Merge branch 'master' into gamepad-rework
1
.gitignore
vendored
@ -45,6 +45,7 @@ ipch/
|
||||
*.opensdf
|
||||
*.db
|
||||
*.opendb
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||||
packages/
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||||
|
||||
# Ignore compiled binaries
|
||||
*.o
|
||||
|
@ -1,558 +0,0 @@
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||||
#include "pch.h"
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||||
#include "app.h"
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||||
|
||||
#include "raylib.h"
|
||||
|
||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::ApplicationModel::Activation;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Input;
|
||||
using namespace Windows::Devices::Input;
|
||||
using namespace Windows::Foundation;
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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;
|
||||
using namespace Microsoft::WRL;
|
||||
using namespace Platform;
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||||
|
||||
using namespace raylibUWP;
|
||||
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||||
/*
|
||||
TODO list:
|
||||
- Cache reference to our CoreWindow?
|
||||
- Implement gestures support
|
||||
*/
|
||||
|
||||
// Declare uwpWindow as exter to be used by raylib internals
|
||||
// NOTE: It should be properly assigned before calling InitWindow()
|
||||
extern "C" { EGLNativeWindowType uwpWindow; };
|
||||
|
||||
/* INPUT CODE */
|
||||
// Stand-ins for "core.c" variables
|
||||
#define MAX_GAMEPADS 4 // Max number of gamepads supported
|
||||
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
|
||||
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
|
||||
|
||||
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
|
||||
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
|
||||
static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
|
||||
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
|
||||
|
||||
static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
|
||||
static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
|
||||
|
||||
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
|
||||
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
|
||||
static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
|
||||
static int currentMouseWheelY = 0; // Registers current mouse wheel variation
|
||||
|
||||
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
|
||||
static bool cursorHidden = false; // Track if cursor is hidden
|
||||
|
||||
static Vector2 mousePosition;
|
||||
static Vector2 mouseDelta; // NOTE: Added to keep track of mouse movement while the cursor is locked - no equivalent in "core.c"
|
||||
static bool toggleCursorLock;
|
||||
|
||||
CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
|
||||
|
||||
// Helper to process key events
|
||||
void ProcessKeyEvent(Windows::System::VirtualKey key, int action)
|
||||
{
|
||||
using Windows::System::VirtualKey;
|
||||
switch (key)
|
||||
{
|
||||
case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break;
|
||||
case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break;
|
||||
case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break;
|
||||
case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break;
|
||||
case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break;
|
||||
case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break;
|
||||
case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break;
|
||||
case VirtualKey::Up: currentKeyState[KEY_UP] = action; break;
|
||||
case VirtualKey::F1: currentKeyState[KEY_F1] = action; break;
|
||||
case VirtualKey::F2: currentKeyState[KEY_F2] = action; break;
|
||||
case VirtualKey::F3: currentKeyState[KEY_F4] = action; break;
|
||||
case VirtualKey::F4: currentKeyState[KEY_F5] = action; break;
|
||||
case VirtualKey::F5: currentKeyState[KEY_F6] = action; break;
|
||||
case VirtualKey::F6: currentKeyState[KEY_F7] = action; break;
|
||||
case VirtualKey::F7: currentKeyState[KEY_F8] = action; break;
|
||||
case VirtualKey::F8: currentKeyState[KEY_F9] = action; break;
|
||||
case VirtualKey::F9: currentKeyState[KEY_F10] = action; break;
|
||||
case VirtualKey::F10: currentKeyState[KEY_F11] = action; break;
|
||||
case VirtualKey::F11: currentKeyState[KEY_F12] = action; break;
|
||||
case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break;
|
||||
case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break;
|
||||
case VirtualKey::LeftMenu: currentKeyState[KEY_LEFT_ALT] = action; break; // NOTE: Potential UWP bug with Alt key: https://social.msdn.microsoft.com/Forums/windowsapps/en-US/9bebfb0a-7637-400e-8bda-e55620091407/unexpected-behavior-in-windowscoreuicorephysicalkeystatusismenukeydown
|
||||
case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break;
|
||||
case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break;
|
||||
case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break;
|
||||
case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break;
|
||||
case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break;
|
||||
case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break;
|
||||
case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break;
|
||||
case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break;
|
||||
case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break;
|
||||
case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break;
|
||||
case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break;
|
||||
case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break;
|
||||
case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break;
