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authorReece Mackie <[email protected]>2019-04-27 19:33:51 +0100
committerRay <[email protected]>2019-04-27 20:33:51 +0200
commit2de1f318212dbceb71db6be053be995208748f2a (patch)
treea357bfc6e8b825ebfd26098a32bc11efa2c8dc8e
parentf37e55a77bd6177dbaea4d7f484961c09104e104 (diff)
downloadraylib-2de1f318212dbceb71db6be053be995208748f2a.tar.gz
raylib-2de1f318212dbceb71db6be053be995208748f2a.zip
UWP Support Overhaul (#819)
* Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Tested some desktop stuff and added projection matrix updates for window resizing. * Fixed big bad mouse bug * Fix alt buttons and add hack to combat flickery key presses (far from perfect) * Remove debug code * Final commit * Well, so I thought * Wow, i am bad * Remove packages folder * Remove useless include * Apply requested changes and fix linux build * Try to stop packages folder * Have we fixed the formatting properly? * Third time's the charm? * Where did this come from? * Re-fix * Autoformat is gonna kill * Fixed XBOX ONE Support * Fix tabs
-rw-r--r--.gitignore1
-rw-r--r--projects/VS2015.UWP/raylib.App.UWP/App.cpp558
-rw-r--r--projects/VS2015.UWP/raylib.App.UWP/App.h49
-rw-r--r--projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user4
-rw-r--r--projects/VS2015.UWP/raylib/raylib.vcxproj182
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.cpp78
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.h25
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png (renamed from projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png)bin801 -> 801 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png (renamed from projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png)bin329 -> 329 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png (renamed from projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png)bin2146 -> 2146 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png (renamed from projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png)bin429 -> 429 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png (renamed from projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png)bin2150 -> 2150 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/BaseApp.h567
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest (renamed from projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest)0
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/packages.config (renamed from projects/VS2015.UWP/raylib.App.UWP/packages.config)0
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/pch.cpp (renamed from projects/VS2015.UWP/raylib.App.UWP/pch.cpp)0
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/pch.h (renamed from projects/VS2015.UWP/raylib.App.UWP/pch.h)0
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx (renamed from projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx)bin2512 -> 2512 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters (renamed from projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters)0
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj (renamed from projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj)22
-rw-r--r--projects/VS2017.UWP/raylib.UWP.sln (renamed from projects/VS2015.UWP/raylib.UWP.sln)30
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj231
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters29
-rw-r--r--src/camera.h2
-rw-r--r--src/core.c260
-rw-r--r--src/external/ANGLE/EGL/eglplatform.h5
-rw-r--r--src/rlgl.h10
-rw-r--r--src/utils.c92
-rw-r--r--src/utils.h75
29 files changed, 1382 insertions, 838 deletions
diff --git a/.gitignore b/.gitignore
index 08e661af..df96338a 100644
--- a/.gitignore
+++ b/.gitignore
@@ -45,6 +45,7 @@ ipch/
*.opensdf
*.db
*.opendb
+packages/
# Ignore compiled binaries
*.o
diff --git a/projects/VS2015.UWP/raylib.App.UWP/App.cpp b/projects/VS2015.UWP/raylib.App.UWP/App.cpp
deleted file mode 100644
index 6ce6915c..00000000
--- a/projects/VS2015.UWP/raylib.App.UWP/App.cpp
+++ /dev/null
@@ -1,558 +0,0 @@
-#include "pch.h"
-#include "app.h"
-
-#include "raylib.h"
-
-using namespace Windows::ApplicationModel::Core;
-using namespace Windows::ApplicationModel::Activation;
-using namespace Windows::UI::Core;
-using namespace Windows::UI::Input;
-using namespace Windows::Devices::Input;
-using namespace Windows::Foundation;
-using namespace Windows::Foundation::Collections;
-using namespace Windows::Gaming::Input;
-using namespace Windows::Graphics::Display;
-using namespace Microsoft::WRL;
-using namespace Platform;
-
-using namespace raylibUWP;
-
-/*
-TODO list:
- - Cache reference to our CoreWindow?
- - Implement gestures support
-*/
-
-// Declare uwpWindow as exter to be used by raylib internals
-// NOTE: It should be properly assigned before calling InitWindow()
-extern "C" { EGLNativeWindowType uwpWindow; };
-
-/* INPUT CODE */
-// 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)
-
-static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
-static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
-static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
-static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
-
-static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
-static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
-
-static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
-static char currentMouseState[3] = { 0 }; // Registers current mouse button state
-static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
-static int currentMouseWheelY = 0; // Registers current mouse wheel variation
-
-static bool cursorOnScreen = false; // Tracks if cursor is inside client area
-static bool cursorHidden = false; // Track if cursor is hidden
-
-static Vector2 mousePosition;
-static Vector2 mouseDelta; // NOTE: Added to keep track of mouse movement while the cursor is locked - no equivalent in "core.c"
-static bool toggleCursorLock;
-
-CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
-
-// Helper to process key events
-void ProcessKeyEvent(Windows::System::VirtualKey key, int action)
-{
- using Windows::System::VirtualKey;
- switch (key)
- {
- case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break;
- case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break;
- case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break;
- case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break;
- case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break;
- case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break;
- case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break;
- case VirtualKey::Up: currentKeyState[KEY_UP] = action; break;
- case VirtualKey::F1: currentKeyState[KEY_F1] = action; break;
- case VirtualKey::F2: currentKeyState[KEY_F2] = action; break;
- case VirtualKey::F3: currentKeyState[KEY_F4] = action; break;
- case VirtualKey::F4: currentKeyState[KEY_F5] = action; break;
- case VirtualKey::F5: currentKeyState[KEY_F6] = action; break;
- case VirtualKey::F6: currentKeyState[KEY_F7] = action; break;
- case VirtualKey::F7: currentKeyState[KEY_F8] = action; break;
- case VirtualKey::F8: currentKeyState[KEY_F9] = action; break;
- case VirtualKey::F9: currentKeyState[KEY_F10] = action; break;
- case VirtualKey::F10: currentKeyState[KEY_F11] = action; break;
- case VirtualKey::F11: currentKeyState[KEY_F12] = action; break;
- case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break;
- case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break;
- case VirtualKey::LeftMenu: currentKeyState[KEY_LEFT_ALT] = action; break; // NOTE: Potential UWP bug with Alt key: https://social.msdn.microsoft.com/Forums/windowsapps/en-US/9bebfb0a-7637-400e-8bda-e55620091407/unexpected-behavior-in-windowscoreuicorephysicalkeystatusismenukeydown
- case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break;
- case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break;
- case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break;
- case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break;
- case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break;
- case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break;
- case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break;
- case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break;
- case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break;
- case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break;
