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>
|
4
projects/VS2017.UWP/raylib.UWP/packages.config
Normal file
4
projects/VS2017.UWP/raylib.UWP/packages.config
Normal file
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
|
||||
</packages>
|
|
@ -42,6 +42,7 @@
|
|||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
<ClInclude Include="..\..\..\src\uwp_events.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
|
@ -52,6 +53,9 @@
|
|||
<ClCompile Include="..\..\..\src\textures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid>
|
||||
<Keyword>StaticLibrary</Keyword>
|
||||
|
@ -60,7 +64,7 @@
|
|||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<AppContainerApplication>true</AppContainerApplication>
|
||||
<ApplicationType>Windows Store</ApplicationType>
|
||||
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion>
|
||||
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
|
||||
</PropertyGroup>
|
||||
|
@ -158,7 +162,7 @@
|
|||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>SUPPORT_GIF_RECORDING;_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)packages\ANGLE.WindowsStore.2.1.13\Include;$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -239,5 +243,12 @@
|
|||
</ItemDefinitionGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
|
||||
</ImportGroup>
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -16,6 +16,7 @@
|
|||
<ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_truetype.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
|
||||
<ClInclude Include="..\..\..\src\uwp_events.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
|
@ -26,4 +27,7 @@
|
|||
<ClCompile Include="..\..\..\src\textures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
</Project>
|
629
src/core.c
629
src/core.c
|
@ -255,6 +255,7 @@
|
|||
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
|
||||
#include "EGL/eglext.h" // Khronos EGL library - Extensions
|
||||
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
|
||||
#include "uwp_events.h" // UWP bootstrapping functions
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
|
@ -328,10 +329,6 @@ typedef struct {
|
|||
typedef struct { int x; int y; } Point;
|
||||
typedef struct { unsigned int width; unsigned int height; } Size;
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App)
|
||||
#endif
|
||||
|
||||
// Core global state context data
|
||||
typedef struct CoreData {
|
||||
struct {
|
||||
|
@ -378,6 +375,11 @@ typedef struct CoreData {
|
|||
const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
|
||||
bool contextRebindRequired; // Used to know context rebind required
|
||||
} Android;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
struct {
|
||||
const char* internalDataPath; // UWP App data path
|
||||
} UWP;
|
||||
#endif
|
||||
struct {
|
||||
#if defined(PLATFORM_RPI)
|
||||
|
@ -610,6 +612,14 @@ static void RestoreTerminal(void)
|
|||
// NOTE: data parameter could be used to pass any kind of required data to the initialization
|
||||
void InitWindow(int width, int height, const char *title)
|
||||
{
|
||||
#if defined(PLATFORM_UWP)
|
||||
if (!UWPIsConfigured())
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
|
||||
|
||||
CORE.Window.title = title;
|
||||
|
@ -619,6 +629,11 @@ void InitWindow(int width, int height, const char *title)
|
|||
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
|
||||
CORE.Input.Gamepad.lastButtonPressed = -1;
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
// The axis count is 6 (2 thumbsticks and left and right trigger)
|
||||
CORE.Input.Gamepad.axisCount = 6;
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
|
@ -760,7 +775,7 @@ void CloseWindow(void)
|
|||
glfwTerminate();
|
||||
#endif
|
||||
|
||||
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
|
||||
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP)
|
||||
timeEndPeriod(1); // Restore time period
|
||||
#endif
|
||||
|
||||
|
@ -1209,9 +1224,7 @@ void ShowCursor(void)
|
|||
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_SHOW_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseShowFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = false;
|
||||
}
|
||||
|
@ -1223,9 +1236,7 @@ void HideCursor(void)
|
|||
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_HIDE_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseHideFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
}
|
||||
|
@ -1246,9 +1257,7 @@ void EnableCursor(void)
|
|||
