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authorReece Mackie <[email protected]>2020-04-30 18:48:39 +0100
committerGitHub <[email protected]>2020-04-30 19:48:39 +0200
commit4b0386081037172222d91f0ccca93e5810fed84b (patch)
tree3a554752c00af2255a4caecb553e19cd4b37cb7f /projects/VS2017.UWP/raylib.App.UWP/App.cpp
parent2f454aa4b051d000daab0dd71417a716af095e91 (diff)
downloadraylib-4b0386081037172222d91f0ccca93e5810fed84b.tar.gz
raylib-4b0386081037172222d91f0ccca93e5810fed84b.zip
UWP rework (#1231)
* First draft of UWP rework. * Read desc - Moved UWP specific functions to uwp_events.h - Removed BaseApp. - Implemented example UWP lifecycle. * Added GIF recording and screenshot support. * Character inputs and filesystem stuff * Fix game closing on Xbox when B is pressed. * Fix the gamepad binding hack * Add as many keys as I believe are possible. * Implemented mouse locking of a sort. * Remove rogue todo, the rest are for a game dev using this example. * Implemented touch how I "think" it should work. I cant test this. * Review.
Diffstat (limited to 'projects/VS2017.UWP/raylib.App.UWP/App.cpp')
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.cpp522
1 files changed, 515 insertions, 7 deletions
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
index ad3fdb28..84eb99e5 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/App.cpp
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
@@ -1,26 +1,190 @@
#include "pch.h"
#include "app.h"
-#include "raylib.h"
+#include <Windows.h>
+
+#include <raylib.h>
+#include <uwp_events.h>
+#include <gestures.h>
+
+#include <chrono>
+#include <thread>
+
+using namespace Windows::ApplicationModel::Core;
+using namespace Windows::ApplicationModel::Activation;
+using namespace Windows::UI::Core;
+using namespace Windows::UI::Input;
+using namespace Windows::Devices::Input;
+using namespace Windows::Foundation;
+using namespace Windows::Foundation::Collections;
+using namespace Windows::Gaming::Input;
+using namespace Windows::Graphics::Display;
+using namespace Microsoft::WRL;
+using namespace Platform;
using namespace raylibUWP;
+// Stand-ins for "core.c" variables
+#define MAX_GAMEPADS 4 // Max number of gamepads supported
+#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
+#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
+
// The main function creates an IFrameworkViewSource for our app, and runs the app
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
- auto appSource = ref new ApplicationSource<App>();
+ auto appSource = ref new AppSource();
CoreApplication::Run(appSource);
-
return 0;
}
+// App implementation
App::App()
{
- // This does not work... need to fix this.
+ // Currently, UWP ignores flags... You must implement flag functionality yourself
SetConfigFlags(0);
+}
+
+void App::Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
+{
+ // Register event handlers for app lifecycle. This example includes Activated, so that we
+ // can make the CoreWindow active and start rendering on the window.
+ applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
+
+ // Logic for other event handlers could go here.
+ // Information about the Suspending and Resuming event handlers can be found here:
+ // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
+
+ CoreApplication::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
+ CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
+
+ // Store the app data directory
+ auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
+ std::wstring dataPathW(dataPath->Begin());
+ static std::string dataPathA(dataPathW.begin(), dataPathW.end());
+ UWPSetDataPath(dataPathA.c_str());
+}
+
+void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
+{
+ // Hook window events
+ window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
+ window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
+
+ // Hook mouse pointer events
+ window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
+ window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
+ window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
+ window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
+
+ // Hook keyboard events.
