UWP rework (#1231)
* First draft of UWP rework. * Read desc - Moved UWP specific functions to uwp_events.h - Removed BaseApp. - Implemented example UWP lifecycle. * Added GIF recording and screenshot support. * Character inputs and filesystem stuff * Fix game closing on Xbox when B is pressed. * Fix the gamepad binding hack * Add as many keys as I believe are possible. * Implemented mouse locking of a sort. * Remove rogue todo, the rest are for a game dev using this example. * Implemented touch how I "think" it should work. I cant test this. * Review.
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13 changed files with 1162 additions and 901 deletions
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@ -1,26 +1,190 @@
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#include "pch.h"
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#include "app.h"
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#include "raylib.h"
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#include <Windows.h>
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#include <raylib.h>
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#include <uwp_events.h>
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#include <gestures.h>
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#include <chrono>
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#include <thread>
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::Devices::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation::Collections;
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using namespace Windows::Gaming::Input;
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using namespace Windows::Graphics::Display;
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using namespace Microsoft::WRL;
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using namespace Platform;
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using namespace raylibUWP;
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// Stand-ins for "core.c" variables
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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// The main function creates an IFrameworkViewSource for our app, and runs the app
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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{
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auto appSource = ref new ApplicationSource<App>();
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auto appSource = ref new AppSource();
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CoreApplication::Run(appSource);
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return 0;
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}
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// App implementation
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App::App()
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{
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// This does not work... need to fix this.
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// Currently, UWP ignores flags... You must implement flag functionality yourself
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SetConfigFlags(0);
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}
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Setup(640, 480);
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void App::Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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{
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
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// Logic for other event handlers could go here.
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// Information about the Suspending and Resuming event handlers can be found here:
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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CoreApplication::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
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// Store the app data directory
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auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
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std::wstring dataPathW(dataPath->Begin());
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static std::string dataPathA(dataPathW.begin(), dataPathW.end());
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UWPSetDataPath(dataPathA.c_str());
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}
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void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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// Hook window events
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
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// Hook mouse pointer events
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
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window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
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window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
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// Hook keyboard events.
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window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
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window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
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// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
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UWPSetCoreWindowPtr((void*)window);
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// Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
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auto navigation = SystemNavigationManager::GetForCurrentView();
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navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
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}
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void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
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static bool mouseLocked = false;
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void App::Run()
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{
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// Set up our UWP implementation
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UWPSetQueryTimeFunc([]()
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{
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static auto timeStart = std::chrono::high_resolution_clock::now();
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auto delta = std::chrono::high_resolution_clock::now() - timeStart;
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return (double)std::chrono::duration_cast<std::chrono::seconds>(delta).count();
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});
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UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
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UWPSetDisplaySizeFunc([](int* width, int* height)
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{
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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*width = dInfo->ScreenWidthInRawPixels;
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*height = dInfo->ScreenHeightInRawPixels;
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});
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UWPSetMouseHideFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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});
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UWPSetMouseShowFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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});
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UWPSetMouseLockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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mouseLocked = true;
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});
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UWPSetMouseUnlockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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mouseLocked = false;
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});
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UWPSetMouseSetPosFunc([](int x, int y)
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{
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
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window->PointerPosition = mousePosScreen;
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});
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// Set custom output handle
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SetTraceLogCallback([](int logType, const char* text, va_list args)
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{
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std::string format = text;
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switch (logType)
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{
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case LOG_TRACE: format = std::string("TRACE: ") + format; break;
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case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
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case LOG_INFO: format = std::string("INFO: ") + format; break;
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case LOG_WARNING: format = std::string("WARNING: ") + format; break;
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case LOG_ERROR: format = std::string("ERROR: ") + format; break;
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case LOG_FATAL: format = std::string("FATAL: ") + format; break;
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default: break;
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}
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char buf[1024]; // TODO: Is this large enough?
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vsnprintf(buf, sizeof(buf), format.c_str(), args);
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std::string output = std::string(buf) + std::string("\n");
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OutputDebugStringA(output.c_str());
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});
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// Create window
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InitWindow(640, 480, "raylib game example");
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// Run game loop
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while (!WindowShouldClose() && !mSuspended)
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{
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if (mWindowVisible)
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{
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PreProcessInputs();
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GameLoop();
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PostProcessInputs();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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} else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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CloseWindow();
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}
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void App::Uninitialize()
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{
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// Do any UWP cleanup here.
