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Diffstat (limited to 'projects/VS2017.UWP/raylib.App.UWP/BaseApp.h')
| -rw-r--r-- | projects/VS2017.UWP/raylib.App.UWP/BaseApp.h | 570 |
1 files changed, 0 insertions, 570 deletions
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(); - } -};
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