|
||||
case VirtualKey::A: currentKeyState[KEY_A] = action; break;
|
||||
case VirtualKey::B: currentKeyState[KEY_B] = action; break;
|
||||
case VirtualKey::C: currentKeyState[KEY_C] = action; break;
|
||||
case VirtualKey::D: currentKeyState[KEY_D] = action; break;
|
||||
case VirtualKey::E: currentKeyState[KEY_E] = action; break;
|
||||
case VirtualKey::F: currentKeyState[KEY_F] = action; break;
|
||||
case VirtualKey::G: currentKeyState[KEY_G] = action; break;
|
||||
case VirtualKey::H: currentKeyState[KEY_H] = action; break;
|
||||
case VirtualKey::I: currentKeyState[KEY_I] = action; break;
|
||||
case VirtualKey::J: currentKeyState[KEY_J] = action; break;
|
||||
case VirtualKey::K: currentKeyState[KEY_K] = action; break;
|
||||
case VirtualKey::L: currentKeyState[KEY_L] = action; break;
|
||||
case VirtualKey::M: currentKeyState[KEY_M] = action; break;
|
||||
case VirtualKey::N: currentKeyState[KEY_N] = action; break;
|
||||
case VirtualKey::O: currentKeyState[KEY_O] = action; break;
|
||||
case VirtualKey::P: currentKeyState[KEY_P] = action; break;
|
||||
case VirtualKey::Q: currentKeyState[KEY_Q] = action; break;
|
||||
case VirtualKey::R: currentKeyState[KEY_R] = action; break;
|
||||
case VirtualKey::S: currentKeyState[KEY_S] = action; break;
|
||||
case VirtualKey::T: currentKeyState[KEY_T] = action; break;
|
||||
case VirtualKey::U: currentKeyState[KEY_U] = action; break;
|
||||
case VirtualKey::V: currentKeyState[KEY_V] = action; break;
|
||||
case VirtualKey::W: currentKeyState[KEY_W] = action; break;
|
||||
case VirtualKey::X: currentKeyState[KEY_X] = action; break;
|
||||
case VirtualKey::Y: currentKeyState[KEY_Y] = action; break;
|
||||
case VirtualKey::Z: currentKeyState[KEY_Z] = action; break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Callbacks
|
||||
void App::PointerPressed(CoreWindow^ window, PointerEventArgs^ args)
|
||||
{
|
||||
if (args->CurrentPoint->Properties->IsLeftButtonPressed)
|
||||
{
|
||||
currentMouseState[MOUSE_LEFT_BUTTON] = 1;
|
||||
}
|
||||
if (args->CurrentPoint->Properties->IsRightButtonPressed)
|
||||
{
|
||||
currentMouseState[MOUSE_RIGHT_BUTTON] = 1;
|
||||
}
|
||||
if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
|
||||
{
|
||||
currentMouseState[MOUSE_MIDDLE_BUTTON] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void App::PointerReleased(CoreWindow ^window, PointerEventArgs^ args)
|
||||
{
|
||||
if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
|
||||
{
|
||||
currentMouseState[MOUSE_LEFT_BUTTON] = 0;
|
||||
}
|
||||
if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
|
||||
{
|
||||
currentMouseState[MOUSE_RIGHT_BUTTON] = 0;
|
||||
}
|
||||
if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
|
||||
{
|
||||
currentMouseState[MOUSE_MIDDLE_BUTTON] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void App::PointerWheelChanged(CoreWindow ^window, PointerEventArgs^ args)
|
||||
{
|
||||
// TODO: Scale the MouseWheelDelta to match GLFW's mouse wheel sensitivity.
|
||||
currentMouseWheelY += args->CurrentPoint->Properties->MouseWheelDelta;
|
||||
}
|
||||
|
||||
void App::MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
|
||||
{
|
||||
mouseDelta.x += args->MouseDelta.X;
|
||||
mouseDelta.y += args->MouseDelta.Y;
|
||||
}
|
||||
|
||||
void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
|
||||
{
|
||||
ProcessKeyEvent(args->VirtualKey, 1);
|
||||
}
|
||||
|
||||
void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
|
||||
{
|
||||
ProcessKeyEvent(args->VirtualKey, 0);
|
||||
}
|
||||
|
||||
/* REIMPLEMENTED FROM CORE.C */
|
||||
// Get one key state
|
||||
static bool GetKeyStatus(int key)
|
||||
{
|
||||
return currentKeyState[key];
|
||||
}
|
||||
|
||||
// Show mouse cursor
|
||||
void UWPShowCursor()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
|
||||
cursorHidden = false;
|
||||
}
|
||||
|
||||
// Hides mouse cursor
|
||||
void UWPHideCursor()
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
|
||||
cursorHidden = true;
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
void UWPSetMousePosition(Vector2 position)
|
||||
{
|
||||
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
||||
Point mousePosScreen = Point(position.x + window->Bounds.X, position.y + window->Bounds.Y);
|
||||
window->PointerPosition = mousePosScreen;
|
||||
mousePosition = position;
|
||||
}
|
||||
|
||||
// Enables cursor (unlock cursor)
|
||||
void UWPEnableCursor()
|
||||
{
|
||||
UWPShowCursor();
|
||||
UWPSetMousePosition(mousePosition); // The mouse is hidden in the center of the screen - move it to where it should appear
|
||||
toggleCursorLock = false;
|
||||
}
|
||||
|
||||
// Disables cursor (lock cursor)
|
||||
void UWPDisableCursor()
|
||||
{
|
||||
UWPHideCursor();
|
||||
toggleCursorLock = true;
|
||||
}
|
||||
|
||||
// Get one mouse button state
|
||||
static bool UWPGetMouseButtonStatus(int button)
|
||||
{
|
||||
return currentMouseState[button];
|
||||
}
|
||||
|
||||
// Poll (store) all input events
|
||||
void UWP_PollInput()
|
||||
{
|
||||
// Register previous keyboard state
|
||||
for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
|
||||
|
||||
// Process Mouse
|
||||
{
|
||||
// Register previous mouse states
|
||||
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
|
||||
previousMouseWheelY = currentMouseWheelY;
|
||||
currentMouseWheelY = 0;
|
||||
|
||||
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
||||
if (toggleCursorLock)
|
||||
{
|
||||
// Track cursor movement delta, recenter it on the client
|
||||
mousePosition.x += mouseDelta.x;
|
||||
mousePosition.y += mouseDelta.y;
|
||||
|
||||
// Why we're not using UWPSetMousePosition here...