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}
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static int posX = 100;
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static int gTime = 0;
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// This method is called every frame
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void App::Update()
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void App::GameLoop()
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{
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// Update
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//----------------------------------------------------------------------------------
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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}
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struct GamepadBinding
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{
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Gamepad^ Gamepad = nullptr;
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bool Ready = false;
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};
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static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
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void App::PreProcessInputs()
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{
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// Here, we will see if we have bound gamepads. If we do we check they are still present. If they aren't present we free the binding.
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// if anyone does not have a binding but there is a gamepad available, we will bind it to the first player who is missing a controller.
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for (auto i = 0; i < MAX_GAMEPADS; i++)
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{
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// Ensure that the gamepad bindings are still in tact
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if (gGamepadBindings[i].Gamepad != nullptr)
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{
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// Check the gamepad is present
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auto found = false;
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for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
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{
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if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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gGamepadBindings[i].Gamepad = nullptr;
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gGamepadBindings[i].Ready = false;
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}
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else gGamepadBindings[i].Ready = true;
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}
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// Now we check to find any unbound gamepads we can use
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if (gGamepadBindings[i].Gamepad == nullptr)
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{
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// Loop over all the attached gamepads
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Gamepad^ freeGamepad = nullptr;
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for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
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{
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freeGamepad = Gamepad::Gamepads->GetAt(j);
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// Loop over existing bindings
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for (auto k = 0; k < MAX_GAMEPADS; k++)
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{
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if (gGamepadBindings[k].Gamepad == freeGamepad)
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freeGamepad = nullptr;
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}
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// If we passed all 4, this is a free gamepad
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if (freeGamepad != nullptr) break;
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}
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if (freeGamepad != nullptr)
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{
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gGamepadBindings[i].Gamepad = freeGamepad;
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gGamepadBindings[i].Ready = true;
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}
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else gGamepadBindings[i].Ready = false;
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}
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}
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// Send the active gamepads to raylib
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
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}
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// Get current gamepad state
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (gGamepadBindings[i].Ready)
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{
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// Get current gamepad state
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auto gamepad = gGamepadBindings[i].Gamepad;
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auto reading = gamepad->GetCurrentReading();
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// Register all button presses
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
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// Get current axis state
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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void App::PostProcessInputs()
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{
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/*
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* So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
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* If anyone has any better ideas on how to implement this feel free!
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* This is done after the game loop so getting mouse delta etc. still works.
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*/
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if (mouseLocked)
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{
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auto w = GetScreenWidth();
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auto h = GetScreenHeight();
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SetMousePosition(w / 2, h / 2);
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}
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}
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// Events
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void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
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{
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// Run() won't start until the CoreWindow is activated.
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CoreWindow::GetForCurrentThread()->Activate();
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}
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void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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{
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// TODO: In your game, you will need to load your state here
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mSuspended = false;
