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+/**********************************************************************************************
+*
+* 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