CORE.Input.Mouse.cursorLockRequired = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_LOCK_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseUnlockFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = false;
|
||||
}
|
||||
|
@ -1263,9 +1272,7 @@ void DisableCursor(void)
|
|||
CORE.Input.Mouse.cursorLockRequired = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_UNLOCK_MOUSE;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseLockFunc()();
|
||||
#endif
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
}
|
||||
|
@ -1709,8 +1716,7 @@ double GetTime(void)
|
|||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
// Updated through messages
|
||||
return CORE.Time.current;
|
||||
return UWPGetQueryTimeFunc()();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1892,6 +1898,10 @@ void TakeScreenshot(const char *fileName)
|
|||
strcpy(path, CORE.Android.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, fileName);
|
||||
#elif defined(PLATFORM_UWP)
|
||||
strcpy(path, CORE.UWP.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, fileName);
|
||||
#else
|
||||
strcpy(path, fileName);
|
||||
#endif
|
||||
|
@ -2225,6 +2235,10 @@ void SaveStorageValue(unsigned int position, int value)
|
|||
strcpy(path, CORE.Android.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, STORAGE_DATA_FILE);
|
||||
#elif defined(PLATFORM_UWP)
|
||||
strcpy(path, CORE.UWP.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, STORAGE_DATA_FILE);
|
||||
#else
|
||||
strcpy(path, STORAGE_DATA_FILE);
|
||||
#endif
|
||||
|
@ -2298,6 +2312,10 @@ int LoadStorageValue(unsigned int position)
|
|||
strcpy(path, CORE.Android.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, STORAGE_DATA_FILE);
|
||||
#elif defined(PLATFORM_UWP)
|
||||
strcpy(path, CORE.UWP.internalDataPath);
|
||||
strcat(path, "/");
|
||||
strcat(path, STORAGE_DATA_FILE);
|
||||
#else
|
||||
strcpy(path, STORAGE_DATA_FILE);
|
||||
#endif
|
||||
|
@ -2638,11 +2656,7 @@ void SetMousePosition(int x, int y)
|
|||
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *msg = CreateUWPMessage();
|
||||
msg->type = UWP_MSG_SET_MOUSE_LOCATION;
|
||||
msg->paramVector0.x = CORE.Input.Mouse.position.x;
|
||||
msg->paramVector0.y = CORE.Input.Mouse.position.y;
|
||||
SendMessageToUWP(msg);
|
||||
UWPGetMouseSetPosFunc()(x, y);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -2675,7 +2689,7 @@ int GetMouseWheelMove(void)
|
|||
// Returns touch position X for touch point 0 (relative to screen size)
|
||||
int GetTouchX(void)
|
||||
{
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
|
||||
return (int)CORE.Input.Touch.position[0].x;
|
||||
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
||||
return GetMouseX();
|
||||
|
@ -2685,7 +2699,7 @@ int GetTouchX(void)
|
|||
// Returns touch position Y for touch point 0 (relative to screen size)
|
||||
int GetTouchY(void)
|
||||
{
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
|
||||
return (int)CORE.Input.Touch.position[0].y;
|
||||
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
||||
return GetMouseY();
|
||||
|
@ -2698,7 +2712,7 @@ Vector2 GetTouchPosition(int index)
|
|||
{
|
||||
Vector2 position = { -1.0f, -1.0f };
|
||||
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
||||
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
|
||||
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
|
||||
|
||||
|
@ -3160,7 +3174,7 @@ static bool InitGraphicsDevice(int width, int height)
|
|||
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
|
||||
|
||||
//CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
|
||||
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, handle, surfaceAttributes);
|
||||
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
|
||||
if (CORE.Window.surface == EGL_NO_SURFACE)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
|
||||
|
@ -3175,8 +3189,11 @@ static bool InitGraphicsDevice(int width, int height)
|
|||
}
|
||||
|
||||
// Get EGL device window size
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.display.width);
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.display.height);
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
|
||||
|
||||
// Get display size
|
||||
UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height);
|
||||
|
||||
#endif // PLATFORM_UWP
|
||||
|
||||
|
@ -3289,8 +3306,13 @@ static bool InitGraphicsDevice(int width, int height)
|
|||
else
|
||||
{
|
||||
// Grab the width and height of the surface
|
||||
#if defined(PLATFORM_UWP)
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