- case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break;
- case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break;
- case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break;
- case VirtualKey::A: currentKeyState[KEY_A] = action; break;
- case VirtualKey::B: currentKeyState[KEY_B] = action; break;
- case VirtualKey::C: currentKeyState[KEY_C] = action; break;
- case VirtualKey::D: currentKeyState[KEY_D] = action; break;
- case VirtualKey::E: currentKeyState[KEY_E] = action; break;
- case VirtualKey::F: currentKeyState[KEY_F] = action; break;
- case VirtualKey::G: currentKeyState[KEY_G] = action; break;
- case VirtualKey::H: currentKeyState[KEY_H] = action; break;
- case VirtualKey::I: currentKeyState[KEY_I] = action; break;
- case VirtualKey::J: currentKeyState[KEY_J] = action; break;
- case VirtualKey::K: currentKeyState[KEY_K] = action; break;
- case VirtualKey::L: currentKeyState[KEY_L] = action; break;
- case VirtualKey::M: currentKeyState[KEY_M] = action; break;
- case VirtualKey::N: currentKeyState[KEY_N] = action; break;
- case VirtualKey::O: currentKeyState[KEY_O] = action; break;
- case VirtualKey::P: currentKeyState[KEY_P] = action; break;
- case VirtualKey::Q: currentKeyState[KEY_Q] = action; break;
- case VirtualKey::R: currentKeyState[KEY_R] = action; break;
- case VirtualKey::S: currentKeyState[KEY_S] = action; break;
- case VirtualKey::T: currentKeyState[KEY_T] = action; break;
- case VirtualKey::U: currentKeyState[KEY_U] = action; break;
- case VirtualKey::V: currentKeyState[KEY_V] = action; break;
- case VirtualKey::W: currentKeyState[KEY_W] = action; break;
- case VirtualKey::X: currentKeyState[KEY_X] = action; break;
- case VirtualKey::Y: currentKeyState[KEY_Y] = action; break;
- case VirtualKey::Z: currentKeyState[KEY_Z] = action; break;
-
- }
-}
-
-// Callbacks
-void App::PointerPressed(CoreWindow^ window, PointerEventArgs^ args)
-{
- if (args->CurrentPoint->Properties->IsLeftButtonPressed)
- {
- currentMouseState[MOUSE_LEFT_BUTTON] = 1;
- }
- if (args->CurrentPoint->Properties->IsRightButtonPressed)
- {
- currentMouseState[MOUSE_RIGHT_BUTTON] = 1;
- }
- if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
- {
- currentMouseState[MOUSE_MIDDLE_BUTTON] = 1;
- }
-}
-
-void App::PointerReleased(CoreWindow ^window, PointerEventArgs^ args)
-{
- if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
- {
- currentMouseState[MOUSE_LEFT_BUTTON] = 0;
- }
- if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
- {
- currentMouseState[MOUSE_RIGHT_BUTTON] = 0;
- }
- if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
- {
- currentMouseState[MOUSE_MIDDLE_BUTTON] = 0;
- }
-}
-
-void App::PointerWheelChanged(CoreWindow ^window, PointerEventArgs^ args)
-{
- // TODO: Scale the MouseWheelDelta to match GLFW's mouse wheel sensitivity.
- currentMouseWheelY += args->CurrentPoint->Properties->MouseWheelDelta;
-}
-
-void App::MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
-{
- mouseDelta.x += args->MouseDelta.X;
- mouseDelta.y += args->MouseDelta.Y;
-}
-
-void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
-{
- ProcessKeyEvent(args->VirtualKey, 1);
-}
-
-void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
-{
- ProcessKeyEvent(args->VirtualKey, 0);
-}
-
-/* REIMPLEMENTED FROM CORE.C */
-// Get one key state
-static bool GetKeyStatus(int key)
-{
- return currentKeyState[key];
-}
-
-// Show mouse cursor
-void UWPShowCursor()
-{
- CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
- cursorHidden = false;
-}
-
-// Hides mouse cursor
-void UWPHideCursor()
-{
- CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
- cursorHidden = true;
-}
-
-// Set mouse position XY
-void UWPSetMousePosition(Vector2 position)
-{
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
- Point mousePosScreen = Point(position.x + window->Bounds.X, position.y + window->Bounds.Y);
- window->PointerPosition = mousePosScreen;
- mousePosition = position;
-}
-
-// Enables cursor (unlock cursor)
-void UWPEnableCursor()
-{
- UWPShowCursor();
- UWPSetMousePosition(mousePosition); // The mouse is hidden in the center of the screen - move it to where it should appear
- toggleCursorLock = false;
-}
-
-// Disables cursor (lock cursor)
-void UWPDisableCursor()
-{
- UWPHideCursor();
- toggleCursorLock = true;
-}
-
-// Get one mouse button state
-static bool UWPGetMouseButtonStatus(int button)
-{
- return currentMouseState[button];
-}
-
-// Poll (store) all input events
-void UWP_PollInput()
-{
- // Register previous keyboard state
- for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
-
- // Process Mouse
- {
- // Register previous mouse states
- for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
- previousMouseWheelY = currentMouseWheelY;
- currentMouseWheelY = 0;
-
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
- if (toggleCursorLock)
- {
- // Track cursor movement delta, recenter it on the client
- mousePosition.x += mouseDelta.x;
- mousePosition.y += mouseDelta.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
- mousePosition.x = window->PointerPosition.X - window->Bounds.X;
- mousePosition.y = window->PointerPosition.Y - window->Bounds.Y;
- }
-
- mouseDelta = { 0 ,0 };
- }
-
- // Process Gamepads
- {
- // Check if gamepads are ready
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- // HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
- // connected gamepads with their spot in the list, but this has serious robustness problems
- // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
-
- gamepadReady[i] = (i < Gamepad::Gamepads->Size);
- }
-
- // Get current gamepad state
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (gamepadReady[i])
- {
- // Register previous gamepad states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
-
- // Get current gamepad state
- auto gamepad = Gamepad::Gamepads->GetAt(i);
- GamepadReading reading = gamepad->GetCurrentReading();
-
- // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
-
- // Get current axis state
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
- }
- }
- }
-
-}
-
-// The following functions were ripped from core.c and have *no additional work done on them*
-// Detect if a key has been pressed once
-bool UWPIsKeyPressed(int key)
-{
- bool pressed = false;
-
- if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
- else pressed = false;
-
- return pressed;
-}
-
-// Detect if a key is being pressed (key held down)
-bool UWPIsKeyDown(int key)
-{
- if (GetKeyStatus(key) == 1) return true;
- else return false;
-}
-
-// Detect if a key has been released once
-bool UWPIsKeyReleased(int key)
-{
- bool released = false;
-
- if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
- else released = false;
-
- return released;
-}
-
-// Detect if a key is NOT being pressed (key not held down)
-bool UWPIsKeyUp(int key)
-{
- if (GetKeyStatus(key) == 0) return true;
- else return false;
-}
-
-/* OTHER CODE */
-
-// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
-inline float ConvertDipsToPixels(float dips, float dpi)
-{
- static const float dipsPerInch = 96.0f;
- return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
-}
-
-// Implementation of the IFrameworkViewSource interface, necessary to run our app.
-ref class SimpleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
-{
-public:
- virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
- {
- return ref new App();
- }
-};
-
-// The main function creates an IFrameworkViewSource for our app, and runs the app.
-[Platform::MTAThread]
-int main(Platform::Array<Platform::String^>^)
-{
- auto simpleApplicationSource = ref new SimpleApplicationSource();
- CoreApplication::Run(simpleApplicationSource);
-
- return 0;
-}
-
-App::App() :
- mWindowClosed(false),
- mWindowVisible(true)
-{
-}
-
-// The first method called when the IFrameworkView is being created.
-void App::Initialize(CoreApplicationView^ applicationView)
-{
- // Register event handlers for app lifecycle. This example includes Activated, so that we
- // can make the CoreWindow active and start rendering on the window.
- applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
-
- // Logic for other event handlers could go here.
- // Information about the Suspending and Resuming event handlers can be found here:
- // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
-
- CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
-}
-
-// Called when the CoreWindow object is created (or re-created).