|
||||
// UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
|
||||
// Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
|
||||
Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
|
||||
window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Record the cursor's position relative to the client
|
||||
mousePosition.x = window->PointerPosition.X - window->Bounds.X;
|
||||
mousePosition.y = window->PointerPosition.Y - window->Bounds.Y;
|
||||
}
|
||||
|
||||
mouseDelta = { 0 ,0 };
|
||||
}
|
||||
|
||||
// Process Gamepads
|
||||
{
|
||||
// Check if gamepads are ready
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
// HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
|
||||
// connected gamepads with their spot in the list, but this has serious robustness problems
|
||||
// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
|
||||
|
||||
gamepadReady[i] = (i < Gamepad::Gamepads->Size);
|
||||
}
|
||||
|
||||
// Get current gamepad state
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (gamepadReady[i])
|
||||
{
|
||||
// Register previous gamepad states
|
||||
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
||||
|
||||
// Get current gamepad state
|
||||
auto gamepad = Gamepad::Gamepads->GetAt(i);
|
||||
GamepadReading reading = gamepad->GetCurrentReading();
|
||||
|
||||
// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
|
||||
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
|
||||
|
||||
// Get current axis state
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
|
||||
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// The following functions were ripped from core.c and have *no additional work done on them*
|
||||
// Detect if a key has been pressed once
|
||||
bool UWPIsKeyPressed(int key)
|
||||
{
|
||||
bool pressed = false;
|
||||
|
||||
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
|
||||
else pressed = false;
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
// Detect if a key is being pressed (key held down)
|
||||
bool UWPIsKeyDown(int key)
|
||||
{
|
||||
if (GetKeyStatus(key) == 1) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// Detect if a key has been released once
|
||||
bool UWPIsKeyReleased(int key)
|
||||
{
|
||||
bool released = false;
|
||||
|
||||
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
|
||||
else released = false;
|
||||
|
||||
return released;
|
||||
}
|
||||
|
||||
// Detect if a key is NOT being pressed (key not held down)
|
||||
bool UWPIsKeyUp(int key)
|
||||
{
|
||||
if (GetKeyStatus(key) == 0) return true;
|
||||
else return false;
|
||||
}
|
||||
|
||||
/* OTHER CODE */
|
||||
|
||||
// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
||||
inline float ConvertDipsToPixels(float dips, float dpi)
|
||||
{
|
||||
static const float dipsPerInch = 96.0f;
|
||||
return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
||||
}
|
||||
|
||||
// Implementation of the IFrameworkViewSource interface, necessary to run our app.
|
||||
ref class SimpleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
|
||||
{
|
||||
return ref new App();
|
||||
}
|
||||
};
|
||||
|
||||
// The main function creates an IFrameworkViewSource for our app, and runs the app.
|
||||
[Platform::MTAThread]
|
||||
int main(Platform::Array<Platform::String^>^)
|
||||
{
|
||||
auto simpleApplicationSource = ref new SimpleApplicationSource();
|
||||
CoreApplication::Run(simpleApplicationSource);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
App::App() :
|
||||
mWindowClosed(false),
|
||||
mWindowVisible(true)
|
||||
{
|
||||
}
|
||||
|
||||
// The first method called when the IFrameworkView is being created.
|
||||
void App::Initialize(CoreApplicationView^ applicationView)
|
||||
{
|
||||
// Register event handlers for app lifecycle. This example includes Activated, so that we
|
||||
// can make the CoreWindow active and start rendering on the window.
|
||||
applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
|
||||
|
||||
// Logic for other event handlers could go here.
|
||||
// Information about the Suspending and Resuming event handlers can be found here:
|
||||
// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
|
||||
|
||||
CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
|
||||
}
|
||||
|
||||
// Called when the CoreWindow object is created (or re-created).
|
||||
void App::SetWindow(CoreWindow^ window)
|
||||
{
|
||||
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
|
||||
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
|
||||
window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
|
||||
|
||||
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerPressed);
|
||||
window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerReleased);
|
||||
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerWheelChanged);
|
||||
window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
|
||||
window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
|
||||
|
||||
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::MouseMoved);
|
||||
|
||||
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
|
||||
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
|
||||
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
|
||||
|
||||
// The CoreWindow has been created, so EGL can be initialized.
|
||||
|
||||
uwpWindow = (EGLNativeWindowType)window;
|
||||
|
||||
InitWindow(800, 450, NULL);
|
||||
}
|
||||
|
||||
// Initializes scene resources
|
||||
void App::Load(Platform::String^ entryPoint)
|
||||
{
|
||||
// InitWindow() --> rlglInit()
|
||||
}
|
||||
|
||||
static int posX = 100;
|
||||
static int posY = 100;
|
||||
static int time = 0;
|
||||
// This method is called after the window becomes active.
|
||||
void App::Run()
|
||||
{
|
||||
while (!mWindowClosed)
|
||||
{
|
||||
if (mWindowVisible)
|
||||
{
|
||||
// Draw
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
posX += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_X] * 5;
|
||||
posY += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_Y] * -5;
|
||||
DrawRectangle(posX, posY, 400, 100, RED);
|
||||
|
||||
DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
|
||||
|
||||
DrawCircle(mousePosition.x, mousePosition.y, 40, BLUE);
|
||||
|
||||
if (UWPIsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
|
||||
|
||||
if (UWPIsKeyPressed(KEY_A))
|
||||
{
|
||||
posX -= 50;
|
||||
UWPEnableCursor();
|
||||
}
|
||||
|
||||
if (UWPIsKeyPressed(KEY_D))
|
||||
{
|
||||
posX += 50;
|
||||
UWPDisableCursor();
|
||||
}
|
||||
|
||||
if (currentKeyState[KEY_LEFT_ALT]) DrawRectangle(250, 250, 20, 20, BLACK);
|
||||
if (currentKeyState[KEY_BACKSPACE]) DrawRectangle(280, 250, 20, 20, BLACK);
|
||||
if (currentMouseState[MOUSE_LEFT_BUTTON]) DrawRectangle(280, 250, 20, 20, BLACK);
|
||||
|
||||
static int pos = 0;
|
||||
pos -= currentMouseWheelY;
|
||||
|
||||
DrawRectangle(280, pos + 50, 20, 20, BLACK);
|
||||
DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
UWP_PollInput();
|
||||
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
||||
}
|
||||
else
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
||||
}
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
|
||||
// class is torn down while the app is in the foreground.
|
||||
void App::Uninitialize()
|
||||
{
|
||||
// CloseWindow();
|
||||
}
|
||||
|
||||
// Application lifecycle event handler.
|
||||
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
||||
{
|
||||
// Run() won't start until the CoreWindow is activated.