#else
|
||||
CORE.Window.render.width = CORE.Window.display.width;
|
||||
CORE.Window.render.height = CORE.Window.display.height;
|
||||
#endif
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
||||
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
@ -3325,7 +3347,7 @@ static bool InitGraphicsDevice(int width, int height)
|
|||
|
||||
ClearBackground(RAYWHITE); // Default background color for raylib games :P
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
|
||||
CORE.Window.ready = true;
|
||||
#endif
|
||||
return true;
|
||||
|
@ -3430,7 +3452,7 @@ static void InitTimer(void)
|
|||
{
|
||||
srand((unsigned int)time(NULL)); // Initialize random seed
|
||||
|
||||
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
|
||||
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP)
|
||||
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
|
||||
#endif
|
||||
|
||||
|
@ -3454,7 +3476,9 @@ static void InitTimer(void)
|
|||
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
|
||||
static void Wait(float ms)
|
||||
{
|
||||
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPGetSleepFunc()(ms / 1000);
|
||||
#elif defined(SUPPORT_BUSY_WAIT_LOOP)
|
||||
double prevTime = GetTime();
|
||||
double nextTime = 0.0;
|
||||
|
||||
|
@ -3482,7 +3506,7 @@ static void Wait(float ms)
|
|||
usleep(ms*1000.0f);
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
|
||||
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)// && !defined(PLATFORM_UWP)
|
||||
while (GetTime() < destTime) { }
|
||||
#endif
|
||||
#endif
|
||||
|
@ -3639,142 +3663,6 @@ static void PollInputEvents(void)
|
|||
CORE.Input.Mouse.currentWheelMove = 0;
|
||||
|
||||
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
|
||||
|
||||
// Loop over pending messages
|
||||
while (HasMessageFromUWP())
|
||||
{
|
||||
UWPMessage *msg = GetMessageFromUWP();
|
||||
|
||||
switch (msg->type)
|
||||
{
|
||||
case UWP_MSG_REGISTER_KEY:
|
||||
{
|
||||
// Convert from virtualKey
|
||||
int actualKey = -1;
|
||||
|
||||
switch (msg->paramInt0)
|
||||
{
|
||||
case 0x08: actualKey = KEY_BACKSPACE; break;
|
||||
case 0x20: actualKey = KEY_SPACE; break;
|
||||
case 0x1B: actualKey = KEY_ESCAPE; break;
|
||||
case 0x0D: actualKey = KEY_ENTER; break;
|
||||
case 0x2E: actualKey = KEY_DELETE; break;
|
||||
case 0x27: actualKey = KEY_RIGHT; break;
|
||||
case 0x25: actualKey = KEY_LEFT; break;
|
||||
case 0x28: actualKey = KEY_DOWN; break;
|
||||
case 0x26: actualKey = KEY_UP; break;
|
||||
case 0x70: actualKey = KEY_F1; break;
|
||||
case 0x71: actualKey = KEY_F2; break;
|
||||
case 0x72: actualKey = KEY_F3; break;
|
||||
case 0x73: actualKey = KEY_F4; break;
|
||||
case 0x74: actualKey = KEY_F5; break;
|
||||
case 0x75: actualKey = KEY_F6; break;
|
||||
case 0x76: actualKey = KEY_F7; break;
|
||||
case 0x77: actualKey = KEY_F8; break;
|
||||
case 0x78: actualKey = KEY_F9; break;
|
||||
case 0x79: actualKey = KEY_F10; break;
|
||||
case 0x7A: actualKey = KEY_F11; break;
|
||||
case 0x7B: actualKey = KEY_F12; break;
|
||||
case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
|
||||
case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
|
||||
case 0xA4: actualKey = KEY_LEFT_ALT; break;
|
||||
case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
|
||||
case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
|
||||
case 0xA5: actualKey = KEY_RIGHT_ALT; break;
|
||||
case 0x30: actualKey = KEY_ZERO; break;
|
||||
case 0x31: actualKey = KEY_ONE; break;
|
||||
case 0x32: actualKey = KEY_TWO; break;
|
||||
case 0x33: actualKey = KEY_THREE; break;
|
||||
case 0x34: actualKey = KEY_FOUR; break;
|
||||
case 0x35: actualKey = KEY_FIVE; break;
|
||||
case 0x36: actualKey = KEY_SIX; break;
|
||||
case 0x37: actualKey = KEY_SEVEN; break;
|
||||
case 0x38: actualKey = KEY_EIGHT; break;
|
||||
case 0x39: actualKey = KEY_NINE; break;
|
||||
case 0x41: actualKey = KEY_A; break;
|
||||
case 0x42: actualKey = KEY_B; break;
|
||||
case 0x43: actualKey = KEY_C; break;
|
||||
case 0x44: actualKey = KEY_D; break;
|
||||
case 0x45: actualKey = KEY_E; break;
|
||||
case 0x46: actualKey = KEY_F; break;
|
||||
case 0x47: actualKey = KEY_G; break;
|
||||
case 0x48: actualKey = KEY_H; break;
|
||||
case 0x49: actualKey = KEY_I; break;
|
||||
case 0x4A: actualKey = KEY_J; break;
|
||||
case 0x4B: actualKey = KEY_K; break;
|
||||
case 0x4C: actualKey = KEY_L; break;
|
||||
case 0x4D: actualKey = KEY_M; break;
|
||||
case 0x4E: actualKey = KEY_N; break;
|
||||