-void App::SetWindow(CoreWindow^ window)
-{
- window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
- window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
- window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
-
- window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerPressed);
- window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerReleased);
- window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerWheelChanged);
- window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
- window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
-
- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::MouseMoved);
-
- DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
- currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
-
- // The CoreWindow has been created, so EGL can be initialized.
-
- uwpWindow = (EGLNativeWindowType)window;
-
- InitWindow(800, 450, NULL);
-}
-
-// Initializes scene resources
-void App::Load(Platform::String^ entryPoint)
-{
- // InitWindow() --> rlglInit()
-}
-
-static int posX = 100;
-static int posY = 100;
-static int time = 0;
-// This method is called after the window becomes active.
-void App::Run()
-{
- while (!mWindowClosed)
- {
- if (mWindowVisible)
- {
- // Draw
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- posX += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_X] * 5;
- posY += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_Y] * -5;
- DrawRectangle(posX, posY, 400, 100, RED);
-
- DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
-
- DrawCircle(mousePosition.x, mousePosition.y, 40, BLUE);
-
- if (UWPIsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
-
- if (UWPIsKeyPressed(KEY_A))
- {
- posX -= 50;
- UWPEnableCursor();
- }
-
- if (UWPIsKeyPressed(KEY_D))
- {
- posX += 50;
- UWPDisableCursor();
- }
-
- if (currentKeyState[KEY_LEFT_ALT]) DrawRectangle(250, 250, 20, 20, BLACK);
- if (currentKeyState[KEY_BACKSPACE]) DrawRectangle(280, 250, 20, 20, BLACK);
- if (currentMouseState[MOUSE_LEFT_BUTTON]) DrawRectangle(280, 250, 20, 20, BLACK);
-
- static int pos = 0;
- pos -= currentMouseWheelY;
-
- DrawRectangle(280, pos + 50, 20, 20, BLACK);
- DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE);
-
- EndDrawing();
-
- UWP_PollInput();
-
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
- }
- else
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
- }
- }
-
- CloseWindow();
-}
-
-// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
-// class is torn down while the app is in the foreground.
-void App::Uninitialize()
-{
- // CloseWindow();
-}
-
-// Application lifecycle event handler.
-void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
-{
- // Run() won't start until the CoreWindow is activated.
- CoreWindow::GetForCurrentThread()->Activate();
-}
-
-void App::OnResuming(Object^ sender, Object^ args)
-{
- // Restore any data or state that was unloaded on suspend. By default, data
- // and state are persisted when resuming from suspend. Note that this event
- // does not occur if the app was previously terminated.
-}
-
-void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
-{
- // TODO: Update window and render area size
- //m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
- //m_main->UpdateForWindowSizeChange();
-}
-
-// Window event handlers.
-void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
-{
- mWindowVisible = args->Visible;
-
- // raylib core has the variable windowMinimized to register state,
- // it should be modifyed by this event...
-}
-
-void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
-{
- mWindowClosed = true;
-
- // raylib core has the variable windowShouldClose to register state,
- // it should be modifyed by this event...
-}
-
-void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
-{
- //m_deviceResources->SetDpi(sender->LogicalDpi);
- //m_main->UpdateForWindowSizeChange();
-}
-
-void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
-{
- //m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
- //m_main->UpdateForWindowSizeChange();
-}
diff --git a/projects/VS2015.UWP/raylib.App.UWP/App.h b/projects/VS2015.UWP/raylib.App.UWP/App.h
deleted file mode 100644
index 5b58528b..00000000
--- a/projects/VS2015.UWP/raylib.App.UWP/App.h
+++ /dev/null
@@ -1,49 +0,0 @@
-#pragma once
-
-#include <string>
-
-#include "pch.h"
-
-namespace raylibUWP
-{
- ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
- {
- public:
- App();
-
- // IFrameworkView Methods.
- virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
- virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
- virtual void Load(Platform::String^ entryPoint);
- virtual void Run();
- virtual void Uninitialize();
-
- protected:
-
- // Application lifecycle event handlers.
- void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
- void OnResuming(Platform::Object^ sender, Platform::Object^ args);
-
- // Window event handlers.
- void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
- void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
- void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
-
- // 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);
- void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
- void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
- void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
- void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
- void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
-
- private:
-
- bool mWindowClosed;
- bool mWindowVisible;
- };
-}
diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user b/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user
deleted file mode 100644
index abe8dd89..00000000
--- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user
+++ /dev/null
@@ -1,4 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <PropertyGroup />
-</Project> \ No newline at end of file
diff --git a/projects/VS2015.UWP/raylib/raylib.vcxproj b/projects/VS2015.UWP/raylib/raylib.vcxproj
deleted file mode 100644
index ed8eb80b..00000000
--- a/projects/VS2015.UWP/raylib/raylib.vcxproj
+++ /dev/null
@@ -1,182 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <ItemGroup Label="ProjectConfigurations">
- <ProjectConfiguration Include="Debug|Win32">
- <Configuration>Debug</Configuration>
- <Platform>Win32</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Debug|x64">
- <Configuration>Debug</Configuration>
- <Platform>x64</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Release|Win32">
- <Configuration>Release</Configuration>
- <Platform>Win32</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Release|x64">
- <Configuration>Release</Configuration>
- <Platform>x64</Platform>
- </ProjectConfiguration>
- </ItemGroup>
- <PropertyGroup Label="Globals">
- <ProjectGuid>{E89D61AC-55DE-4482-AFD4-DF7242EBC859}</ProjectGuid>
- <Keyword>Win32Proj</Keyword>
- <RootNamespace>raylib</RootNamespace>
- <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
- </PropertyGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
- <ConfigurationType>StaticLibrary</ConfigurationType>
- <UseDebugLibraries>true</UseDebugLibraries>
- <PlatformToolset>v140</PlatformToolset>
- <CharacterSet>Unicode</CharacterSet>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
- <ConfigurationType>StaticLibrary</ConfigurationType>
- <UseDebugLibraries>true</UseDebugLibraries>
- <PlatformToolset>v140</PlatformToolset>
- <CharacterSet>Unicode</CharacterSet>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
- <ConfigurationType>StaticLibrary</ConfigurationType>
- <UseDebugLibraries>false</UseDebugLibraries>
- <PlatformToolset>v140</PlatformToolset>
- <WholeProgramOptimization>true</WholeProgramOptimization>
- <CharacterSet>Unicode</CharacterSet>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
- <ConfigurationType>StaticLibrary</ConfigurationType>
- <UseDebugLibraries>false</UseDebugLibraries>
- <PlatformToolset>v140</PlatformToolset>
- <WholeProgramOptimization>true</WholeProgramOptimization>
- <CharacterSet>Unicode</CharacterSet>
- </PropertyGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
- <ImportGroup Label="ExtensionSettings">
- </ImportGroup>
- <ImportGroup Label="Shared">
- </ImportGroup>
- <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
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- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <PropertyGroup Label="UserMacros" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)$(ProjectName)\$(Configuration)\temp</IntDir>