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void App::OnResuming(Object^ sender, Object^ args)
|
||||
{
|
||||
// Restore any data or state that was unloaded on suspend. By default, data
|
||||
// and state are persisted when resuming from suspend. Note that this event
|
||||
// does not occur if the app was previously terminated.
|
||||
}
|
||||
|
||||
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
// TODO: Update window and render area size
|
||||
//m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
|
||||
//m_main->UpdateForWindowSizeChange();
|
||||
}
|
||||
|
||||
// Window event handlers.
|
||||
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
mWindowVisible = args->Visible;
|
||||
|
||||
// raylib core has the variable windowMinimized to register state,
|
||||
// it should be modifyed by this event...
|
||||
}
|
||||
|
||||
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
||||
{
|
||||
mWindowClosed = true;
|
||||
|
||||
// raylib core has the variable windowShouldClose to register state,
|
||||
// it should be modifyed by this event...
|
||||
}
|
||||
|
||||
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
|
||||
{
|
||||
//m_deviceResources->SetDpi(sender->LogicalDpi);
|
||||
//m_main->UpdateForWindowSizeChange();
|
||||
}
|
||||
|
||||
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
|
||||
{
|
||||
//m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
|
||||
//m_main->UpdateForWindowSizeChange();
|
||||
}
|
@ -1,49 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "pch.h"
|
||||
|
||||
namespace raylibUWP
|
||||
{
|
||||
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
App();
|
||||
|
||||
// IFrameworkView Methods.
|
||||
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
|
||||
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
|
||||
virtual void Load(Platform::String^ entryPoint);
|
||||
virtual void Run();
|
||||
virtual void Uninitialize();
|
||||
|
||||
protected:
|
||||
|
||||
// Application lifecycle event handlers.
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
|
||||
// Window event handlers.
|
||||
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 OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
|
||||
|
||||
// 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);
|
||||
void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ 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);
|
||||
|
||||
private:
|
||||
|
||||
bool mWindowClosed;
|
||||
bool mWindowVisible;
|
||||
};
|
||||
}
|
@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup />
|
||||
</Project>
|
@ -1,182 +0,0 @@
|
||||
<?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">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{E89D61AC-55DE-4482-AFD4-DF7242EBC859}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>raylib</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)$(ProjectName)\$(Configuration)\temp</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\include\ANGLE</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\include\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\audio.c" />
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
<ClCompile Include="..\..\..\src\models.c" />
|
||||
<ClCompile Include="..\..\..\src\shapes.c" />
|
||||
<ClCompile Include="..\..\..\src\text.c" />
|
||||
<ClCompile Include="..\..\..\src\textures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\camera.h" />
|
||||
<ClInclude Include="..\..\..\src\external\glad.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_mod.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_xm.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_write.h" />
|
||||
<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\gestures.h" />
|
||||
<ClInclude Include="..\..\..\src\raylib.h" />
|
||||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
78
projects/VS2017.UWP/raylib.App.UWP/App.cpp
Normal file
@ -0,0 +1,78 @@
|
||||
#include "pch.h"
|
||||
#include "app.h"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
using namespace raylibUWP;
|
||||
|
||||
// The main function creates an IFrameworkViewSource for our app, and runs the app.
|
||||
[Platform::MTAThread]
|
||||
int main(Platform::Array<Platform::String^>^)
|
||||
{
|
||||
auto appSource = ref new ApplicationSource<App>();
|
||||
CoreApplication::Run(appSource);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
App::App()
|
||||
{
|
||||
//This does not work... need to fix this.
|
||||
SetConfigFlags(0);
|
||||
|
||||
Setup(640, 480);
|
||||
}
|
||||
|
||||
static int posX = 100;
|
||||
static int posY = 100;
|
||||
static int gTime = 0;
|
||||
|
||||
// This method is called every frame
|
||||
void App::Update()
|
||||
{
|
||||
//return;
|
||||
// Draw
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
|
||||
posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
|
||||
|
||||
DrawRectangle(posX, posY, 400, 100, RED);
|
||||
|
||||
DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
|
||||
|
||||
auto mPos = GetMousePosition();
|
||||
|
||||
DrawCircle(mPos.x, mPos.y, 40, BLUE);
|
||||
|
||||
if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
|
||||
|
||||
if (IsKeyPressed(KEY_A))
|
||||
{
|
||||
posX -= 50;
|
||||
EnableCursor();
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_D))
|
||||
{
|
||||
posX += 50;
|
||||
DisableCursor();
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_LEFT_ALT))
|
||||
DrawRectangle(250, 250, 20, 20, BLACK);
|
||||
if (IsKeyDown(KEY_BACKSPACE))
|
||||
DrawRectangle(280, 250, 20, 20, BLACK);
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
DrawRectangle(280, 250, 20, 20, BLACK);
|
||||
|
||||
static int pos = 0;
|
||||
pos -= GetMouseWheelMove();
|
||||
|
||||
DrawRectangle(280, pos + 50, 20, 20, BLACK);
|
||||
DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
|
||||
|
||||
EndDrawing();
|
||||
}
|
25
projects/VS2017.UWP/raylib.App.UWP/App.h
Normal file
@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
#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
|
||||
{
|
||||
public:
|
||||
App();
|
||||
|
||||
// IFrameworkView Methods.
|
||||
void Update() override;
|
||||
};
|
||||
}
|
Before Width: | Height: | Size: 801 B After Width: | Height: | Size: 801 B |
Before Width: | Height: | Size: 329 B After Width: | Height: | Size: 329 B |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 429 B After Width: | Height: | Size: 429 B |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
567
projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
Normal file
@ -0,0 +1,567 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* 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) 2013-2019 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 uwpWindow; };
|
||||
|
||||
/*
|
||||
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.