case 0x4F: actualKey = KEY_O; break;
|
||||
case 0x50: actualKey = KEY_P; break;
|
||||
case 0x51: actualKey = KEY_Q; break;
|
||||
case 0x52: actualKey = KEY_R; break;
|
||||
case 0x53: actualKey = KEY_S; break;
|
||||
case 0x54: actualKey = KEY_T; break;
|
||||
case 0x55: actualKey = KEY_U; break;
|
||||
case 0x56: actualKey = KEY_V; break;
|
||||
case 0x57: actualKey = KEY_W; break;
|
||||
case 0x58: actualKey = KEY_X; break;
|
||||
case 0x59: actualKey = KEY_Y; break;
|
||||
case 0x5A: actualKey = KEY_Z; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (actualKey > -1) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0;
|
||||
|
||||
} break;
|
||||
case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break;
|
||||
case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break;
|
||||
case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break;
|
||||
case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break;
|
||||
case UWP_MSG_SET_GAMEPAD_BUTTON:
|
||||
{
|
||||
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
|
||||
} break;
|
||||
case UWP_MSG_SET_GAMEPAD_AXIS:
|
||||
{
|
||||
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
|
||||
|
||||
// Register buttons for 2nd triggers
|
||||
CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
|
||||
CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
|
||||
} break;
|
||||
case UWP_MSG_SET_DISPLAY_DIMS:
|
||||
{
|
||||
CORE.Window.display.width = msg->paramVector0.x;
|
||||
CORE.Window.display.height = msg->paramVector0.y;
|
||||
} break;
|
||||
case UWP_MSG_HANDLE_RESIZE:
|
||||
{
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
|
||||
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
|
||||
|
||||
// If window is resized, viewport and projection matrix needs to be re-calculated
|
||||
rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
||||
rlLoadIdentity(); // Reset current matrix (projection)
|
||||
rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
|
||||
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
||||
rlLoadIdentity(); // Reset current matrix (modelview)
|
||||
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
|
||||
|
||||
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
|
||||
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
|
||||
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
|
||||
CORE.Window.currentFbo.width = CORE.Window.screen.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.screen.height;
|
||||
|
||||
// NOTE: Postprocessing texture is not scaled to new size
|
||||
|
||||
CORE.Window.resized = true;
|
||||
|
||||
} break;
|
||||
case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
DeleteUWPMessage(msg); //Delete, we are done
|
||||
}
|
||||
#endif // PLATFORM_UWP
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
||||
|
@ -5260,3 +5148,404 @@ static void *GamepadThread(void *arg)
|
|||
return NULL;
|
||||
}
|
||||
#endif // PLATFORM_RPI
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
|
||||
static UWPSleepFunc uwpSleepFunc = NULL;
|
||||
static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseLockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseUnlockFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseShowFunc = NULL;
|
||||
static UWPMouseFunc uwpMouseHideFunc = NULL;
|
||||
static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
|
||||
static void* uwpCoreWindow = NULL;
|
||||
|
||||
bool UWPIsConfigured()
|
||||
{
|
||||
bool pass = true;
|
||||
if (uwpQueryTimeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetQueryTimeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpSleepFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetSleepFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpDisplaySizeFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetDisplaySizeFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseLockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseLockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseUnlockFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseUnlockFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseShowFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseShowFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseHideFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseHideFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpMouseSetPosFunc == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must call UWPSetMouseSetPosFunc with a valid function before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