+ window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
+ window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
+ window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
+
+ // The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
+ UWPSetCoreWindowPtr((void*)window);
- Setup(640, 480);
+ // Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
+ auto navigation = SystemNavigationManager::GetForCurrentView();
+ navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
+}
+
+void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
+
+static bool mouseLocked = false;
+void App::Run()
+{
+ // Set up our UWP implementation
+ UWPSetQueryTimeFunc([]()
+ {
+ static auto timeStart = std::chrono::high_resolution_clock::now();
+ auto delta = std::chrono::high_resolution_clock::now() - timeStart;
+ return (double)std::chrono::duration_cast<std::chrono::seconds>(delta).count();
+ });
+
+ UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
+
+ UWPSetDisplaySizeFunc([](int* width, int* height)
+ {
+ // Get display dimensions
+ DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
+ *width = dInfo->ScreenWidthInRawPixels;
+ *height = dInfo->ScreenHeightInRawPixels;
+ });
+
+ UWPSetMouseHideFunc([]()
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
+ });
+
+ UWPSetMouseShowFunc([]()
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
+ });
+
+ UWPSetMouseLockFunc([]()
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
+ mouseLocked = true;
+ });
+
+ UWPSetMouseUnlockFunc([]()
+ {
+ CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
+ mouseLocked = false;
+ });
+
+ UWPSetMouseSetPosFunc([](int x, int y)
+ {
+ CoreWindow^ window = CoreWindow::GetForCurrentThread();
+ Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
+ window->PointerPosition = mousePosScreen;
+ });
+
+ // Set custom output handle
+ SetTraceLogCallback([](int logType, const char* text, va_list args)
+ {
+ std::string format = text;
+
+ switch (logType)
+ {
+ case LOG_TRACE: format = std::string("TRACE: ") + format; break;
+ case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
+ case LOG_INFO: format = std::string("INFO: ") + format; break;
+ case LOG_WARNING: format = std::string("WARNING: ") + format; break;
+ case LOG_ERROR: format = std::string("ERROR: ") + format; break;
+ case LOG_FATAL: format = std::string("FATAL: ") + format; break;
+ default: break;
+ }
+
+ char buf[1024]; // TODO: Is this large enough?
+ vsnprintf(buf, sizeof(buf), format.c_str(), args);
+ std::string output = std::string(buf) + std::string("\n");
+ OutputDebugStringA(output.c_str());
+ });
+
+ // Create window
+ InitWindow(640, 480, "raylib game example");
+
+ // Run game loop
+ while (!WindowShouldClose() && !mSuspended)
+ {
+ if (mWindowVisible)
+ {
+ PreProcessInputs();
+ GameLoop();
+ PostProcessInputs();
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
+ } else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
+ }
+
+ CloseWindow();
+}
+
+void App::Uninitialize()
+{
+ // Do any UWP cleanup here.
}
static int posX = 100;
@@ -28,7 +192,7 @@ static int posY = 100;
static int gTime = 0;
// This method is called every frame
-void App::Update()
+void App::GameLoop()
{
// Update
//----------------------------------------------------------------------------------
@@ -76,4 +240,348 @@ void App::Update()
EndDrawing();
//----------------------------------------------------------------------------------
-} \ No newline at end of file
+}
+
+struct GamepadBinding
+{
+ Gamepad^ Gamepad = nullptr;
+ bool Ready = false;
+};
+
+static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
+
+void App::PreProcessInputs()
+{
+ // Here, we will see if we have bound gamepads. If we do we check they are still present. If they aren't present we free the binding.
+ // if anyone does not have a binding but there is a gamepad available, we will bind it to the first player who is missing a controller.
+ for (auto i = 0; i < MAX_GAMEPADS; i++)
+ {
+ // Ensure that the gamepad bindings are still in tact
+ if (gGamepadBindings[i].Gamepad != nullptr)
+ {
+ // Check the gamepad is present
+ auto found = false;
+ for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
+ {
+ if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
+ {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found)
+ {
+ gGamepadBindings[i].Gamepad = nullptr;
+ gGamepadBindings[i].Ready = false;
+ }
+ else gGamepadBindings[i].Ready = true;
+ }
+
+ // Now we check to find any unbound gamepads we can use
+ if (gGamepadBindings[i].Gamepad == nullptr)
+ {
+ // Loop over all the attached gamepads
+ Gamepad^ freeGamepad = nullptr;
+ for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
+ {
+ freeGamepad = Gamepad::Gamepads->GetAt(j);
+ // Loop over existing bindings
+ for (auto k = 0; k < MAX_GAMEPADS; k++)
+ {
+ if (gGamepadBindings[k].Gamepad == freeGamepad)
+ freeGamepad = nullptr;
+ }
+
+ // If we passed all 4, this is a free gamepad
+ if (freeGamepad != nullptr) break;
+ }
+
+ if (freeGamepad != nullptr)
+ {
+ gGamepadBindings[i].Gamepad = freeGamepad;
+ gGamepadBindings[i].Ready = true;
+ }
+ else gGamepadBindings[i].Ready = false;
+ }
+ }
+
+ // Send the active gamepads to raylib
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
+ }
+
+ // Get current gamepad state
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (gGamepadBindings[i].Ready)
+ {
+ // Get current gamepad state
+ auto gamepad = gGamepadBindings[i].Gamepad;
+ auto reading = gamepad->GetCurrentReading();
+
+ // Register all button presses
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
+
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
+
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
+
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
+
+ // Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
+ UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
+
+ // Get current axis state
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
+ UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
+ }
+ }
+}
+
+void App::PostProcessInputs()
+{
+ /*
+ * So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
+ * If anyone has any better ideas on how to implement this feel free!
