diff options
| author | Reece Mackie <[email protected]> | 2019-04-27 20:51:04 +0100 |
|---|---|---|
| committer | Reece Mackie <[email protected]> | 2019-04-27 20:51:04 +0100 |
| commit | 9434dc588ab295ee909b119a86adbbdae889d6b2 (patch) | |
| tree | 782799f481a71ad0edb03b14148644d6bf4398ac /projects | |
| parent | b911cefab3f39506e22d517088cc9869f363e897 (diff) | |
| parent | 2de1f318212dbceb71db6be053be995208748f2a (diff) | |
| download | raylib-9434dc588ab295ee909b119a86adbbdae889d6b2.tar.gz raylib-9434dc588ab295ee909b119a86adbbdae889d6b2.zip | |
Merge branch 'master' into gamepad-rework
Diffstat (limited to 'projects')
| -rw-r--r-- | projects/VS2015.UWP/raylib.App.UWP/App.cpp | 558 | ||||
| -rw-r--r-- | projects/VS2015.UWP/raylib.App.UWP/App.h | 49 | ||||
| -rw-r--r-- | projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user | 4 | ||||
| -rw-r--r-- | projects/VS2015.UWP/raylib/raylib.vcxproj | 182 | ||||
| -rw-r--r-- | projects/VS2017.UWP/raylib.App.UWP/App.cpp | 78 | ||||
| -rw-r--r-- | projects/VS2017.UWP/raylib.App.UWP/App.h | 25 | ||||
| -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) | bin | 801 -> 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) | bin | 329 -> 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) | bin | 2146 -> 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) | bin | 429 -> 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) | bin | 2150 -> 2150 bytes | |||
| -rw-r--r-- | projects/VS2017.UWP/raylib.App.UWP/BaseApp.h | 567 | ||||
| -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) | bin | 2512 -> 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.vcxproj | 231 | ||||
| -rw-r--r-- | projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters | 29 |
22 files changed, 962 insertions, 813 deletions
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>
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\ 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 Binary files differindex 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 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 Binary files differindex 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 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 Binary files differindex 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 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 Binary files differindex 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 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 Binary files differindex 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 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 Binary files differindex 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 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 - 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