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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
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')
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.cpp522
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.h53
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/BaseApp.h570
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj9
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters7
-rw-r--r--projects/VS2017.UWP/raylib.UWP/packages.config4
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj15
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters4
8 files changed, 584 insertions, 600 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();
+}
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.h b/projects/VS2017.UWP/raylib.App.UWP/App.h
index 7b96d16e..6cbeadac 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/App.h
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.h
@@ -4,22 +4,49 @@
#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
+ ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
- public:
-
- App();
+ public:
+ App();
+
+ // IFrameworkView methods.
+ void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView) override;
+ void SetWindow(Windows::UI::Core::CoreWindow^ window) override;
+ void Load(Platform::String^ entryPoint) override;
+ void Run() override;
+ void Uninitialize() override;
+ private:
+ bool mWindowVisible = true;
+ bool mSuspended = false;
+
+ void GameLoop();
+ void PreProcessInputs();
+ void PostProcessInputs();
+
+ // Helpers
+ int GetRaylibKey(Windows::System::VirtualKey kVey);
+
+ // Events
+ void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
+ void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
+ void OnResuming(Platform::Object^ sender, Platform::Object^ args);
+ 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 OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
+ void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ 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);
+ void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
+ void OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
+ };
- void Update() override;
+ ref class AppSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
+ {
+ public:
+ Windows::ApplicationModel::Core::IFrameworkView^ CreateView() override;
};
}
diff --git a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
deleted file mode 100644
index 87b952e5..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
+++ /dev/null
@@ -1,570 +0,0 @@
-/**********************************************************************************************
-*
-* 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) 2013-2020 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 handle; };
-
-/*
-TODO list:
- - Cache reference to our CoreWindow?
- - Implement gestures support
-*/
-
-// Stand-ins for "core.c" variables
-#define MAX_GAMEPADS 4 // Max number of gamepads supported
-#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
-#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
-
-//Mouse cursor locking
-bool cursorLocked = false;
-Vector2 mouseDelta = {0, 0};
-
-//Our mouse cursor
-CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
-
-//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.
-
- handle = (EGLNativeWindowType)window;
-
- InitWindow(width, height, "raylib game example");
- }
-
- 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 = UWP_MSG_SET_DISPLAY_DIMS;
- msg->paramVector0 = 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 = UWP_MSG_SET_GAME_TIME;
- timeMsg->paramDouble0 = 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 UWP_MSG_SHOW_MOUSE: // Do the same thing because of how UWP works...
- case UWP_MSG_UNLOCK_MOUSE:
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
- cursorLocked = false;
- MoveMouse(GetMousePosition());
- break;
- }
- case UWP_MSG_HIDE_MOUSE: // Do the same thing because of how UWP works...
- case UWP_MSG_LOCK_MOUSE:
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
- cursorLocked = true;
- break;
- }
- case UWP_MSG_SET_MOUSE_LOCATION:
- {
- MoveMouse(msg->paramVector0);
- break;
- }
- }
-
- // Delete the message
- DeleteUWPMessage(msg);
- }
- }
-
- // Process Keyboard
- {
- for (int k = 0x08; k < 0xA6; k++) {
- auto state = CoreWindow::GetForCurrentThread()->GetKeyState((Windows::System::VirtualKey) k);
-
-#ifdef HOLDHACK
- // Super hacky way of waiting three frames to see if we are ready to register the key as deregistered
- // This will wait an entire 4 frames before deregistering the key, this makes sure that the key is not flickering
- if (KeyboardStateHack[k] == 2)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- KeyboardStateHack[k] = 3;
- }
- }
- else if (KeyboardStateHack[k] == 3)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- KeyboardStateHack[k] = 4;
- }
- }
- else if (KeyboardStateHack[k] == 4)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- //Reset key...
- KeyboardStateHack[k] = 0;
-
- //Tell core
- RegisterKey(k, 0);
- }
- }
-#endif
- // Left and right alt, KeyUp and KeyDown are not called for it
- // No need to hack because this is not a character
-
- // TODO: Maybe do all other key registrations like this, no more key events?
-
- if (k == 0xA4 || k == 0xA5)
- {
- if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down)
- {
- RegisterKey(k, 1);
- }
- else
- {
- RegisterKey(k, 0);
- }
- }
- }
- }
-
- // Process Mouse
- {
-
- if (CurrentPointerID > -1)
- {
- auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
- auto props = point->Properties;
-
- if (props->IsLeftButtonPressed)
- {
- RegisterClick(MOUSE_LEFT_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_LEFT_BUTTON, 0);
- }
-
- if (props->IsRightButtonPressed)
- {
- RegisterClick(MOUSE_RIGHT_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_RIGHT_BUTTON, 0);
- }
-
- if (props->IsMiddleButtonPressed)
- {
- RegisterClick(MOUSE_MIDDLE_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_MIDDLE_BUTTON, 0);
- }
- }
-
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
-
- if (cursorLocked)
- {
- // Track cursor movement delta, recenter it on the client
- auto curMousePos = GetMousePosition();
-
- auto x = curMousePos.x + mouseDelta.x;
- auto y = curMousePos.y + mouseDelta.y;
-
- UpdateMousePosition({ x, y });
-
- // Why we're not using UWPSetMousePosition here...
- // UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
- // Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
- Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
- window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
- }
- else
- {
- // Record the cursor's position relative to the client
- auto x = window->PointerPosition.X - window->Bounds.X;
- auto y = window->PointerPosition.Y - window->Bounds.Y;
-
- UpdateMousePosition({ x, y });
- }
-
- mouseDelta = { 0 ,0 };
- }
-
- // Process Gamepads
- {
- // Check if gamepads are ready
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- // HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
- // connected gamepads with their spot in the list, but this has serious robustness problems
- // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
-
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
- msg->paramInt0 = i;
- msg->paramBool0 = i < Gamepad::Gamepads->Size;
- UWPSendMessage(msg);
- }
-
- // 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_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
-
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
-
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
-
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
-
- // Get current axis state
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
- }
- }
- }
- }
-
- // 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 = UWP_MSG_HANDLE_RESIZE;
- 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 = UWP_MSG_SCROLL_WHEEL_UPDATE;
- msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
- UWPSendMessage(msg);
- }
-
- void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
- {
- 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::UWP_MSG_REGISTER_KEY;
- msg->paramInt0 = key;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
-
- void MoveMouse(Vector2 pos)
- {
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
- Point mousePosScreen = Point(pos.x + window->Bounds.X, pos.y + window->Bounds.Y);
- window->PointerPosition = mousePosScreen;
- }
-
- void RegisterGamepadButton(int gamepad, int button, char status)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_BUTTON;
- msg->paramInt0 = gamepad;
- msg->paramInt1 = button;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
-
- void RegisterGamepadAxis(int gamepad, int axis, float value)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_AXIS;
- msg->paramInt0 = gamepad;
- msg->paramInt1 = axis;
- msg->paramFloat0 = value;
- UWPSendMessage(msg);
- }
-
- void UpdateMousePosition(Vector2 pos)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION;
- msg->paramVector0 = pos;
- UWPSendMessage(msg);
- }
-
- void RegisterClick(int button, char status)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK;
- msg->paramInt0 = button;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
-
- bool mWindowClosed = false;
- bool mWindowVisible = true;
-
- int width = 640;
- int height = 480;
-
- int CurrentPointerID = -1;
-
-#ifdef HOLDHACK
- char KeyboardStateHack[0xA6]; // 0xA6 because the highest key we compare against is 0xA5
-#endif
-};
-
-// Application source for creating the program
-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/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
index f82a352d..cddbe0dc 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
@@ -33,7 +33,7 @@
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
- <WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
+ <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
<ProjectName>raylib.App.UWP</ProjectName>
@@ -139,7 +139,6 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
- <ClInclude Include="BaseApp.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>
@@ -152,7 +151,6 @@
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
- <None Include="packages.config" />
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
@@ -160,6 +158,9 @@
<Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
</ProjectReference>
</ItemGroup>
+ <ItemGroup>
+ <None Include="packages.config" />
+ </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/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters
index 1e0fe362..ce747ba6 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters
@@ -6,7 +6,6 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
- <ClInclude Include="BaseApp.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>
@@ -30,11 +29,11 @@
<AppxManifest Include="Package.appxmanifest" />
</ItemGroup>
<ItemGroup>
- <None Include="packages.config" />
- </ItemGroup>
- <ItemGroup>
<Filter Include="Logo">
<UniqueIdentifier>{cdf72d55-f249-4ad6-9a91-f8a084e64933}</UniqueIdentifier>
</Filter>
</ItemGroup>
+ <ItemGroup>
+ <None Include="packages.config" />
+ </ItemGroup>
</Project> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.UWP/packages.config b/projects/VS2017.UWP/raylib.UWP/packages.config
new file mode 100644
index 00000000..70c3dea0
--- /dev/null
+++ b/projects/VS2017.UWP/raylib.UWP/packages.config
@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="utf-8"?>
+<packages>
+ <package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
+</packages> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
index e6186bf6..26ae61da 100644
--- a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
+++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
@@ -42,6 +42,7 @@
<ClInclude Include="..\..\..\src\raymath.h" />
<ClInclude Include="..\..\..\src\rlgl.h" />
<ClInclude Include="..\..\..\src\utils.h" />
+ <ClInclude Include="..\..\..\src\uwp_events.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\core.c" />
@@ -52,6 +53,9 @@
<ClCompile Include="..\..\..\src\textures.c" />
<ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup>
+ <ItemGroup>
+ <None Include="packages.config" />
+ </ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid>
<Keyword>StaticLibrary</Keyword>
@@ -60,7 +64,7 @@
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
- <WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
+ <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
</PropertyGroup>
@@ -158,7 +162,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<SDLCheck>true</SDLCheck>
- <PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <PreprocessorDefinitions>SUPPORT_GIF_RECORDING;_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)packages\ANGLE.WindowsStore.2.1.13\Include;$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
@@ -239,5 +243,12 @@
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
+ <Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
</ImportGroup>
+ <Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
+ <PropertyGroup>
+ <ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
+ </PropertyGroup>
+ <Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
+ </Target>
</Project> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters
index cbad7c9b..8050a1ef 100644
--- a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters
+++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters
@@ -16,6 +16,7 @@
<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\uwp_events.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\core.c" />
@@ -26,4 +27,7 @@
<ClCompile Include="..\..\..\src\textures.c" />
<ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup>
+ <ItemGroup>
+ <None Include="packages.config" />
+ </ItemGroup>
</Project> \ No newline at end of file