|
||||
|
||||
uwpWindow = (EGLNativeWindowType)window;
|
||||
|
||||
InitWindow(width, height, NULL);
|
||||
}
|
||||
|
||||
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 = SetDisplayDims;
|
||||
msg->Vector0 = 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 = SetGameTime;
|
||||
timeMsg->Double0 = 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 ShowMouse: //Do the same thing because of how UWP works...
|
||||
case UnlockMouse:
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
|
||||
cursorLocked = false;
|
||||
MoveMouse(GetMousePosition());
|
||||
break;
|
||||
}
|
||||
case HideMouse: //Do the same thing because of how UWP works...
|
||||
case LockMouse:
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
|
||||
cursorLocked = true;
|
||||
break;
|
||||
}
|
||||
case SetMouseLocation:
|
||||
{
|
||||
MoveMouse(msg->Vector0);
|
||||
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 = MarkGamepadActive;
|
||||
msg->Int0 = i;
|
||||
msg->Bool0 = 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_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
|
||||
|
||||
// Get current axis state
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (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 = HandleResize;
|
||||
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 = ScrollWheelUpdate;
|
||||
msg->Float0 = 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::RegisterKey;
|
||||
msg->Int0 = key;
|
||||
msg->Char0 = 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 = MarkGamepadButton;
|
||||
msg->Int0 = gamepad;
|
||||
msg->Int1 = button;
|
||||
msg->Char0 = status;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void RegisterGamepadAxis(int gamepad, int axis, float value)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = MarkGamepadAxis;
|
||||
msg->Int0 = gamepad;
|
||||
msg->Int1 = axis;
|
||||
msg->Float0 = value;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void UpdateMousePosition(Vector2 pos)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UpdateMouseLocation;
|
||||
msg->Vector0 = pos;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void RegisterClick(int button, char status)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UWPMessageType::RegisterClick;
|
||||
msg->Int0 = button;
|
||||
msg->Char0 = 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();
|
||||
}
|
||||
};
|
@ -33,8 +33,8 @@
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<AppContainerApplication>true</AppContainerApplication>
|
||||
<ApplicationType>Windows Store</ApplicationType>
|
||||
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.14393.0</WindowsTargetPlatformMinVersion>
|
||||
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
|
||||
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
|
||||
<ProjectName>raylib.App.UWP</ProjectName>
|
||||
</PropertyGroup>
|
||||
@ -42,7 +42,7 @@
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
@ -64,19 +64,19 @@
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm;$(SolutionDir)\raylib\Debug</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)raylib\Debug;%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store; $(VCInstallDir)\lib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\x64\Debug;C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -87,7 +87,7 @@
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
|
||||
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
|
||||
@ -100,7 +100,7 @@
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
|
||||
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
|
||||
<OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
|
||||
</ClCompile>
|
||||
@ -117,6 +117,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -132,6 +133,11 @@
|
||||
<None Include="packages.config" />
|
||||
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib.UWP\raylib.UWP.vcxproj">
|
||||
<Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
|
||||
</ProjectReference>
|
||||
</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')" />
|
@ -1,11 +1,11 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 14
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
# Visual Studio 15
|
||||
VisualStudioVersion = 15.0.28307.438
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib.App.UWP", "raylib.App.UWP\raylib.App.UWP.vcxproj", "{B842558C-C034-4E4B-9457-A286F26E83CC}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib", "raylib\raylib.vcxproj", "{E89D61AC-55DE-4482-AFD4-DF7242EBC859}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib.UWP", "raylib.UWP\raylib.UWP.vcxproj", "{EA91E088-7C71-4F32-B761-E054305CD519}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@ -35,17 +35,23 @@ Global
|
||||
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.ActiveCfg = Release|Win32
|
||||
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Build.0 = Release|Win32
|
||||
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Deploy.0 = Release|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.ActiveCfg = Debug|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.Build.0 = Debug|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.Build.0 = Debug|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|ARM.ActiveCfg = Release|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x64.ActiveCfg = Release|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.ActiveCfg = Release|Win32
|
||||
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.Build.0 = Release|Win32
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|ARM.ActiveCfg = Debug|ARM
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|ARM.Build.0 = Debug|ARM
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x64.Build.0 = Debug|x64
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Debug|x86.Build.0 = Debug|Win32
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|ARM.ActiveCfg = Release|ARM
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|ARM.Build.0 = Release|ARM
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|x64.ActiveCfg = Release|x64
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|x64.Build.0 = Release|x64
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|x86.ActiveCfg = Release|Win32
|
||||
{EA91E088-7C71-4F32-B761-E054305CD519}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E32C7998-071A-419B-8869-E957374307CA}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
231
projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
Normal file
@ -0,0 +1,231 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|ARM">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\camera.h" />
|
||||
<ClInclude Include="..\..\..\src\external\glad.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_mod.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_xm.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_write.h" />
|
||||
<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\gestures.h" />
|
||||
<ClInclude Include="..\..\..\src\raylib.h" />
|
||||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
<ClCompile Include="..\..\..\src\models.c" />
|
||||
<ClCompile Include="..\..\..\src\raudio.c" />
|
||||
<ClCompile Include="..\..\..\src\shapes.c" />
|
||||
<ClCompile Include="..\..\..\src\text.c" />
|
||||
<ClCompile Include="..\..\..\src\textures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{ea91e088-7c71-4f32-b761-e054305cd519}</ProjectGuid>
|
||||
<Keyword>StaticLibrary</Keyword>
|
||||
<RootNamespace>raylib_UWP</RootNamespace>
|
||||
<DefaultLanguage>en-US</DefaultLanguage>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<AppContainerApplication>true</AppContainerApplication>
|
||||
<ApplicationType>Windows Store</ApplicationType>
|
||||
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.15063.0</WindowsTargetPlatformMinVersion>
|
||||
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
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||||
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|
||||
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|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
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<UseDebugLibraries>false</UseDebugLibraries>
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||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
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</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
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||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<GenerateManifest>false</GenerateManifest>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<GenerateManifest>false</GenerateManifest>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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<GenerateManifest>false</GenerateManifest>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