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}
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void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
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{
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// TODO: In your game, you will need to save your state here
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mSuspended = true;
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}
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void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
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{
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UWPResizeEvent(args->Size.Width, args->Size.Height);
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args->Handled = true;
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}
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void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
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{
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mWindowVisible = args->Visible;
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args->Handled = true;
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}
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// Input event handlers
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void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto props = args->CurrentPoint->Properties;
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auto device = args->CurrentPoint->PointerDevice;
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if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
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{
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if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
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if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
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if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
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}
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else if (device->PointerDeviceType == PointerDeviceType::Touch)
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{
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auto pos = args->CurrentPoint->Position;
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UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
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}
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args->Handled = true;
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}
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void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto props = args->CurrentPoint->Properties;
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auto device = args->CurrentPoint->PointerDevice;
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if (device->PointerDeviceType == PointerDeviceType::Mouse)
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{
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if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
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if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
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if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
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}
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else if (device->PointerDeviceType == PointerDeviceType::Touch)
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{
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auto pos = args->CurrentPoint->Position;
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UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
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}
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args->Handled = true;
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}
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void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
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args->Handled = true;
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}
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void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
|
||||
auto pos = args->CurrentPoint->Position;
|
||||
if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
|
||||
{
|
||||
UWPMousePosEvent((double)pos.X, (double)pos.Y);
|
||||
args->Handled = true;
|
||||
}
|
||||
else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
|
||||
{
|
||||
UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
|
||||
}
|
||||
}
|
||||
|
||||
int App::GetRaylibKey(Windows::System::VirtualKey kVey)
|
||||
{
|
||||
using VK = Windows::System::VirtualKey;
|
||||
int actualKey = -1;
|
||||
switch (kVey)
|
||||
{
|
||||
case VK::Back: actualKey = KEY_BACKSPACE; break;
|
||||
case VK::Space: actualKey = KEY_SPACE; break;
|
||||
case VK::Escape: actualKey = KEY_ESCAPE; break;
|
||||
case VK::Enter: actualKey = KEY_ENTER; break;
|
||||
case VK::Delete: actualKey = KEY_DELETE; break;
|
||||
case VK::Right: actualKey = KEY_RIGHT; break;
|
||||
case VK::Left: actualKey = KEY_LEFT; break;
|
||||
case VK::Down: actualKey = KEY_DOWN; break;
|
||||
case VK::Up: actualKey = KEY_UP; break;
|
||||
case VK::F1: actualKey = KEY_F1; break;
|
||||
case VK::F2: actualKey = KEY_F2; break;
|
||||
case VK::F3: actualKey = KEY_F3; break;
|
||||
case VK::F4: actualKey = KEY_F4; break;
|
||||
case VK::F5: actualKey = KEY_F5; break;
|
||||
case VK::F6: actualKey = KEY_F6; break;
|
||||
case VK::F7: actualKey = KEY_F7; break;
|
||||
case VK::F8: actualKey = KEY_F8; break;
|
||||
case VK::F9: actualKey = KEY_F9; break;
|
||||
case VK::F10: actualKey = KEY_F10; break;
|
||||
case VK::F11: actualKey = KEY_F11; break;
|
||||
case VK::F12: actualKey = KEY_F12; break;
|
||||
case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
|
||||
case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
|
||||
case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
|
||||
case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
|
||||
case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
|
||||
case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
|
||||
case VK::Number0: actualKey = KEY_ZERO; break;
|
||||
case VK::Number1: actualKey = KEY_ONE; break;
|
||||
case VK::Number2: actualKey = KEY_TWO; break;
|
||||
case VK::Number3: actualKey = KEY_THREE; break;
|
||||
case VK::Number4: actualKey = KEY_FOUR; break;
|
||||
case VK::Number5: actualKey = KEY_FIVE; break;
|
||||
case VK::Number6: actualKey = KEY_SIX; break;
|
||||
case VK::Number7: actualKey = KEY_SEVEN; break;
|
||||
case VK::Number8: actualKey = KEY_EIGHT; break;
|
||||
case VK::Number9: actualKey = KEY_NINE; break;
|
||||
case VK::NumberPad0: actualKey = KEY_KP_0; break;
|
||||
case VK::NumberPad1: actualKey = KEY_KP_1; break;
|
||||
case VK::NumberPad2: actualKey = KEY_KP_2; break;
|
||||
case VK::NumberPad3: actualKey = KEY_KP_3; break;
|
||||
case VK::NumberPad4: actualKey = KEY_KP_4; break;
|
||||
case VK::NumberPad5: actualKey = KEY_KP_5; break;
|
||||
case VK::NumberPad6: actualKey = KEY_KP_6; break;
|
||||
case VK::NumberPad7: actualKey = KEY_KP_7; break;
|
||||
case VK::NumberPad8: actualKey = KEY_KP_8; break;
|
||||
case VK::NumberPad9: actualKey = KEY_KP_9; break;
|
||||
case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
|
||||
case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
|
||||
case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
|
||||
case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
|
||||
case VK::Add: actualKey = KEY_KP_ADD; break;
|
||||
// UWP Doesn't have a specific keypad enter or equal...
