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-rw-r--r--project/vs2015.UWP/raylib.App.UWP/App.cpp169
1 files changed, 163 insertions, 6 deletions
diff --git a/project/vs2015.UWP/raylib.App.UWP/App.cpp b/project/vs2015.UWP/raylib.App.UWP/App.cpp
index 8fe9bc19..2b3c2d9a 100644
--- a/project/vs2015.UWP/raylib.App.UWP/App.cpp
+++ b/project/vs2015.UWP/raylib.App.UWP/App.cpp
@@ -23,14 +23,23 @@ using namespace raylibUWP;
#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
+//#define MAX_KEYS 512
+static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
+static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
+
void UWP_PollInput()
{
+ // Register previous keyboard state
+ for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
+ // NOTE: Since UWP updates key state while our game is processing, the current key state really is the CURRENT, most up to date key state - not the key state from last frame.
+ // If we register the current key state as the last key state right before processing the frame, prev and current keyboard states will nearly always be identical.
+ // In the future, we should either create a third cache for windows to write key changes into, or better yet, just poll the keyboard using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_
+
// Check if gamepads are ready
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@@ -77,9 +86,138 @@ void UWP_PollInput()
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
}
}
+
+}
+
+// Stand-ins for "core.c" variables
+
+ // NOTE(sam): We could also poll for all keys every frame using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_
+ // Helper to process key events
+inline 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;
+
+ }
+}
+
+void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
+{
+ ProcessKeyEvent(args->VirtualKey, 1);
+}
+
+void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
+{
+ ProcessKeyEvent(args->VirtualKey, 0);
+}
+
+// The following functions were reimplemented for UWP from core.c
+static bool GetKeyStatus(int key)
+{
+ return currentKeyState[key];
+}
+
+// The following functions were ripped from core.c
+// 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;
}
-/* OTHER CODE*/
+// 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)
@@ -139,6 +277,8 @@ void App::SetWindow(CoreWindow^ window)
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
+ window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
+ window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
// The CoreWindow has been created, so EGL can be initialized.
InitWindow(800, 450, (EGLNativeWindowType)window);
@@ -150,6 +290,8 @@ void App::Load(Platform::String^ entryPoint)
// InitWindow() --> rlglInit()
}
+static int posX = 100;
+static int posY = 100;
// This method is called after the window becomes active.
void App::Run()
{
@@ -157,18 +299,33 @@ void App::Run()
{
if (mWindowVisible)
{
- // Update
-
+
// Draw
BeginDrawing();
ClearBackground(RAYWHITE);
-
- DrawRectangle(100, 100, 400, 100, RED);
+
+
+ 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);
+
+ if(UWPIsKeyDown(KEY_S))
+ {
+ DrawCircle(100, 100, 100, BLUE);
+ }
+
+ if(UWPIsKeyPressed(KEY_A))
+ {
+ posX -= 50;
+ }
+
EndDrawing();
+ // Update
+ UWP_PollInput(); // TODO: Move to beginning of frame - currently at end of frame to accomodate keyboard callback
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}