- </PropertyGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <ClCompile>
- <PrecompiledHeader>
- </PrecompiledHeader>
- <WarningLevel>Level3</WarningLevel>
- <Optimization>Disabled</Optimization>
- <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
- <CompileAs>CompileAsC</CompileAs>
- <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE</AdditionalIncludeDirectories>
- </ClCompile>
- <Link>
- <SubSystem>Windows</SubSystem>
- </Link>
- <Lib>
- <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- </Lib>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <ClCompile>
- <PrecompiledHeader>
- </PrecompiledHeader>
- <WarningLevel>Level3</WarningLevel>
- <Optimization>Disabled</Optimization>
- <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
- <CompileAs>CompileAsC</CompileAs>
- <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\include\ANGLE</AdditionalIncludeDirectories>
- </ClCompile>
- <Link>
- <SubSystem>Windows</SubSystem>
- </Link>
- <Lib>
- <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- </Lib>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <ClCompile>
- <WarningLevel>Level3</WarningLevel>
- <PrecompiledHeader>
- </PrecompiledHeader>
- <Optimization>MaxSpeed</Optimization>
- <FunctionLevelLinking>true</FunctionLevelLinking>
- <IntrinsicFunctions>true</IntrinsicFunctions>
- <PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
- <CompileAs>CompileAsC</CompileAs>
- </ClCompile>
- <Link>
- <SubSystem>Windows</SubSystem>
- <EnableCOMDATFolding>true</EnableCOMDATFolding>
- <OptimizeReferences>true</OptimizeReferences>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <ClCompile>
- <WarningLevel>Level3</WarningLevel>
- <PrecompiledHeader>
- </PrecompiledHeader>
- <Optimization>MaxSpeed</Optimization>
- <FunctionLevelLinking>true</FunctionLevelLinking>
- <IntrinsicFunctions>true</IntrinsicFunctions>
- <PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
- <AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\include\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
- <CompileAs>CompileAsC</CompileAs>
- </ClCompile>
- <Link>
- <SubSystem>Windows</SubSystem>
- <EnableCOMDATFolding>true</EnableCOMDATFolding>
- <OptimizeReferences>true</OptimizeReferences>
- </Link>
- </ItemDefinitionGroup>
- <ItemGroup>
- <Text Include="ReadMe.txt" />
- </ItemGroup>
- <ItemGroup>
- <ClCompile Include="..\..\..\src\audio.c" />
- <ClCompile Include="..\..\..\src\core.c" />
- <ClCompile Include="..\..\..\src\models.c" />
- <ClCompile Include="..\..\..\src\shapes.c" />
- <ClCompile Include="..\..\..\src\text.c" />
- <ClCompile Include="..\..\..\src\textures.c" />
- <ClCompile Include="..\..\..\src\utils.c" />
- </ItemGroup>
- <ItemGroup>
- <ClInclude Include="..\..\..\src\camera.h" />
- <ClInclude Include="..\..\..\src\external\glad.h" />
- <ClInclude Include="..\..\..\src\external\jar_mod.h" />
- <ClInclude Include="..\..\..\src\external\jar_xm.h" />
- <ClInclude Include="..\..\..\src\external\stb_image.h" />
- <ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
- <ClInclude Include="..\..\..\src\external\stb_image_write.h" />
- <ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
- <ClInclude Include="..\..\..\src\external\stb_truetype.h" />
- <ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
- <ClInclude Include="..\..\..\src\gestures.h" />
- <ClInclude Include="..\..\..\src\raylib.h" />
- <ClInclude Include="..\..\..\src\raymath.h" />
- <ClInclude Include="..\..\..\src\rlgl.h" />
- <ClInclude Include="..\..\..\src\utils.h" />
- </ItemGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
- <ImportGroup Label="ExtensionTargets">
- </ImportGroup>
-</Project> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
new file mode 100644
index 00000000..ae137ed2
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
@@ -0,0 +1,78 @@
+#include "pch.h"
+#include "app.h"
+
+#include "raylib.h"
+
+using namespace raylibUWP;
+
+// The main function creates an IFrameworkViewSource for our app, and runs the app.
+[Platform::MTAThread]
+int main(Platform::Array<Platform::String^>^)
+{
+ auto appSource = ref new ApplicationSource<App>();
+ CoreApplication::Run(appSource);
+
+ return 0;
+}
+
+App::App()
+{
+ //This does not work... need to fix this.
+ SetConfigFlags(0);
+
+ Setup(640, 480);
+}
+
+static int posX = 100;
+static int posY = 100;
+static int gTime = 0;
+
+// This method is called every frame
+void App::Update()
+{
+ //return;
+ // Draw
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
+ posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
+
+ DrawRectangle(posX, posY, 400, 100, RED);
+
+ DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
+
+ auto mPos = GetMousePosition();
+
+ DrawCircle(mPos.x, mPos.y, 40, BLUE);
+
+ if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
+
+ if (IsKeyPressed(KEY_A))
+ {
+ posX -= 50;
+ EnableCursor();
+ }
+
+ if (IsKeyPressed(KEY_D))
+ {
+ posX += 50;
+ DisableCursor();
+ }
+
+ if (IsKeyDown(KEY_LEFT_ALT))
+ DrawRectangle(250, 250, 20, 20, BLACK);
+ if (IsKeyDown(KEY_BACKSPACE))
+ DrawRectangle(280, 250, 20, 20, BLACK);
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ DrawRectangle(280, 250, 20, 20, BLACK);
+
+ static int pos = 0;
+ pos -= GetMouseWheelMove();
+
+ DrawRectangle(280, pos + 50, 20, 20, BLACK);
+ DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
+
+ EndDrawing();
+} \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.h b/projects/VS2017.UWP/raylib.App.UWP/App.h
new file mode 100644
index 00000000..26c1d400
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include <string>
+
+#include "pch.h"
+
+//Define what header we use for BaseApp.h
+#define PCH "pch.h"
+
+//Enable hold hack
+#define HOLDHACK
+
+#include "BaseApp.h"
+
+namespace raylibUWP
+{
+ ref class App sealed : public BaseApp
+ {
+ public:
+ App();
+
+ // IFrameworkView Methods.
+ void Update() override;
+ };
+}
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
index e26771cb..e26771cb 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
+++ b/projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
Binary files differ
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png
index 1eb0d9d5..1eb0d9d5 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png
+++ b/projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png
Binary files differ
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png
index c951e031..c951e031 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png
+++ b/projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png
Binary files differ
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png
index dcb67271..dcb67271 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png
+++ b/projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png
Binary files differ
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
index 9dd94b62..9dd94b62 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
+++ b/projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
new file mode 100644
index 00000000..e27909e2
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
@@ -0,0 +1,567 @@
+/**********************************************************************************************
+*
+* raylib.BaseApp - UWP App generic code for managing interface between C and C++
+*
+* LICENSE: zlib/libpng
+*
+* CONFIGURATION:
+*
+* #define PCH
+* This defines what header is the PCH and needs to be included
+*
+* #define HOLDHACK
+* This enables a hack to fix flickering key presses (Temporary)
+*
+* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#pragma once
+
+#if defined(PCH)
+#include PCH
+#endif
+
+#include <chrono>
+#include <memory>
+#include <wrl.h>
+
+//EGL
+#include <EGL/eglplatform.h>
+
+#include "raylib.h"
+#include "utils.h"
+
+using namespace Windows::ApplicationModel::Core;
+using namespace Windows::ApplicationModel::Activation;
+using namespace Windows::UI::Core;
+using namespace Windows::UI::Input;
+using namespace Windows::Devices::Input;
+using namespace Windows::Foundation;
+using namespace Windows::Foundation::Collections;
+using namespace Windows::Gaming::Input;
+using namespace Windows::Graphics::Display;
+using namespace Microsoft::WRL;
+using namespace Platform;
+
+extern "C" { EGLNativeWindowType uwpWindow; };
+
+/*
+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
+
+//Base app implementation
+ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
+{
+public:
+
+ // IFrameworkView Methods.
+ virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
+ {
+ // Register event handlers for app lifecycle. This example includes Activated, so that we
+ // can make the CoreWindow active and start rendering on the window.
+ applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &BaseApp::OnActivated);
+
+ // Logic for other event handlers could go here.
+ // Information about the Suspending and Resuming event handlers can be found here:
+ // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
+
+ CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
+ }
+
+ virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
+ {
+ window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
+ window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
+ window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
+
+ window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
+ window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
+ window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
+ window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
+
+ Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
+
+ 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.
+
+ uwpWindow = (EGLNativeWindowType)window;
+
+ InitWindow(width, height, NULL);
+ }
+
+ virtual void Load(Platform::String^ entryPoint) {}
+
+ void Setup(int width, int height)
+ {
+ //Set dimensions
+ this->width = width;
+ this->height = height;
+ }
+
+ virtual void Run()
+ {
+ //Get display dimensions
+ DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
+ Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
+
+ //Send display dimensions
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = SetDisplayDims;
+ msg->Vector0 = screenSize;
+ UWPSendMessage(msg);
+
+ //Send the time to the core
+ using clock = std::chrono::high_resolution_clock;
+ auto timeStart = clock::now();
+
+ //Set fps if 0
+ if (GetFPS() <= 0)
+ SetTargetFPS(60);
+
+ while (!mWindowClosed)
+ {
+ if (mWindowVisible)
+ {
+ //Send time
+ auto delta = clock::now() - timeStart;
+
+ UWPMessage* timeMsg = CreateUWPMessage();
+ timeMsg->Type = SetGameTime;
+ timeMsg->Double0 = std::chrono::duration_cast<std::chrono::seconds>(delta).count();
+ UWPSendMessage(timeMsg);
+
+ //Call update function
+ Update();
+
+ PollInput();
+
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
+ }
+ else
+ {
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
+ }
+ }
+
+ CloseWindow();
+ }
+
+ //Called every frame (Maybe add draw)
+ virtual void Update() {}
+
+ virtual void Uninitialize() {}
+
+protected:
+
+ // Input polling
+ void PollInput()
+ {
+ // Process Messages
+ {
+ //Loop over pending messages
+ while (UWPHasMessages())
+ {
+ //Get the message
+ auto msg = UWPGetMessage();
+
+ //Carry out the command
+ switch(msg->Type)
+ {
+ case ShowMouse: //Do the same thing because of how UWP works...
+ case UnlockMouse:
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
+ cursorLocked = false;
+ MoveMouse(GetMousePosition());
+ break;
+ }
+ case HideMouse: //Do the same thing because of how UWP works...
+ case LockMouse:
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
+ cursorLocked = true;
+ break;
+ }
+ case SetMouseLocation:
+ {
+ MoveMouse(msg->Vector0);
+ 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++)
+ {
+ // 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 = MarkGamepadActive;
+ msg->Int0 = i;
+ msg->Bool0 = i < Gamepad::Gamepads->Size;
+ UWPSendMessage(msg);
+ }
+
+ // Get current gamepad state
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (IsGamepadAvailable(i))
+ {
+ // Get current gamepad state
+ auto gamepad = Gamepad::Gamepads->GetAt(i);
+ GamepadReading reading = gamepad->GetCurrentReading();
+
+ // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
+ RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
+
+ // Get current axis state
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
+ RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
+ }
+ }
+ }
+ }
+
+ // Application lifecycle event handlers.
+ void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
+ {
+ // Run() won't start until the CoreWindow is activated.
+ CoreWindow::GetForCurrentThread()->Activate();
+ }
+
+ void OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
+
+ // Window event handlers.
+ void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = HandleResize;
+ UWPSendMessage(msg);
+ }
+
+ void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
+ {
+ mWindowVisible = args->Visible;
+ }
+
+ void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
+ {
+ mWindowClosed = true;
+ }
+
+ // DisplayInformation event handlers.
+ void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
+ void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
+
+ // Input event handlers
+ void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
+ {
+ //Get the current active pointer ID for our loop
+ CurrentPointerID = args->CurrentPoint->PointerId;
+ args->Handled = true;
+ }
+
+ void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = ScrollWheelUpdate;
+ msg->Float0 = args->CurrentPoint->Properties->MouseWheelDelta;
+ UWPSendMessage(msg);
+ }
+
+ void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
+ {
+ mouseDelta.x += args->MouseDelta.X;
+ mouseDelta.y += args->MouseDelta.Y;
+ }
+
+ void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
+ {
+#ifdef HOLDHACK
+ //Start the hack
+ KeyboardStateHack[(int)args->VirtualKey] = 1;
+#endif
+
+ RegisterKey((int)args->VirtualKey, 1);
+ }
+
+ 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
+ }
+
+private:
+
+ void RegisterKey(int key, char status)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = UWPMessageType::RegisterKey;
+ msg->Int0 = key;
+ msg->Char0 = 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 = MarkGamepadButton;
+ msg->Int0 = gamepad;
+ msg->Int1 = button;
+ msg->Char0 = status;
+ UWPSendMessage(msg);
+ }
+
+ void RegisterGamepadAxis(int gamepad, int axis, float value)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = MarkGamepadAxis;
+ msg->Int0 = gamepad;
+ msg->Int1 = axis;
+ msg->Float0 = value;
+ UWPSendMessage(msg);
+ }
+
+ void UpdateMousePosition(Vector2 pos)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = UpdateMouseLocation;
+ msg->Vector0 = pos;
+ UWPSendMessage(msg);
+ }
+
+ void RegisterClick(int button, char status)
+ {
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = UWPMessageType::RegisterClick;
+ msg->Int0 = button;
+ msg->Char0 = 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
+template<typename AppType>
+ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
+{
+public:
+ virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
+ {
+ return ref new AppType();
+ }
+}; \ No newline at end of file
diff --git a/projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest b/projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest
index 56020a50..56020a50 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest
+++ b/projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest
diff --git a/projects/VS2015.UWP/raylib.App.UWP/packages.config b/projects/VS2017.UWP/raylib.App.UWP/packages.config
index 70c3dea0..70c3dea0 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/packages.config
+++ b/projects/VS2017.UWP/raylib.App.UWP/packages.config
diff --git a/projects/VS2015.UWP/raylib.App.UWP/pch.cpp b/projects/VS2017.UWP/raylib.App.UWP/pch.cpp
index bcb5590b..bcb5590b 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/pch.cpp
+++ b/projects/VS2017.UWP/raylib.App.UWP/pch.cpp
diff --git a/projects/VS2015.UWP/raylib.App.UWP/pch.h b/projects/VS2017.UWP/raylib.App.UWP/pch.h
index dcbd2378..dcbd2378 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/pch.h
+++ b/projects/VS2017.UWP/raylib.App.UWP/pch.h
diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
index 0ada3be0..0ada3be0 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
Binary files differ
diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters
index 4e83c979..4e83c979 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters
diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
index f20a276e..421d7209 100644
--- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
@@ -33,8 +33,8 @@
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
- <WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
- <WindowsTargetPlatformMinVersion>10.0.14393.0</WindowsTargetPlatformMinVersion>
+ <WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
+ <WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
<ProjectName>raylib.App.UWP</ProjectName>
</PropertyGroup>
@@ -42,7 +42,7 @@
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
- <PlatformToolset>v140</PlatformToolset>
+ <PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
@@ -64,19 +64,19 @@