|
||||
if (uwpCoreWindow == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "You must set a pointer to the UWP core window before calling InitWindow()");
|
||||
pass = false;
|
||||
}
|
||||
return pass;
|
||||
}
|
||||
void UWPSetDataPath(const char* path)
|
||||
{
|
||||
CORE.UWP.internalDataPath = path;
|
||||
}
|
||||
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void)
|
||||
{
|
||||
return uwpQueryTimeFunc;
|
||||
}
|
||||
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func)
|
||||
{
|
||||
uwpQueryTimeFunc = func;
|
||||
}
|
||||
|
||||
UWPSleepFunc UWPGetSleepFunc(void)
|
||||
{
|
||||
return uwpSleepFunc;
|
||||
}
|
||||
|
||||
void UWPSetSleepFunc(UWPSleepFunc func)
|
||||
{
|
||||
uwpSleepFunc = func;
|
||||
}
|
||||
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void)
|
||||
{
|
||||
return uwpDisplaySizeFunc;
|
||||
}
|
||||
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func)
|
||||
{
|
||||
uwpDisplaySizeFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseLockFunc()
|
||||
{
|
||||
return uwpMouseLockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseLockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc()
|
||||
{
|
||||
return uwpMouseUnlockFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseUnlockFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseShowFunc()
|
||||
{
|
||||
return uwpMouseShowFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseShowFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseFunc UWPGetMouseHideFunc()
|
||||
{
|
||||
return uwpMouseHideFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func)
|
||||
{
|
||||
uwpMouseHideFunc = func;
|
||||
}
|
||||
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc()
|
||||
{
|
||||
return uwpMouseSetPosFunc;
|
||||
}
|
||||
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func)
|
||||
{
|
||||
uwpMouseSetPosFunc = func;
|
||||
}
|
||||
|
||||
void* UWPGetCoreWindowPtr()
|
||||
{
|
||||
return uwpCoreWindow;
|
||||
}
|
||||
|
||||
void UWPSetCoreWindowPtr(void* ptr)
|
||||
{
|
||||
uwpCoreWindow = ptr;
|
||||
}
|
||||
|
||||
void UWPMouseWheelEvent(int deltaY)
|
||||
{
|
||||
CORE.Input.Mouse.currentWheelMove = (int)deltaY;
|
||||
}
|
||||
|
||||
void UWPKeyDownEvent(int key, bool down, bool controlKey)
|
||||
{
|
||||
if (key == CORE.Input.Keyboard.exitKey && down)
|
||||
{
|
||||
// Time to close the window.
|
||||
CORE.Window.shouldClose = true;
|
||||
}
|
||||
else if (key == KEY_F12 && down)
|
||||
{
|
||||
#if defined(SUPPORT_GIF_RECORDING)
|
||||
if (controlKey)
|
||||
{
|
||||
if (gifRecording)
|
||||
{
|
||||
GifEnd();
|
||||
gifRecording = false;
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
// Download file from MEMFS (emscripten memory filesystem)
|
||||
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
|
||||
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
|
||||
#endif
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
|
||||
}
|
||||
else
|
||||
{
|
||||
gifRecording = true;
|
||||
gifFramesCounter = 0;
|
||||
|
||||
char path[512] = { 0 };
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
strcpy(path, CORE.Android.internalDataPath);
|
||||
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
|
||||
#elif defined(PLATFORM_UWP)
|
||||
strcpy(path, CORE.UWP.internalDataPath);
|
||||
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
|
||||
#else
|
||||
strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
|
||||
#endif
|
||||
|
||||
// NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
|
||||
// 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
|
||||
GifBegin(path, CORE.Window.screen.width, CORE.Window.screen.height, (int)(GetFrameTime() * 10.0f), 8, false);
|
||||
screenshotCounter++;
|
||||
|
||||
TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif // SUPPORT_GIF_RECORDING
|
||||
#if defined(SUPPORT_SCREEN_CAPTURE)
|
||||
{
|
||||
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
||||
screenshotCounter++;
|
||||
}
|
||||
#endif // SUPPORT_SCREEN_CAPTURE
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Input.Keyboard.currentKeyState[key] = down;
|
||||
}
|
||||
}
|
||||
|
||||
void UWPKeyCharEvent(int key)
|
||||
{
|
||||
if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE)
|
||||
{
|
||||
// Add character to the queue
|
||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
|
||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||
}
|
||||
}
|
||||
|
||||
void UWPMouseButtonEvent(int button, bool down)
