToUWP(UWPMessage *msg)
{ {
if ((UWPOutMessageId + 1) < MAX_UWP_MESSAGES) 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"); 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;
} }
UWPMessage *GetMessageFromUWP(void) if (uwpSleepFunc == NULL)
{ {
if (HasMessageFromUWP()) return UWPInMessages[UWPInMessageId--]; TRACELOG(LOG_ERROR, "You must call UWPSetSleepFunc with a valid function before calling InitWindow()");
pass = false;
return NULL;
} }
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 #endif // PLATFORM_UWP

View File

@ -73,61 +73,72 @@ FILE *android_fopen(const char *fileName, const char *mode); // Repla
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
// UWP Messages System // UWP Implementation Features
typedef enum {
UWP_MSG_NONE = 0,
// Send // Determine if UWP functions are set and ready for raylib's use.
UWP_MSG_SHOW_MOUSE, bool UWPIsConfigured();
UWP_MSG_HIDE_MOUSE,
UWP_MSG_LOCK_MOUSE,
UWP_MSG_UNLOCK_MOUSE,
UWP_MSG_SET_MOUSE_LOCATION, // paramVector0 (pos)
// Receive (Into C) // Function for getting program time.
UWP_MSG_REGISTER_KEY, // paramInt0 (key), paramChar0 (status) typedef double(*UWPQueryTimeFunc)();
UWP_MSG_REGISTER_CLICK, // paramInt0 (button), paramChar0 (status) UWPQueryTimeFunc UWPGetQueryTimeFunc(void);
UWP_MSG_SCROLL_WHEEL_UPDATE, // paramInt0 (delta) void UWPSetQueryTimeFunc(UWPQueryTimeFunc func);
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;
typedef struct UWPMessage { // Function for sleeping the current thread
UWPMessageType type; // Message type typedef void (*UWPSleepFunc)(double sleepUntil);
UWPSleepFunc UWPGetSleepFunc(void);
void UWPSetSleepFunc(UWPSleepFunc func);
Vector2 paramVector0; // Vector parameters // Function for querying the display size
int paramInt0; // Int parameter typedef void(*UWPDisplaySizeFunc)(int *width, int* height);
int paramInt1; // Int parameter UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void);
char paramChar0; // Char parameters void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func);
float paramFloat0; // Float parameters
double paramDouble0; // Double parameters
bool paramBool0; // Bool parameters
// More parameters can be added and fed to functions // Functions for mouse cursor control
} UWPMessage; 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 // Function for setting mouse cursor position.
RLAPI UWPMessage* CreateUWPMessage(void); typedef void (*UWPMouseSetPosFunc)(int x, int y);
UWPMouseSetPosFunc UWPGetMouseSetPosFunc();
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func);
// Free UWP Message // The below functions are implemented in core.c but are placed here so they can be called by user code.
RLAPI void DeleteUWPMessage(UWPMessage* msg); // This choice is made as platform-specific code is preferred to be kept away from raylib.h
// Get messages into C++ // Call this when a Key is pressed or released.
RLAPI bool UWPHasMessages(void); void UWPKeyDownEvent(int key, bool down);
RLAPI UWPMessage* UWPGetMessage(void);
RLAPI void UWPSendMessage(UWPMessage* msg);
// For C to call // Call when a mouse button state changes
#ifndef __cplusplus // Hide from C++ code void UWPMouseButtonEvent(int button, bool down);
void SendMessageToUWP(UWPMessage* msg);
bool HasMessageFromUWP(void); // Call when the mouse cursor moves
UWPMessage* GetMessageFromUWP(void); void UWPMousePosEvent(double x, double y);
#endif
// 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) #endif // defined(PLATFORM_UWP)