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
<Link>
- <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm;$(SolutionDir)\raylib\Debug</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
<Link>
- <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)raylib\Debug;%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store; $(VCInstallDir)\lib</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
<Link>
- <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\x64\Debug;C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
@@ -87,7 +87,7 @@
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
- <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ProjectReference>
<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
@@ -100,7 +100,7 @@
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
- <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <PreprocessorDefinitions>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
<OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
</ClCompile>
@@ -117,6 +117,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
+ <ClInclude Include="BaseApp.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>
@@ -132,6 +133,11 @@
<None Include="packages.config" />
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
</ItemGroup>
+ <ItemGroup>
+ <ProjectReference Include="..\raylib.UWP\raylib.UWP.vcxproj">
+ <Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
+ </ProjectReference>
+ </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<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')" />
diff --git a/projects/VS2015.UWP/raylib.UWP.sln b/projects/VS2017.UWP/raylib.UWP.sln
index 087e84f4..fb528655 100644
--- a/projects/VS2015.UWP/raylib.UWP.sln
+++ b/projects/VS2017.UWP/raylib.UWP.sln
@@ -1,11 +1,11 @@

Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 14
-VisualStudioVersion = 14.0.25420.1
+# Visual Studio 15
+VisualStudioVersion = 15.0.28307.438
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib.App.UWP", "raylib.App.UWP\raylib.App.UWP.vcxproj", "{B842558C-C034-4E4B-9457-A286F26E83CC}"
EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib", "raylib\raylib.vcxproj", "{E89D61AC-55DE-4482-AFD4-DF7242EBC859}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib.UWP", "raylib.UWP\raylib.UWP.vcxproj", "{EA91E088-7C71-4F32-B761-E054305CD519}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -35,17 +35,23 @@ Global
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.ActiveCfg = Release|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Build.0 = Release|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Deploy.0 = Release|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.ActiveCfg = Debug|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.Build.0 = Debug|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x64.ActiveCfg = Debug|x64
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.ActiveCfg = Debug|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.Build.0 = Debug|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|ARM.ActiveCfg = Release|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x64.ActiveCfg = Release|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.ActiveCfg = Release|Win32
- {E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.Build.0 = Release|Win32
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|ARM.ActiveCfg = Debug|ARM
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|ARM.Build.0 = Debug|ARM
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x64.ActiveCfg = Debug|x64
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x64.Build.0 = Debug|x64
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x86.ActiveCfg = Debug|Win32
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x86.Build.0 = Debug|Win32
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|ARM.ActiveCfg = Release|ARM
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|ARM.Build.0 = Release|ARM
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|x64.ActiveCfg = Release|x64
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|x64.Build.0 = Release|x64
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|x86.ActiveCfg = Release|Win32
+ {EA91E088-7C71-4F32-B761-E054305CD519}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {E32C7998-071A-419B-8869-E957374307CA}
+ EndGlobalSection
EndGlobal
diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
new file mode 100644
index 00000000..f05f829c
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
@@ -0,0 +1,231 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|ARM">
+ <Configuration>Debug</Configuration>
+ <Platform>ARM</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|ARM">
+ <Configuration>Release</Configuration>
+ <Platform>ARM</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\..\src\camera.h" />
+ <ClInclude Include="..\..\..\src\external\glad.h" />
+ <ClInclude Include="..\..\..\src\external\jar_mod.h" />
+ <ClInclude Include="..\..\..\src\external\jar_xm.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_write.h" />
+ <ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
+ <ClInclude Include="..\..\..\src\external\stb_truetype.h" />
+ <ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
+ <ClInclude Include="..\..\..\src\gestures.h" />
+ <ClInclude Include="..\..\..\src\raylib.h" />
+ <ClInclude Include="..\..\..\src\raymath.h" />
+ <ClInclude Include="..\..\..\src\rlgl.h" />
+ <ClInclude Include="..\..\..\src\utils.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\..\src\core.c" />
+ <ClCompile Include="..\..\..\src\models.c" />
+ <ClCompile Include="..\..\..\src\raudio.c" />
+ <ClCompile Include="..\..\..\src\shapes.c" />
+ <ClCompile Include="..\..\..\src\text.c" />
+ <ClCompile Include="..\..\..\src\textures.c" />
+ <ClCompile Include="..\..\..\src\utils.c" />
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid>
+ <Keyword>StaticLibrary</Keyword>
+ <RootNamespace>raylib_UWP</RootNamespace>
+ <DefaultLanguage>en-US</DefaultLanguage>
+ <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
+ <AppContainerApplication>true</AppContainerApplication>
+ <ApplicationType>Windows Store</ApplicationType>
+ <WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
+ <WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion>
+ <ApplicationTypeRevision>10.0</ApplicationTypeRevision>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>StaticLibrary</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <PlatformToolset>v141</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="Shared">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <GenerateManifest>false</GenerateManifest>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|arm'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE=1;%(ClCompile.PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|arm'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE=1;%(ClCompile.PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <CompileAsWinRT>false</CompileAsWinRT>
+ <SDLCheck>true</SDLCheck>
+ <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <SubSystem>Console</SubSystem>
+ <IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
+ <GenerateWindowsMetadata>false</GenerateWindowsMetadata>
+ </Link>
+ </ItemDefinitionGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ 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
new file mode 100644
index 00000000..cbad7c9b
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters
@@ -0,0 +1,29 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClInclude Include="..\..\..\src\camera.h" />
+ <ClInclude Include="..\..\..\src\gestures.h" />
+ <ClInclude Include="..\..\..\src\raylib.h" />
+ <ClInclude Include="..\..\..\src\raymath.h" />
+ <ClInclude Include="..\..\..\src\rlgl.h" />
+ <ClInclude Include="..\..\..\src\utils.h" />
+ <ClInclude Include="..\..\..\src\external\glad.h" />
+ <ClInclude Include="..\..\..\src\external\jar_mod.h" />
+ <ClInclude Include="..\..\..\src\external\jar_xm.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
+ <ClInclude Include="..\..\..\src\external\stb_image_write.h" />
+ <ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
+ <ClInclude Include="..\..\..\src\external\stb_truetype.h" />
+ <ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\..\src\core.c" />
+ <ClCompile Include="..\..\..\src\models.c" />
+ <ClCompile Include="..\..\..\src\raudio.c" />
+ <ClCompile Include="..\..\..\src\shapes.c" />
+ <ClCompile Include="..\..\..\src\text.c" />
+ <ClCompile Include="..\..\..\src\textures.c" />
+ <ClCompile Include="..\..\..\src\utils.c" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/src/camera.h b/src/camera.h
index e103b293..d80f8346 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -256,7 +256,7 @@ void SetCameraMode(Camera camera, int mode)