|
||||
{
|
||||
CORE.Input.Mouse.currentButtonState[button] = down;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
// Register touch actions
|
||||
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
|
||||
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
|
||||
|
||||
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointerId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = GetMousePosition();
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UWPMousePosEvent(double x, double y)
|
||||
{
|
||||
CORE.Input.Mouse.position.x = (float)x;
|
||||
CORE.Input.Mouse.position.y = (float)y;
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
|
||||
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
||||
// Process mouse events as touches to be able to use mouse-gestures
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
gestureEvent.touchAction = TOUCH_MOVE;
|
||||
|
||||
// Assign a pointer ID
|
||||
gestureEvent.pointerId[0] = 0;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0] = CORE.Input.Mouse.position;
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UWPResizeEvent(int width, int height)
|
||||
{
|
||||
SetupViewport(width, height); // Reset viewport and projection matrix for new size
|
||||
|
||||
// Set current screen size
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.currentFbo.width = width;
|
||||
CORE.Window.currentFbo.height = height;
|
||||
|
||||
// NOTE: Postprocessing texture is not scaled to new size
|
||||
|
||||
CORE.Window.resized = true;
|
||||
}
|
||||
|
||||
void UWPActivateGamepadEvent(int gamepad, bool active)
|
||||
{
|
||||
if (gamepad < MAX_GAMEPADS) {
|
||||
CORE.Input.Gamepad.ready[gamepad] = active;
|
||||
}
|
||||
}
|
||||
|
||||
void UWPRegisterGamepadButton(int gamepad, int button, bool down)
|
||||
{
|
||||
if (gamepad < MAX_GAMEPADS) {
|
||||
if (button < MAX_GAMEPAD_BUTTONS) {
|
||||
CORE.Input.Gamepad.currentState[gamepad][button] = down;
|
||||
CORE.Input.Gamepad.lastButtonPressed = button;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UWPRegisterGamepadAxis(int gamepad, int axis, float value)
|
||||
{
|
||||
if (gamepad < MAX_GAMEPADS)
|
||||
{
|
||||
if (axis < MAX_GAMEPAD_AXIS)
|
||||
{
|
||||
CORE.Input.Gamepad.axisState[gamepad][axis] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UWPGestureMove(int pointer, float x, float y)
|
||||
{
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
// Assign the pointer ID and touch action
|
||||
gestureEvent.pointerId[0] = pointer;
|
||||
gestureEvent.touchAction = TOUCH_MOVE;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0].x = x;
|
||||
gestureEvent.position[0].y = y;
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UWPGestureTouch(int pointer, float x, float y, bool touch)
|
||||
{
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
GestureEvent gestureEvent = { 0 };
|
||||
|
||||
// Assign the pointer ID and touch action
|
||||
gestureEvent.pointerId[0] = pointer;
|
||||
gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP;
|
||||
|
||||
// Register touch points count
|
||||
gestureEvent.pointCount = 1;
|
||||
|
||||
// Register touch points position, only one point registered
|
||||
gestureEvent.position[0].x = x;
|
||||
gestureEvent.position[0].y = y;
|
||||
|
||||
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
|
||||
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
||||
|
||||
// Gesture data is sent to gestures system for processing
|
||||
ProcessGestureEvent(gestureEvent);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // PLATFORM_UWP
|
||||
|
|
|
@ -663,6 +663,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
|
|||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <EGL/egl.h> // EGL library
|
||||
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
|
||||
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
|
||||
|
|
73
src/utils.c
73
src/utils.c
|
@ -68,13 +68,6 @@ static AAssetManager *assetManager = NULL; // Android assets manage
|
|||
static const char *internalDataPath = NULL; // Android internal data path
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
static int UWPOutMessageId = -1; // Last index of output message
|
||||
static UWPMessage *UWPOutMessages[MAX_UWP_MESSAGES]; // Messages out to UWP
|
||||
static int UWPInMessageId = -1; // Last index of input message
|
||||
static UWPMessage *UWPInMessages[MAX_UWP_MESSAGES]; // Messages in from UWP
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -361,69 +354,3 @@ static int android_close(void *cookie)