|
||||
case VK::A: actualKey = KEY_A; break;
|
||||
case VK::B: actualKey = KEY_B; break;
|
||||
case VK::C: actualKey = KEY_C; break;
|
||||
case VK::D: actualKey = KEY_D; break;
|
||||
case VK::E: actualKey = KEY_E; break;
|
||||
case VK::F: actualKey = KEY_F; break;
|
||||
case VK::G: actualKey = KEY_G; break;
|
||||
case VK::H: actualKey = KEY_H; break;
|
||||
case VK::I: actualKey = KEY_I; break;
|
||||
case VK::J: actualKey = KEY_J; break;
|
||||
case VK::K: actualKey = KEY_K; break;
|
||||
case VK::L: actualKey = KEY_L; break;
|
||||
case VK::M: actualKey = KEY_M; break;
|
||||
case VK::N: actualKey = KEY_N; break;
|
||||
case VK::O: actualKey = KEY_O; break;
|
||||
case VK::P: actualKey = KEY_P; break;
|
||||
case VK::Q: actualKey = KEY_Q; break;
|
||||
case VK::R: actualKey = KEY_R; break;
|
||||
case VK::S: actualKey = KEY_S; break;
|
||||
case VK::T: actualKey = KEY_T; break;
|
||||
case VK::U: actualKey = KEY_U; break;
|
||||
case VK::V: actualKey = KEY_V; break;
|
||||
case VK::W: actualKey = KEY_W; break;
|
||||
case VK::X: actualKey = KEY_X; break;
|
||||
case VK::Y: actualKey = KEY_Y; break;
|
||||
case VK::Z: actualKey = KEY_Z; break;
|
||||
// I don't think we can have any more
|
||||
}
|
||||
return actualKey;
|
||||
}
|
||||
|
||||
void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
auto k = GetRaylibKey(args->VirtualKey);
|
||||
auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
|
||||
if (k != -1) {
|
||||
UWPKeyDownEvent(k, true, controlState);
|
||||
}
|
||||
args->Handled = true;
|
||||
}
|
||||
|
||||
void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
auto k = GetRaylibKey(args->VirtualKey);
|
||||
if (k != -1)
|
||||
UWPKeyDownEvent(k, false, false);
|
||||
args->Handled = true;
|
||||
}
|
||||
|
||||
void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
|
||||
{
|
||||
UWPKeyCharEvent(args->KeyCode);
|
||||
}
|
||||
|
||||
void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
|
||||
{
|
||||
// This simply stops the program from closing.
|
||||
args->Handled = true;
|
||||
}
|
||||
|
||||
// AppSource implementation
|
||||
Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
|
||||
{
|
||||
return ref new App();
|
||||
}
|
||||
|
|
|
@ -4,22 +4,49 @@
|
|||
|
||||
#include "pch.h"
|
||||
|
||||
// Define what header we use for BaseApp.h
|
||||
#define PCH "pch.h"
|
||||
|
||||
// Enable hold hack
|
||||
#define HOLDHACK
|
||||
|
||||
#include "BaseApp.h"
|
||||
|
||||
namespace raylibUWP
|
||||
{
|
||||
ref class App sealed : public BaseApp
|
||||
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
public:
|
||||
App();
|
||||
|
||||
App();
|
||||
// IFrameworkView methods.
|
||||
void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView) override;
|
||||
void SetWindow(Windows::UI::Core::CoreWindow^ window) override;
|
||||
void Load(Platform::String^ entryPoint) override;
|
||||
void Run() override;
|
||||
void Uninitialize() override;
|
||||
private:
|
||||
bool mWindowVisible = true;
|
||||
bool mSuspended = false;
|
||||
|
||||
void Update() override;
|
||||
void GameLoop();
|
||||
void PreProcessInputs();
|
||||
void PostProcessInputs();
|
||||
|
||||
// Helpers
|
||||
int GetRaylibKey(Windows::System::VirtualKey kVey);
|
||||
|
||||
// Events
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
|
||||
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
|
||||
void OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
|
||||
};
|
||||
|
||||
ref class AppSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
Windows::ApplicationModel::Core::IFrameworkView^ CreateView() override;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
};
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
|
@ -33,7 +33,7 @@
|
|||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<AppContainerApplication>true</AppContainerApplication>
|
||||
<ApplicationType>Windows Store</ApplicationType>
|
||||
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
|
||||
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
|
||||
<ProjectName>raylib.App.UWP</ProjectName>
|
||||
|
@ -139,7 +139,6 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -152,7 +151,6 @@
|
|||
<AppxManifest Include="Package.appxmanifest">
|
||||
<SubType>Designer</SubType>
|
||||
</AppxManifest>
|
||||
<None Include="packages.config" />
|
||||
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -160,6 +158,9 @@
|
|||
<Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -29,12 +28,12 @@
|
|||
<ItemGroup>
|
||||
<AppxManifest Include="Package.appxmanifest" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Logo">
|
||||
<UniqueIdentifier>{cdf72d55-f249-4ad6-9a91-f8a084e64933}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Add table
Add a link
Reference in a new issue