//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
playerEyesPosition = camera.position.y;
-
+
// Lock cursor for first person and third person cameras
if ((mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON)) DisableCursor();
else EnableCursor();
diff --git a/src/core.c b/src/core.c
index 0d17fdad..db75979a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -134,7 +134,7 @@
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
-#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
+#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
#else
#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
@@ -391,6 +391,7 @@ static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descripto
static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder
#endif
+
//-----------------------------------------------------------------------------------
// Timming system variables
@@ -401,6 +402,7 @@ static double updateTime = 0.0; // Time measure for frame update
static double drawTime = 0.0; // Time measure for frame draw
static double frameTime = 0.0; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
+
//-----------------------------------------------------------------------------------
// Config internal variables
@@ -486,10 +488,6 @@ static void InitGamepad(void); // Init raw gamepad inpu
static void *GamepadThread(void *arg); // Mouse reading thread
#endif
-#if defined(PLATFORM_UWP)
-// TODO: Define functions required to manage inputs
-#endif
-
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
@@ -810,6 +808,7 @@ void SetWindowIcon(Image image)
// Set title for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title)
{
+ windowTitle = title;
#if defined(PLATFORM_DESKTOP)
glfwSetWindowTitle(window, title);
#endif
@@ -887,7 +886,7 @@ int GetScreenHeight(void)
// Get native window handle
void *GetWindowHandle(void)
{
-#if defined(_WIN32)
+#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(window);
#elif defined(__linux__)
@@ -1027,6 +1026,11 @@ void ShowCursor(void)
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = ShowMouse;
+ SendMessageToUWP(msg);
+#endif
cursorHidden = false;
}
@@ -1036,6 +1040,11 @@ void HideCursor(void)
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = HideMouse;
+ SendMessageToUWP(msg);
+#endif
cursorHidden = true;
}
@@ -1054,6 +1063,11 @@ void EnableCursor(void)
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = LockMouse;
+ SendMessageToUWP(msg);
+#endif
cursorHidden = false;
}
@@ -1066,6 +1080,11 @@ void DisableCursor(void)
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = UnlockMouse;
+ SendMessageToUWP(msg);
+#endif
cursorHidden = true;
}
@@ -1145,6 +1164,8 @@ void EndDrawing(void)
frameTime += extraTime;
}
+
+ return;
}
// Initialize 2D mode with custom camera (2D)
@@ -1421,6 +1442,11 @@ double GetTime(void)
return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
#endif
+
+#if defined(PLATFORM_UWP)
+ //Updated through messages
+ return currentTime;
+#endif
}
// Returns hexadecimal value for a Color
@@ -2209,6 +2235,13 @@ void SetMousePosition(int x, int y)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage* msg = CreateUWPMessage();
+ msg->Type = SetMouseLocation;
+ msg->Vector0.x = mousePosition.x;
+ msg->Vector0.y = mousePosition.y;
+ SendMessageToUWP(msg);
+#endif
}
// Set mouse offset
@@ -2736,6 +2769,8 @@ static bool InitGraphicsDevice(int width, int height)
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+ //SetupFramebuffer(displayWidth, displayHeight); //Borked
+
#else // PLATFORM_ANDROID, PLATFORM_RPI
EGLint numConfigs;
@@ -2906,8 +2941,8 @@ static void SetupFramebuffer(int width, int height)
TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
// Downscaling to fit display with border-bars
- float widthRatio = (float)displayWidth/(float)screenWidth;
- float heightRatio = (float)displayHeight/(float)screenHeight;
+ float widthRatio = (float)displayWidth / (float)screenWidth;
+ float heightRatio = (float)displayHeight / (float)screenHeight;
if (widthRatio <= heightRatio)
{
@@ -2925,7 +2960,7 @@ static void SetupFramebuffer(int width, int height)
}
// Screen scaling required
- float scaleRatio = (float)renderWidth/(float)screenWidth;
+ float scaleRatio = (float)renderWidth / (float)screenWidth;
screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
// NOTE: We render to full display resolution!
@@ -2941,13 +2976,13 @@ static void SetupFramebuffer(int width, int height)
TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
// Upscaling to fit display with border-bars
- float displayRatio = (float)displayWidth/(float)displayHeight;
- float screenRatio = (float)screenWidth/(float)screenHeight;
+ float displayRatio = (float)displayWidth / (float)displayHeight;
+ float screenRatio = (float)screenWidth / (float)screenHeight;
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
- renderHeight = (int)round((float)screenWidth/displayRatio);
+ renderHeight = (int)round((float)screenWidth / displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
@@ -2996,7 +3031,7 @@ static void InitTimer(void)
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
static void Wait(float ms)
{
-#if defined(SUPPORT_BUSY_WAIT_LOOP)
+#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
double prevTime = GetTime();
double nextTime = 0.0;
@@ -3029,7 +3064,7 @@ static bool GetKeyStatus(int key)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return currentKeyState[key];
-#elif defined(PLATFORM_RPI)
+#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
@@ -3044,7 +3079,7 @@ static bool GetMouseButtonStatus(int button)
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
return false;
-#elif defined(PLATFORM_RPI)
+#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
@@ -3090,6 +3125,197 @@ static void PollInputEvents(void)
}
#endif
+#if defined(PLATFORM_UWP)
+
+ // Register previous keys states
+ for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (gamepadReady[i])
+ {
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
+ }
+ }
+
+ // Register previous mouse states
+ previousMouseWheelY = currentMouseWheelY;
+ currentMouseWheelY = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ previousMouseState[i] = currentMouseState[i];
+
+ }
+
+ // Loop over pending messages
+ while (HasMessageFromUWP())
+ {
+ UWPMessage* msg = GetMessageFromUWP();
+
+ switch (msg->Type)
+ {
+ case RegisterKey:
+ {
+ //Convert from virtualKey
+ int actualKey = -1;
+
+ switch (msg->Int0)
+ {
+ 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;
+ }
+
+ if (actualKey > -1)
+ currentKeyState[actualKey] = msg->Char0;
+ break;
+ }
+
+ case RegisterClick:
+ {
+ currentMouseState[msg->Int0] = msg->Char0;
+ break;
+ }
+
+ case ScrollWheelUpdate:
+ {
+ currentMouseWheelY += msg->Int0;
+ break;
+ }
+
+ case UpdateMouseLocation:
+ {
+ mousePosition = msg->Vector0;
+ break;
+ }
+
+ case MarkGamepadActive:
+ {
+ if (msg->Int0 < MAX_GAMEPADS)
+ gamepadReady[msg->Int0] = msg->Bool0;
+ break;
+ }
+
+ case MarkGamepadButton:
+ {
+ if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_BUTTONS)
+ currentGamepadState[msg->Int0][msg->Int1] = msg->Char0;
+ break;
+ }
+
+ case MarkGamepadAxis:
+ {
+ if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
+ gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
+ break;
+ }
+
+ case SetDisplayDims:
+ {
+ displayWidth = msg->Vector0.x;
+ displayHeight = msg->Vector0.y;
+ break;
+ }
+
+ case HandleResize:
+ {
+ eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
+ eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+
+ // If window is resized, viewport and projection matrix needs to be re-calculated
+ rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, screenWidth, screenHeight, 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)
+ currentWidth = screenWidth;
+ currentHeight = screenHeight;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ windowResized = true;
+ break;
+ }
+
+ case SetGameTime:
+ {
+ currentTime = msg->Double0;
+ break;
+ }
+
+ }
+
+ DeleteUWPMessage(msg); //Delete, we are done
+ }
+
+#endif
+
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
@@ -4577,7 +4803,7 @@ static void *GamepadThread(void *arg)
// Plays raylib logo appearing animation
static void LogoAnimation(void)
{
-#if !defined(PLATFORM_WEB)
+#if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP)
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
@@ -4686,4 +4912,4 @@ static void LogoAnimation(void)
#endif
showLogo = false; // Prevent for repeating when reloading window (Android)
-}
+} \ No newline at end of file
diff --git a/src/external/ANGLE/EGL/eglplatform.h b/src/external/ANGLE/EGL/eglplatform.h
index eb3ea70c..7e542ff7 100644
--- a/src/external/ANGLE/EGL/eglplatform.h
+++ b/src/external/ANGLE/EGL/eglplatform.h
@@ -74,11 +74,16 @@
//#include <windows.h>
// raylib edit!!!
