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diff --git a/projects/VS2017/raylib.App.UWP/App.cpp b/projects/VS2017/raylib.App.UWP/App.cpp
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+#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;
+
+/*
+To-do list
+ - Cache reference to our CoreWindow?
+ - Implement gestures
+*/
+
+/* 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.
+ InitWindow(800, 450, (EGLNativeWindowType)window);
+}
+
+// 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();
+}