|
|||
return 0;
|
||||
}
|
||||
#endif // PLATFORM_ANDROID
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage *CreateUWPMessage(void)
|
||||
{
|
||||
UWPMessage *msg = (UWPMessage *)RL_MALLOC(sizeof(UWPMessage));
|
||||
msg->type = UWP_MSG_NONE;
|
||||
Vector2 v0 = { 0, 0 };
|
||||
msg->paramVector0 = v0;
|
||||
msg->paramInt0 = 0;
|
||||
msg->paramInt1 = 0;
|
||||
msg->paramChar0 = 0;
|
||||
msg->paramFloat0 = 0;
|
||||
msg->paramDouble0 = 0;
|
||||
msg->paramBool0 = false;
|
||||
return msg;
|
||||
}
|
||||
|
||||
void DeleteUWPMessage(UWPMessage *msg)
|
||||
{
|
||||
RL_FREE(msg);
|
||||
}
|
||||
|
||||
bool UWPHasMessages(void)
|
||||
{
|
||||
return (UWPOutMessageId > -1);
|
||||
}
|
||||
|
||||
UWPMessage *UWPGetMessage(void)
|
||||
{
|
||||
if (UWPHasMessages()) return UWPOutMessages[UWPOutMessageId--];
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void UWPSendMessage(UWPMessage *msg)
|
||||
{
|
||||
if ((UWPInMessageId + 1) < MAX_UWP_MESSAGES)
|
||||
{
|
||||
UWPInMessageId++;
|
||||
UWPInMessages[UWPInMessageId] = msg;
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "UWP: Not enough array space to register new inbound message");
|
||||
}
|
||||
|
||||
void SendMessageToUWP(UWPMessage *msg)
|
||||
{
|
||||
if ((UWPOutMessageId + 1) < MAX_UWP_MESSAGES)
|
||||
{
|
||||
UWPOutMessageId++;
|
||||
UWPOutMessages[UWPOutMessageId] = msg;
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "UWP: Not enough array space to register new outward message");
|
||||
}
|
||||
|
||||
bool HasMessageFromUWP(void)
|
||||
{
|
||||
return UWPInMessageId > -1;
|
||||
}
|
||||
|
||||
UWPMessage *GetMessageFromUWP(void)
|
||||
{
|
||||
if (HasMessageFromUWP()) return UWPInMessages[UWPInMessageId--];
|
||||
|
||||
return NULL;
|
||||
}
|
||||
#endif // PLATFORM_UWP
|
||||
|
|
59
src/utils.h
59
src/utils.h
|
@ -72,65 +72,6 @@ void InitAssetManager(AAssetManager *manager, const char *dataPath); // Initia
|
|||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -> Read-only!
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
// UWP Messages System
|
||||
typedef enum {
|
||||
UWP_MSG_NONE = 0,
|
||||
|
||||
// Send
|
||||
UWP_MSG_SHOW_MOUSE,
|
||||
UWP_MSG_HIDE_MOUSE,
|
||||
UWP_MSG_LOCK_MOUSE,
|
||||
UWP_MSG_UNLOCK_MOUSE,
|
||||
UWP_MSG_SET_MOUSE_LOCATION, // paramVector0 (pos)
|
||||
|
||||
// Receive (Into C)
|
||||
UWP_MSG_REGISTER_KEY, // paramInt0 (key), paramChar0 (status)
|
||||
UWP_MSG_REGISTER_CLICK, // paramInt0 (button), paramChar0 (status)
|
||||
UWP_MSG_SCROLL_WHEEL_UPDATE, // paramInt0 (delta)
|
||||
UWP_MSG_UPDATE_MOUSE_LOCATION, // paramVector0 (pos)
|
||||
UWP_MSG_SET_GAMEPAD_ACTIVE, // paramInt0 (gamepad), paramBool0 (active or not)
|
||||
UWP_MSG_SET_GAMEPAD_BUTTON, // paramInt0 (gamepad), paramInt1 (button), paramChar0 (status)
|
||||
UWP_MSG_SET_GAMEPAD_AXIS, // paramInt0 (gamepad), int1 (axis), paramFloat0 (value)
|
||||
UWP_MSG_SET_DISPLAY_DIMS, // paramVector0 (display dimensions)
|
||||
UWP_MSG_HANDLE_RESIZE, // paramVector0 (new dimensions) - Onresized event
|
||||
UWP_MSG_SET_GAME_TIME, // paramInt0
|
||||
} UWPMessageType;
|
||||
|
||||
typedef struct UWPMessage {
|
||||
UWPMessageType type; // Message type
|
||||
|
||||
Vector2 paramVector0; // Vector parameters
|
||||
int paramInt0; // Int parameter
|
||||
int paramInt1; // Int parameter
|
||||
char paramChar0; // Char parameters
|
||||
float paramFloat0; // Float parameters
|
||||
double paramDouble0; // Double parameters
|
||||
bool paramBool0; // Bool parameters
|
||||
|
||||
// More parameters can be added and fed to functions
|
||||
} UWPMessage;
|
||||
|
||||
// Allocate UWP Message
|
||||
RLAPI UWPMessage* CreateUWPMessage(void);
|
||||
|
||||
// Free UWP Message
|
||||
RLAPI void DeleteUWPMessage(UWPMessage* msg);
|
||||
|
||||
// Get messages into C++
|
||||
RLAPI bool UWPHasMessages(void);
|
||||
RLAPI UWPMessage* UWPGetMessage(void);
|
||||
RLAPI void UWPSendMessage(UWPMessage* msg);
|
||||
|
||||
// For C to call
|
||||
#ifndef __cplusplus // Hide from C++ code
|
||||
void SendMessageToUWP(UWPMessage* msg);
|
||||
bool HasMessageFromUWP(void);
|
||||
UWPMessage* GetMessageFromUWP(void);
|
||||
#endif
|
||||
|
||||
#endif //defined(PLATFORM_UWP)
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
119
src/uwp_events.h
Normal file
119
src/uwp_events.h
Normal file
|
@ -0,0 +1,119 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.uwp_events - Functions for bootstrapping UWP functionality within raylib's core.