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<GenerateManifest>false</GenerateManifest>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<GenerateManifest>false</GenerateManifest>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<GenerateManifest>false</GenerateManifest>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||
<ClCompile>
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||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
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||||
<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
</ClCompile>
|
||||
<Link>
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||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
|
||||
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|arm'">
|
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<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE=1;%(ClCompile.PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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</Link>
|
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</ItemDefinitionGroup>
|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|arm'">
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||||
<ClCompile>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE=1;%(ClCompile.PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
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<Link>
|
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<SubSystem>Console</SubSystem>
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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</Link>
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</ItemDefinitionGroup>
|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
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<CompileAsWinRT>false</CompileAsWinRT>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\ANGLE;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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</Link>
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</ItemDefinitionGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
|
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</Project>
|
29
projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters
Normal file
@ -0,0 +1,29 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\camera.h" />
|
||||
<ClInclude Include="..\..\..\src\gestures.h" />
|
||||
<ClInclude Include="..\..\..\src\raylib.h" />
|
||||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
<ClInclude Include="..\..\..\src\external\glad.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_mod.h" />
|
||||
<ClInclude Include="..\..\..\src\external\jar_xm.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_resize.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_image_write.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_rect_pack.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_truetype.h" />
|
||||
<ClInclude Include="..\..\..\src\external\stb_vorbis.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\core.c" />
|
||||
<ClCompile Include="..\..\..\src\models.c" />
|
||||
<ClCompile Include="..\..\..\src\raudio.c" />
|
||||
<ClCompile Include="..\..\..\src\shapes.c" />
|
||||
<ClCompile Include="..\..\..\src\text.c" />
|
||||
<ClCompile Include="..\..\..\src\textures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
</Project>
|
246
src/core.c
@ -134,7 +134,7 @@
|
||||
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
|
||||
#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
|
||||
#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
|
||||
#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
|
||||
#else
|
||||
#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
|
||||
@ -391,6 +391,7 @@ static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descripto
|
||||
static pthread_t gamepadThreadId; // Gamepad reading thread id
|
||||
static char gamepadName[64]; // Gamepad name holder
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
// Timming system variables
|
||||
@ -401,6 +402,7 @@ static double updateTime = 0.0; // Time measure for frame update
|
||||
static double drawTime = 0.0; // Time measure for frame draw
|
||||
static double frameTime = 0.0; // Time measure for one frame
|
||||
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
// Config internal variables
|
||||
@ -486,10 +488,6 @@ static void InitGamepad(void); // Init raw gamepad inpu
|
||||
static void *GamepadThread(void *arg); // Mouse reading thread
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
// TODO: Define functions required to manage inputs
|
||||
#endif
|
||||
|
||||
#if defined(_WIN32)
|
||||
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
|
||||
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
|
||||
@ -810,6 +808,7 @@ void SetWindowIcon(Image image)
|
||||
// Set title for window (only PLATFORM_DESKTOP)
|
||||
void SetWindowTitle(const char *title)
|
||||
{
|
||||
windowTitle = title;
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
glfwSetWindowTitle(window, title);
|
||||
#endif
|
||||
@ -887,7 +886,7 @@ int GetScreenHeight(void)
|
||||
// Get native window handle
|
||||
void *GetWindowHandle(void)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
|
||||
// NOTE: Returned handle is: void *HWND (windows.h)
|
||||
return glfwGetWin32Window(window);
|
||||
#elif defined(__linux__)
|
||||
@ -1026,6 +1025,11 @@ void ShowCursor(void)
|
||||
{
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = ShowMouse;
|
||||
SendMessageToUWP(msg);
|
||||
#endif
|
||||
cursorHidden = false;
|
||||
}
|
||||
@ -1035,6 +1039,11 @@ void HideCursor(void)
|
||||
{
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = HideMouse;
|
||||
SendMessageToUWP(msg);
|
||||
#endif
|
||||
cursorHidden = true;
|
||||
}
|
||||
@ -1053,6 +1062,11 @@ void EnableCursor(void)
|
||||
#endif
|
||||
#if defined(PLATFORM_WEB)
|
||||
toggleCursorLock = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = LockMouse;
|
||||
SendMessageToUWP(msg);
|
||||
#endif
|
||||
cursorHidden = false;
|
||||
}
|
||||
@ -1065,6 +1079,11 @@ void DisableCursor(void)
|
||||
#endif
|
||||
#if defined(PLATFORM_WEB)
|
||||
toggleCursorLock = true;
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UnlockMouse;
|
||||
SendMessageToUWP(msg);
|
||||
#endif
|
||||
cursorHidden = true;
|
||||
}
|
||||
@ -1145,6 +1164,8 @@ void EndDrawing(void)
|
||||
|
||||
frameTime += extraTime;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize 2D mode with custom camera (2D)
|
||||
@ -1421,6 +1442,11 @@ double GetTime(void)
|
||||
|
||||
return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
//Updated through messages
|
||||
return currentTime;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns hexadecimal value for a Color
|
||||
@ -2209,6 +2235,13 @@ void SetMousePosition(int x, int y)
|
||||
// NOTE: emscripten not implemented
|
||||
glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
|
||||
#endif
|
||||
#if defined(PLATFORM_UWP)
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = SetMouseLocation;
|
||||
msg->Vector0.x = mousePosition.x;
|
||||
msg->Vector0.y = mousePosition.y;
|
||||
SendMessageToUWP(msg);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set mouse offset
|
||||
@ -2736,6 +2769,8 @@ static bool InitGraphicsDevice(int width, int height)
|
||||
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
|
||||
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
|
||||
|
||||
//SetupFramebuffer(displayWidth, displayHeight); //Borked
|
||||
|
||||
#else // PLATFORM_ANDROID, PLATFORM_RPI
|
||||
EGLint numConfigs;
|
||||
|
||||
@ -2996,7 +3031,7 @@ static void InitTimer(void)
|
||||
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
||||
static void Wait(float ms)
|
||||
{
|
||||
#if defined(SUPPORT_BUSY_WAIT_LOOP)
|
||||
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
|
||||
double prevTime = GetTime();
|
||||
double nextTime = 0.0;
|
||||
|
||||
@ -3029,7 +3064,7 @@ static bool GetKeyStatus(int key)
|
||||
// NOTE: Android supports up to 260 keys
|
||||
if (key < 0 || key > 260) return false;
|
||||
else return currentKeyState[key];
|
||||
#elif defined(PLATFORM_RPI)
|
||||
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
||||
// NOTE: Keys states are filled in PollInputEvents()
|
||||
if (key < 0 || key > 511) return false;
|
||||
else return currentKeyState[key];
|
||||
@ -3044,7 +3079,7 @@ static bool GetMouseButtonStatus(int button)
|
||||
#elif defined(PLATFORM_ANDROID)
|
||||
// TODO: Check for virtual mouse?
