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Diffstat (limited to 'projects/VS2017/raylib.App.UWP/App.cpp')
| -rw-r--r-- | projects/VS2017/raylib.App.UWP/App.cpp | 558 |
1 files changed, 558 insertions, 0 deletions
diff --git a/projects/VS2017/raylib.App.UWP/App.cpp b/projects/VS2017/raylib.App.UWP/App.cpp new file mode 100644 index 00000000..375b668c --- /dev/null +++ b/projects/VS2017/raylib.App.UWP/App.cpp @@ -0,0 +1,558 @@ +#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(); +} |