+#ifndef PLATFORM_UWP
typedef void *PVOID; // PVOID is a pointer to any type. This type is declared in WinNT.h
typedef PVOID HANDLE; // HANDLE is handle to an object. This type is declared in WinNT.h
typedef HANDLE HWND; // HWND is a handle to a window. This type is declared in WinDef.h
typedef HANDLE HDC; // HDC is a handle to a device context (DC). This type is declared in WinDef.h
typedef HANDLE HBITMAP; // HBITMAP is a handle to a bitmap. This type is declared in WinDef.h
+#else
+//UWP Fix
+#include "Windows.h"
+#endif
// HDC, HBITMAP and HWND are actually pointers to void. You can cast a long to a HWND like this: HWND h = (HWND)my_long_var;
// but very careful of what information is stored in my_long_var. You have to make sure that you have a pointer in there.
diff --git a/src/rlgl.h b/src/rlgl.h
index 71a1dc4b..ae92f149 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -999,17 +999,17 @@ void rlMultMatrixf(float *matf)
}
// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double near, double far)
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
- Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
+ Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
*currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
}
// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double near, double far)
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
+ Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
}
@@ -1619,7 +1619,7 @@ void rlglInit(int width, int height)
if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
}
-#if defined(_WIN32) && defined(_MSC_VER)
+#if defined(_WIN32) && defined(_MSC_VER) && !defined(PLATFORM_UWP) //is this a hotfix? I may need to find out why this is broken
RL_FREE(extList);
#endif
diff --git a/src/utils.c b/src/utils.c
index 3cff472b..c886d2a7 100644
--- a/src/utils.c
+++ b/src/utils.c
@@ -132,7 +132,7 @@ void TraceLog(int logType, const char *text, ...)
#else
char buffer[MAX_TRACELOG_BUFFER_SIZE] = { 0 };
- switch(logType)
+ switch (logType)
{
case LOG_TRACE: strcpy(buffer, "TRACE: "); break;
case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break;
@@ -150,7 +150,7 @@ void TraceLog(int logType, const char *text, ...)
va_end(args);
- if (logType >= logTypeExit) exit(1); // If exit message, exit program
+ if (logType >= logTypeExit) exit(1); // If exit message, exit program
#endif // SUPPORT_TRACELOG
}
@@ -202,3 +202,91 @@ static int android_close(void *cookie)
return 0;
}
#endif
+
+#if defined(PLATFORM_UWP)
+
+#define MAX_MESSAGES 512 //If there are over 128 messages, I will cry... either way, this may be too much EDIT: Welp, 512
+
+static int UWPOutMessageId = -1; //Stores the last index for the message
+static UWPMessage* UWPOutMessages[MAX_MESSAGES]; //Messages out to UWP
+
+static int UWPInMessageId = -1; //Stores the last index for the message
+static UWPMessage* UWPInMessages[MAX_MESSAGES]; //Messages in from UWP
+
+UWPMessage* CreateUWPMessage(void)
+{
+ UWPMessage* msg = (UWPMessage*)RL_MALLOC(sizeof(UWPMessage));
+ msg->Type = None;
+ Vector2 v0 = {0, 0};
+ msg->Vector0 = v0;
+ msg->Int0 = 0;
+ msg->Int1 = 0;
+ msg->Char0 = 0;
+ msg->Float0 = 0;
+ msg->Double0 = 0;
+ msg->Bool0 = false;
+ return msg;
+}
+
+void DeleteUWPMessage(UWPMessage* msg)
+{
+ RL_FREE(msg);
+}
+
+bool UWPHasMessages(void)
+{
+ return UWPOutMessageId > -1;
+}
+
+UWPMessage* UWPGetMessage(void)
+{
+ if (UWPHasMessages())
+ {
+ return UWPOutMessages[UWPOutMessageId--];
+ }
+
+ return NULL;
+}
+
+void UWPSendMessage(UWPMessage* msg)
+{
+ if (UWPInMessageId + 1 < MAX_MESSAGES)
+ {
+ UWPInMessageId++;
+ UWPInMessages[UWPInMessageId] = msg;
+ }
+ else
+ {
+ TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP inbound Message.");
+ }
+}
+
+void SendMessageToUWP(UWPMessage* msg)
+{
+ if (UWPOutMessageId + 1 < MAX_MESSAGES)
+ {
+ UWPOutMessageId++;
+ UWPOutMessages[UWPOutMessageId] = msg;
+ }
+ else
+ {
+ TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP outward Message.");
+ }
+}
+
+bool HasMessageFromUWP(void)
+{
+ return UWPInMessageId > -1;
+}
+
+UWPMessage* GetMessageFromUWP(void)
+{
+ if (HasMessageFromUWP())
+ {
+ return UWPInMessages[UWPInMessageId--];
+ }
+
+ return NULL;
+}
+
+#endif
diff --git a/src/utils.h b/src/utils.h
index d7ab8829..14e6bf70 100644
--- a/src/utils.h
+++ b/src/utils.h
@@ -59,6 +59,81 @@ void InitAssetManager(AAssetManager *manager); // Initialize asset manager from
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen()
#endif
+#if defined(PLATFORM_UWP)
+
+// UWP Messages System
+
+typedef enum
+{
+ None = 0,
+
+ //Send
+ ShowMouse,
+ HideMouse,
+ LockMouse,
+ UnlockMouse,
+ SetMouseLocation, //Vector0 (pos)
+
+ //Recieve (Into C)
+ RegisterKey, //Int0 (key), Char0 (status)
+ RegisterClick, //Int0 (button), Char0 (status)
+ ScrollWheelUpdate, //Int0 (delta)
+ UpdateMouseLocation, //Vector0 (pos)
+ MarkGamepadActive, //Int0 (gamepad), Bool0 (active or not)
+ MarkGamepadButton, //Int0 (gamepad), Int1 (button), Char0 (status)
+ MarkGamepadAxis,//Int0 (gamepad), int1 (axis), Float0 (value)
+ SetDisplayDims, //Vector0 (display dimensions)
+ HandleResize, //Vector0 (new dimensions) - Onresized event
+ SetGameTime, //Int0
+} UWPMessageType;
+
+typedef struct UWPMessage
+{
+ //The message type
+ UWPMessageType Type;
+
+ //Vector parameters
+ Vector2 Vector0;
+
+ //Int parameters
+ int Int0;
+ int Int1;
+
+ //Char parameters
+ char Char0;
+
+ //Float parameters
+ float Float0;
+
+ //Double parameters
+ double Double0;
+
+ //Bool parameters
+ bool Bool0;
+
+ //More parameters can be added and fed to functions
+} UWPMessage;
+
+//Allocate UWP Message
+RLAPI UWPMessage* CreateUWPMessage(void);
+
+//Free UWP Message
+RLAPI void DeleteUWPMessage(UWPMessage* msg);
+
+//Get messages into C++
+RLAPI bool UWPHasMessages(void);
+RLAPI UWPMessage* UWPGetMessage(void);
+RLAPI void UWPSendMessage(UWPMessage* msg);
+
+//For C to call
+#ifndef _cplusplus //Hide from C++ code
+void SendMessageToUWP(UWPMessage* msg);
+bool HasMessageFromUWP(void);
+UWPMessage* GetMessageFromUWP(void);
+#endif
+
+#endif
+
#ifdef __cplusplus
}
#endif