|
||||
return false;
|
||||
#elif defined(PLATFORM_RPI)
|
||||
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
||||
// NOTE: Mouse buttons states are filled in PollInputEvents()
|
||||
return currentMouseState[button];
|
||||
#endif
|
||||
@ -3170,6 +3205,197 @@ static void PollInputEvents(void)
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
// Register previous keys states
|
||||
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
|
||||
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (gamepadReady[i])
|
||||
{
|
||||
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
||||
}
|
||||
}
|
||||
|
||||
// Register previous mouse states
|
||||
previousMouseWheelY = currentMouseWheelY;
|
||||
currentMouseWheelY = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
previousMouseState[i] = currentMouseState[i];
|
||||
|
||||
}
|
||||
|
||||
// Loop over pending messages
|
||||
while (HasMessageFromUWP())
|
||||
{
|
||||
UWPMessage* msg = GetMessageFromUWP();
|
||||
|
||||
switch (msg->Type)
|
||||
{
|
||||
case RegisterKey:
|
||||
{
|
||||
//Convert from virtualKey
|
||||
int actualKey = -1;
|
||||
|
||||
switch (msg->Int0)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
if (actualKey > -1)
|
||||
currentKeyState[actualKey] = msg->Char0;
|
||||
break;
|
||||
}
|
||||
|
||||
case RegisterClick:
|
||||
{
|
||||
currentMouseState[msg->Int0] = msg->Char0;
|
||||
break;
|
||||
}
|
||||
|
||||
case ScrollWheelUpdate:
|
||||
{
|
||||
currentMouseWheelY += msg->Int0;
|
||||
break;
|
||||
}
|
||||
|
||||
case UpdateMouseLocation:
|
||||
{
|
||||
mousePosition = msg->Vector0;
|
||||
break;
|
||||
}
|
||||
|
||||
case MarkGamepadActive:
|
||||
{
|
||||
if (msg->Int0 < MAX_GAMEPADS)
|
||||
gamepadReady[msg->Int0] = msg->Bool0;
|
||||
break;
|
||||
}
|
||||
|
||||
case MarkGamepadButton:
|
||||
{
|
||||
if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_BUTTONS)
|
||||
currentGamepadState[msg->Int0][msg->Int1] = msg->Char0;
|
||||
break;
|
||||
}
|
||||
|
||||
case MarkGamepadAxis:
|
||||
{
|
||||
if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
|
||||
gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
|
||||
break;
|
||||
}
|
||||
|
||||
case SetDisplayDims:
|
||||
{
|
||||
displayWidth = msg->Vector0.x;
|
||||
displayHeight = msg->Vector0.y;
|
||||
break;
|
||||
}
|
||||
|
||||
case HandleResize:
|
||||
{
|
||||
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
|
||||
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
|
||||
|
||||
// If window is resized, viewport and projection matrix needs to be re-calculated
|
||||
rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
||||
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
rlOrtho(0, screenWidth, screenHeight, 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)
|
||||
currentWidth = screenWidth;
|
||||
currentHeight = screenHeight;
|
||||
|
||||
// NOTE: Postprocessing texture is not scaled to new size
|
||||
|
||||
windowResized = true;
|
||||
break;
|
||||
}
|
||||
|
||||
case SetGameTime:
|
||||
{
|
||||
currentTime = msg->Double0;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
DeleteUWPMessage(msg); //Delete, we are done
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
||||
// Mouse input polling
|
||||
double mouseX;
|
||||
@ -4663,7 +4889,7 @@ static void *GamepadThread(void *arg)
|
||||
// Plays raylib logo appearing animation
|
||||
static void LogoAnimation(void)
|
||||
{
|
||||
#if !defined(PLATFORM_WEB)
|
||||
#if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP)
|
||||
int logoPositionX = screenWidth/2 - 128;
|
||||
int logoPositionY = screenHeight/2 - 128;
|
||||
|
||||
|
5
src/external/ANGLE/EGL/eglplatform.h
vendored
@ -74,11 +74,16 @@
|
||||
//#include <windows.h>
|
||||
|
||||
// raylib edit!!!
|
||||
#ifndef PLATFORM_UWP
|
||||
typedef void *PVOID; // PVOID is a pointer to any type. This type is declared in WinNT.h
|
||||
typedef PVOID HANDLE; // HANDLE is handle to an object. This type is declared in WinNT.h
|
||||
typedef HANDLE HWND; // HWND is a handle to a window. This type is declared in WinDef.h
|
||||
typedef HANDLE HDC; // HDC is a handle to a device context (DC). This type is declared in WinDef.h
|
||||
typedef HANDLE HBITMAP; // HBITMAP is a handle to a bitmap. This type is declared in WinDef.h
|
||||
#else
|
||||
//UWP Fix
|
||||
#include "Windows.h"
|
||||
#endif
|
||||
|
||||
// HDC, HBITMAP and HWND are actually pointers to void. You can cast a long to a HWND like this: HWND h = (HWND)my_long_var;
|
||||
// but very careful of what information is stored in my_long_var. You have to make sure that you have a pointer in there.