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2020-2020 Reece Mackie (@Rover656)
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef UWP_EVENTS_H
|
||||
#define UWP_EVENTS_H
|
||||
|
||||
#if defined(__cplusplus)
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
// Determine if UWP functions are set and ready for raylib's use.
|
||||
bool UWPIsConfigured();
|
||||
|
||||
// Call this to set the UWP data path you wish for saving and loading.
|
||||
void UWPSetDataPath(const char* path);
|
||||
|
||||
// Function for getting program time.
|
||||
typedef double(*UWPQueryTimeFunc)();
|
||||
UWPQueryTimeFunc UWPGetQueryTimeFunc(void);
|
||||
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func);
|
||||
|
||||
// Function for sleeping the current thread
|
||||
typedef void (*UWPSleepFunc)(double sleepUntil);
|
||||
UWPSleepFunc UWPGetSleepFunc(void);
|
||||
void UWPSetSleepFunc(UWPSleepFunc func);
|
||||
|
||||
// Function for querying the display size
|
||||
typedef void(*UWPDisplaySizeFunc)(int* width, int* height);
|
||||
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void);
|
||||
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func);
|
||||
|
||||
// Functions for mouse cursor control
|
||||
typedef void(*UWPMouseFunc)(void);
|
||||
UWPMouseFunc UWPGetMouseLockFunc();
|
||||
void UWPSetMouseLockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseUnlockFunc();
|
||||
void UWPSetMouseUnlockFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseShowFunc();
|
||||
void UWPSetMouseShowFunc(UWPMouseFunc func);
|
||||
UWPMouseFunc UWPGetMouseHideFunc();
|
||||
void UWPSetMouseHideFunc(UWPMouseFunc func);
|
||||
|
||||
// Function for setting mouse cursor position.
|
||||
typedef void (*UWPMouseSetPosFunc)(int x, int y);
|
||||
UWPMouseSetPosFunc UWPGetMouseSetPosFunc();
|
||||
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func);
|
||||
|
||||
// The below functions are implemented in core.c but are placed here so they can be called by user code.
|
||||
// This choice is made as platform-specific code is preferred to be kept away from raylib.h
|
||||
|
||||
// Call this when a Key is pressed or released.
|
||||
void UWPKeyDownEvent(int key, bool down, bool controlKey);
|
||||
|
||||
// Call this on the CoreWindow::CharacterRecieved event
|
||||
void UWPKeyCharEvent(int key);
|
||||
|
||||
// Call when a mouse button state changes
|
||||
void UWPMouseButtonEvent(int button, bool down);
|
||||
|
||||
// Call when the mouse cursor moves
|
||||
void UWPMousePosEvent(double x, double y);
|
||||
|
||||
// Call when the mouse wheel moves
|
||||
void UWPMouseWheelEvent(int deltaY);
|
||||
|
||||
// Call when the window resizes
|
||||
void UWPResizeEvent(int width, int height);
|
||||
|
||||
// Call when a gamepad is made active
|
||||
void UWPActivateGamepadEvent(int gamepad, bool active);
|
||||
|
||||
// Call when a gamepad button state changes
|
||||
void UWPRegisterGamepadButton(int gamepad, int button, bool down);
|
||||
|
||||
// Call when a gamepad axis state changes
|
||||
void UWPRegisterGamepadAxis(int gamepad, int axis, float value);
|
||||
|
||||
// Call when the touch point moves
|
||||
void UWPGestureMove(int pointer, float x, float y);
|
||||
|
||||
// Call when there is a touch down or up
|
||||
void UWPGestureTouch(int pointer, float x, float y, bool touch);
|
||||
|
||||
// Set the core window pointer so that we can pass it to EGL.
|
||||
void* UWPGetCoreWindowPtr();
|
||||
void UWPSetCoreWindowPtr(void* ptr);
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // PLATFORM_UWP
|
||||
|
||||
#endif // UWP_EVENTS_H
|
Loading…
Add table
Add a link
Reference in a new issue