Update uwp_events.h

This commit is contained in:
raysan5 2021-06-28 14:23:55 +02:00
parent 2911cf2a48
commit 6f30a19dd7

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@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib.uwp_events - Functions for bootstrapping UWP functionality within raylib's core.
* raylib.uwp_events - Functions for bootstrapping UWP functionality
*
*
* LICENSE: zlib/libpng
@ -32,83 +32,52 @@ extern "C" {
#endif
#if defined(PLATFORM_UWP)
bool UWPIsConfigured(); // Check if UWP functions are set and ready to use
void UWPSetDataPath(const char *path); // Set the UWP data path for saving and loading
// Determine if UWP functions are set and ready for raylib's use.
bool UWPIsConfigured();
typedef double(*UWPQueryTimeFunc)(); // Callback function to query time
UWPQueryTimeFunc UWPGetQueryTimeFunc(void); // Get query time function
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func); // Set query time function
// Call this to set the UWP data path you wish for saving and loading.
void UWPSetDataPath(const char* path);
typedef void (*UWPSleepFunc)(double sleepUntil); // Callback function for sleep
UWPSleepFunc UWPGetSleepFunc(void); // Get sleep function
void UWPSetSleepFunc(UWPSleepFunc func); // Set sleep function
// Function for getting program time.
typedef double(*UWPQueryTimeFunc)();
UWPQueryTimeFunc UWPGetQueryTimeFunc(void);
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func);
typedef void (*UWPDisplaySizeFunc)(int *width, int *height); // Callback function for display size change
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void); // Get display size function
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func); // Set display size function
// Function for sleeping the current thread
typedef void (*UWPSleepFunc)(double sleepUntil);
UWPSleepFunc UWPGetSleepFunc(void);
void UWPSetSleepFunc(UWPSleepFunc func);
typedef void (*UWPMouseFunc)(void); // Callback function for mouse cursor control
UWPMouseFunc UWPGetMouseLockFunc(); // Get mouse lock function
void UWPSetMouseLockFunc(UWPMouseFunc func); // Set mouse lock function
UWPMouseFunc UWPGetMouseUnlockFunc(); // Get mouse unlock function
void UWPSetMouseUnlockFunc(UWPMouseFunc func); // Set mouse unlock function
UWPMouseFunc UWPGetMouseShowFunc(); // Get mouse show function
void UWPSetMouseShowFunc(UWPMouseFunc func); // Set mouse show function
UWPMouseFunc UWPGetMouseHideFunc(); // Get mouse hide function
void UWPSetMouseHideFunc(UWPMouseFunc func); // Set mouse hide function
// Function for querying the display size
typedef void(*UWPDisplaySizeFunc)(int* width, int* height);
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void);
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func);
typedef void (*UWPMouseSetPosFunc)(int x, int y); // Callback function to set mouse position
UWPMouseSetPosFunc UWPGetMouseSetPosFunc(); // Get mouse set position function
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func); // Set mouse set position function
// 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.
// NOTE: 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);
void UWPKeyDownEvent(int key, bool down, bool controlKey); // Check for key down event
void UWPKeyCharEvent(int key); // Check for a character event (CoreWindow::CharacterRecieved)
void UWPMouseButtonEvent(int button, bool down); // Check for mouse button state changes event
void UWPMousePosEvent(double x, double y); // Check for mouse cursor move event
void UWPMouseWheelEvent(int deltaY); // Check for mouse wheel move event
void UWPResizeEvent(int width, int height); // Check for window resize event
void UWPActivateGamepadEvent(int gamepad, bool active); // Check for gamepad activated event
void UWPRegisterGamepadButton(int gamepad, int button, bool down); // Check for gamepad button state change event
void UWPRegisterGamepadAxis(int gamepad, int axis, float value); // Check for gamepad axis state change event
void UWPGestureMove(int pointer, float x, float y); // Check for touch point move event
void UWPGestureTouch(int pointer, float x, float y, bool touch); // Check for touch down or up event
// 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);
void *UWPGetCoreWindowPtr(); // Get core window pointer
void UWPSetCoreWindowPtr(void *ptr); // Set core window pointer, so that it can be passed to EGL
#if defined(__cplusplus)
}