+ * This is done after the game loop so getting mouse delta etc. still works.
+ */
+ if (mouseLocked)
+ {
+ auto w = GetScreenWidth();
+ auto h = GetScreenHeight();
+ SetMousePosition(w / 2, h / 2);
+ }
+}
+
+// Events
+void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
+{
+ // Run() won't start until the CoreWindow is activated.
+ CoreWindow::GetForCurrentThread()->Activate();
+}
+
+void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
+{
+ // TODO: In your game, you will need to load your state here
+ mSuspended = false;
+}
+
+void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
+{
+ // TODO: In your game, you will need to save your state here
+ mSuspended = true;
+}
+
+void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
+{
+ UWPResizeEvent(args->Size.Width, args->Size.Height);
+ args->Handled = true;
+}
+
+void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
+{
+ mWindowVisible = args->Visible;
+ args->Handled = true;
+}
+
+// Input event handlers
+void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
+{
+ auto props = args->CurrentPoint->Properties;
+ auto device = args->CurrentPoint->PointerDevice;
+
+ if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
+ {
+ if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
+ if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
+ if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
+ }
+ else if (device->PointerDeviceType == PointerDeviceType::Touch)
+ {
+ auto pos = args->CurrentPoint->Position;
+ UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
+ }
+
+ args->Handled = true;
+}
+
+void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
+{
+ auto props = args->CurrentPoint->Properties;
+ auto device = args->CurrentPoint->PointerDevice;
+
+ if (device->PointerDeviceType == PointerDeviceType::Mouse)
+ {
+ if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
+ if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
+ if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
+ }
+ else if (device->PointerDeviceType == PointerDeviceType::Touch)
+ {
+ auto pos = args->CurrentPoint->Position;
+ UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
+ }
+
+ args->Handled = true;
+}
+
+void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
+{
+ UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
+ args->Handled = true;
+}
+
+void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
+{
+ auto pos = args->CurrentPoint->Position;
+ if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
+ {
+ UWPMousePosEvent((double)pos.X, (double)pos.Y);
+ args->Handled = true;
+ }
+ else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
+ {
+ UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
+ }
+}
+
+int App::GetRaylibKey(Windows::System::VirtualKey kVey)
+{
+ using VK = Windows::System::VirtualKey;
+ int actualKey = -1;
+ switch (kVey)
+ {
+ case VK::Back: actualKey = KEY_BACKSPACE; break;
+ case VK::Space: actualKey = KEY_SPACE; break;
+ case VK::Escape: actualKey = KEY_ESCAPE; break;
+ case VK::Enter: actualKey = KEY_ENTER; break;
+ case VK::Delete: actualKey = KEY_DELETE; break;
+ case VK::Right: actualKey = KEY_RIGHT; break;
+ case VK::Left: actualKey = KEY_LEFT; break;
+ case VK::Down: actualKey = KEY_DOWN; break;
+ case VK::Up: actualKey = KEY_UP; break;
+ case VK::F1: actualKey = KEY_F1; break;
+ case VK::F2: actualKey = KEY_F2; break;
+ case VK::F3: actualKey = KEY_F3; break;
+ case VK::F4: actualKey = KEY_F4; break;
+ case VK::F5: actualKey = KEY_F5; break;
+ case VK::F6: actualKey = KEY_F6; break;
+ case VK::F7: actualKey = KEY_F7; break;
+ case VK::F8: actualKey = KEY_F8; break;
+ case VK::F9: actualKey = KEY_F9; break;
+ case VK::F10: actualKey = KEY_F10; break;