|
||||
|
10
src/rlgl.h
@ -999,17 +999,17 @@ void rlMultMatrixf(float *matf)
|
||||
}
|
||||
|
||||
// Multiply the current matrix by a perspective matrix generated by parameters
|
||||
void rlFrustum(double left, double right, double bottom, double top, double near, double far)
|
||||
void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
|
||||
{
|
||||
Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
|
||||
Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
|
||||
|
||||
*currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
|
||||
}
|
||||
|
||||
// Multiply the current matrix by an orthographic matrix generated by parameters
|
||||
void rlOrtho(double left, double right, double bottom, double top, double near, double far)
|
||||
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
|
||||
{
|
||||
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
|
||||
Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
|
||||
|
||||
*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
|
||||
}
|
||||
@ -1619,7 +1619,7 @@ void rlglInit(int width, int height)
|
||||
if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
|
||||
}
|
||||
|
||||
#if defined(_WIN32) && defined(_MSC_VER)
|
||||
#if defined(_WIN32) && defined(_MSC_VER) && !defined(PLATFORM_UWP) //is this a hotfix? I may need to find out why this is broken
|
||||
RL_FREE(extList);
|
||||
#endif
|
||||
|
||||
|
88
src/utils.c
@ -202,3 +202,91 @@ static int android_close(void *cookie)
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
#define MAX_MESSAGES 512 //If there are over 128 messages, I will cry... either way, this may be too much EDIT: Welp, 512
|
||||
|
||||
static int UWPOutMessageId = -1; //Stores the last index for the message
|
||||
static UWPMessage* UWPOutMessages[MAX_MESSAGES]; //Messages out to UWP
|
||||
|
||||
static int UWPInMessageId = -1; //Stores the last index for the message
|
||||
static UWPMessage* UWPInMessages[MAX_MESSAGES]; //Messages in from UWP
|
||||
|
||||
UWPMessage* CreateUWPMessage(void)
|
||||
{
|
||||
UWPMessage* msg = (UWPMessage*)RL_MALLOC(sizeof(UWPMessage));
|
||||
msg->Type = None;
|
||||
Vector2 v0 = {0, 0};
|
||||
msg->Vector0 = v0;
|
||||
msg->Int0 = 0;
|
||||
msg->Int1 = 0;
|
||||
msg->Char0 = 0;
|
||||
msg->Float0 = 0;
|
||||
msg->Double0 = 0;
|
||||
msg->Bool0 = 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_MESSAGES)
|
||||
{
|
||||
UWPInMessageId++;
|
||||
UWPInMessages[UWPInMessageId] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP inbound Message.");
|
||||
}
|
||||
}
|
||||
|
||||
void SendMessageToUWP(UWPMessage* msg)
|
||||
{
|
||||
if (UWPOutMessageId + 1 < MAX_MESSAGES)
|
||||
{
|
||||
UWPOutMessageId++;
|
||||
UWPOutMessages[UWPOutMessageId] = msg;
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP outward Message.");
|
||||
}
|
||||
}
|
||||
|
||||
bool HasMessageFromUWP(void)
|
||||
{
|
||||
return UWPInMessageId > -1;
|
||||
}
|
||||
|
||||
UWPMessage* GetMessageFromUWP(void)
|
||||
{
|
||||
if (HasMessageFromUWP())
|
||||
{
|
||||
return UWPInMessages[UWPInMessageId--];
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
75
src/utils.h
@ -59,6 +59,81 @@ void InitAssetManager(AAssetManager *manager); // Initialize asset manager from
|
||||
FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen()
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_UWP)
|
||||
|
||||
// UWP Messages System
|
||||
|
||||
typedef enum
|
||||
{
|
||||
None = 0,
|
||||
|
||||
//Send
|
||||
ShowMouse,
|
||||
HideMouse,
|
||||
LockMouse,
|
||||
UnlockMouse,
|
||||
SetMouseLocation, //Vector0 (pos)
|
||||
|
||||
//Recieve (Into C)
|
||||
RegisterKey, //Int0 (key), Char0 (status)
|
||||
RegisterClick, //Int0 (button), Char0 (status)
|
||||
ScrollWheelUpdate, //Int0 (delta)
|
||||
UpdateMouseLocation, //Vector0 (pos)
|
||||
MarkGamepadActive, //Int0 (gamepad), Bool0 (active or not)
|
||||
MarkGamepadButton, //Int0 (gamepad), Int1 (button), Char0 (status)
|
||||
MarkGamepadAxis,//Int0 (gamepad), int1 (axis), Float0 (value)
|
||||
SetDisplayDims, //Vector0 (display dimensions)
|
||||
HandleResize, //Vector0 (new dimensions) - Onresized event
|
||||
SetGameTime, //Int0
|
||||
} UWPMessageType;
|
||||
|
||||
typedef struct UWPMessage
|
||||
{
|
||||
//The message type
|
||||
UWPMessageType Type;
|
||||
|
||||
//Vector parameters
|
||||
Vector2 Vector0;
|
||||
|
||||
//Int parameters
|
||||
int Int0;
|
||||
int Int1;
|
||||
|
||||
//Char parameters
|
||||
char Char0;
|
||||
|
||||
//Float parameters
|
||||
float Float0;
|
||||
|
||||
//Double parameters
|
||||
double Double0;
|
||||
|
||||
//Bool parameters
|
||||
bool Bool0;
|
||||
|
||||
//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
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|