+ case VK::F11: actualKey = KEY_F11; break;
+ case VK::F12: actualKey = KEY_F12; break;
+ case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
+ case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
+ case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
+ case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
+ case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
+ case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
+ case VK::Number0: actualKey = KEY_ZERO; break;
+ case VK::Number1: actualKey = KEY_ONE; break;
+ case VK::Number2: actualKey = KEY_TWO; break;
+ case VK::Number3: actualKey = KEY_THREE; break;
+ case VK::Number4: actualKey = KEY_FOUR; break;
+ case VK::Number5: actualKey = KEY_FIVE; break;
+ case VK::Number6: actualKey = KEY_SIX; break;
+ case VK::Number7: actualKey = KEY_SEVEN; break;
+ case VK::Number8: actualKey = KEY_EIGHT; break;
+ case VK::Number9: actualKey = KEY_NINE; break;
+ case VK::NumberPad0: actualKey = KEY_KP_0; break;
+ case VK::NumberPad1: actualKey = KEY_KP_1; break;
+ case VK::NumberPad2: actualKey = KEY_KP_2; break;
+ case VK::NumberPad3: actualKey = KEY_KP_3; break;
+ case VK::NumberPad4: actualKey = KEY_KP_4; break;
+ case VK::NumberPad5: actualKey = KEY_KP_5; break;
+ case VK::NumberPad6: actualKey = KEY_KP_6; break;
+ case VK::NumberPad7: actualKey = KEY_KP_7; break;
+ case VK::NumberPad8: actualKey = KEY_KP_8; break;
+ case VK::NumberPad9: actualKey = KEY_KP_9; break;
+ case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
+ case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
+ case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
+ case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
+ case VK::Add: actualKey = KEY_KP_ADD; break;
+ // UWP Doesn't have a specific keypad enter or equal...
+ case VK::A: actualKey = KEY_A; break;
+ case VK::B: actualKey = KEY_B; break;
+ case VK::C: actualKey = KEY_C; break;
+ case VK::D: actualKey = KEY_D; break;
+ case VK::E: actualKey = KEY_E; break;
+ case VK::F: actualKey = KEY_F; break;
+ case VK::G: actualKey = KEY_G; break;
+ case VK::H: actualKey = KEY_H; break;
+ case VK::I: actualKey = KEY_I; break;
+ case VK::J: actualKey = KEY_J; break;
+ case VK::K: actualKey = KEY_K; break;
+ case VK::L: actualKey = KEY_L; break;
+ case VK::M: actualKey = KEY_M; break;
+ case VK::N: actualKey = KEY_N; break;
+ case VK::O: actualKey = KEY_O; break;
+ case VK::P: actualKey = KEY_P; break;
+ case VK::Q: actualKey = KEY_Q; break;
+ case VK::R: actualKey = KEY_R; break;
+ case VK::S: actualKey = KEY_S; break;
+ case VK::T: actualKey = KEY_T; break;
+ case VK::U: actualKey = KEY_U; break;
+ case VK::V: actualKey = KEY_V; break;
+ case VK::W: actualKey = KEY_W; break;
+ case VK::X: actualKey = KEY_X; break;
+ case VK::Y: actualKey = KEY_Y; break;
+ case VK::Z: actualKey = KEY_Z; break;
+ // I don't think we can have any more
+ }
+ return actualKey;
+}
+
+void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
+{
+ auto k = GetRaylibKey(args->VirtualKey);
+ auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
+ if (k != -1) {
+ UWPKeyDownEvent(k, true, controlState);
+ }
+ args->Handled = true;
+}
+
+void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
+{
+ auto k = GetRaylibKey(args->VirtualKey);
+ if (k != -1)
+ UWPKeyDownEvent(k, false, false);
+ args->Handled = true;
+}
+
+void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
+{
+ UWPKeyCharEvent(args->KeyCode);
+}
+
+void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
+{
+ // This simply stops the program from closing.
+ args->Handled = true;
+}
+
+// AppSource implementation
+Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
+{
+ return ref new App();
+}