diff --git a/project/vs2015.UWP/raylib.App.UWP/App.cpp b/project/vs2015.UWP/raylib.App.UWP/App.cpp index 2b3c2d9a..19260e04 100644 --- a/project/vs2015.UWP/raylib.App.UWP/App.cpp +++ b/project/vs2015.UWP/raylib.App.UWP/App.cpp @@ -34,145 +34,132 @@ static char currentKeyState[512] = { 0 }; // Contains current frame keyboard s void UWP_PollInput() { - // Register previous keyboard state - for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k]; - // NOTE: Since UWP updates key state while our game is processing, the current key state really is the CURRENT, most up to date key state - not the key state from last frame. - // If we register the current key state as the last key state right before processing the frame, prev and current keyboard states will nearly always be identical. - // In the future, we should either create a third cache for windows to write key changes into, or better yet, just poll the keyboard using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_ - - // Check if gamepads are ready - for (int i = 0; i < MAX_GAMEPADS; i++) + // Process Keyboard { - // 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. + // Register previous keyboard state + for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k]; - gamepadReady[i] = (i < Gamepad::Gamepads->Size); + // Poll keyboard input + CoreWindow ^window = CoreWindow::GetForCurrentThread(); + using Windows::System::VirtualKey; + // 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 + currentKeyState[KEY_SPACE] = (window->GetAsyncKeyState(VirtualKey::Space) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_ESCAPE] = (window->GetAsyncKeyState(VirtualKey::Escape) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_ENTER] = (window->GetAsyncKeyState(VirtualKey::Enter) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_BACKSPACE] = (window->GetAsyncKeyState(VirtualKey::Back) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_RIGHT] = (window->GetAsyncKeyState(VirtualKey::Right) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_LEFT] = (window->GetAsyncKeyState(VirtualKey::Left) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_DOWN] = (window->GetAsyncKeyState(VirtualKey::Down) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_UP] = (window->GetAsyncKeyState(VirtualKey::Up) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F1] = (window->GetAsyncKeyState(VirtualKey::F1) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F2] = (window->GetAsyncKeyState(VirtualKey::F2) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F3] = (window->GetAsyncKeyState(VirtualKey::F3) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F4] = (window->GetAsyncKeyState(VirtualKey::F4) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F5] = (window->GetAsyncKeyState(VirtualKey::F5) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F6] = (window->GetAsyncKeyState(VirtualKey::F6) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F7] = (window->GetAsyncKeyState(VirtualKey::F7) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F8] = (window->GetAsyncKeyState(VirtualKey::F8) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F9] = (window->GetAsyncKeyState(VirtualKey::F9) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F10] = (window->GetAsyncKeyState(VirtualKey::F10) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F11] = (window->GetAsyncKeyState(VirtualKey::F11) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F12] = (window->GetAsyncKeyState(VirtualKey::F12) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_LEFT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::LeftShift) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_LEFT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::LeftControl) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_LEFT_ALT] = (window->GetAsyncKeyState(VirtualKey::LeftMenu) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_RIGHT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::RightShift) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_RIGHT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::RightControl) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_RIGHT_ALT] = (window->GetAsyncKeyState(VirtualKey::RightMenu) == CoreVirtualKeyStates::Down); + + currentKeyState[KEY_ZERO] = (window->GetAsyncKeyState(VirtualKey::Number0) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_ONE] = (window->GetAsyncKeyState(VirtualKey::Number1) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_TWO] = (window->GetAsyncKeyState(VirtualKey::Number2) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_THREE] = (window->GetAsyncKeyState(VirtualKey::Number3) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_FOUR] = (window->GetAsyncKeyState(VirtualKey::Number4) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_FIVE] = (window->GetAsyncKeyState(VirtualKey::Number5) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_SIX] = (window->GetAsyncKeyState(VirtualKey::Number6) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_SEVEN] = (window->GetAsyncKeyState(VirtualKey::Number7) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_EIGHT] = (window->GetAsyncKeyState(VirtualKey::Number8) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_NINE] = (window->GetAsyncKeyState(VirtualKey::Number9) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_A] = (window->GetAsyncKeyState(VirtualKey::A) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_B] = (window->GetAsyncKeyState(VirtualKey::B) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_C] = (window->GetAsyncKeyState(VirtualKey::C) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_D] = (window->GetAsyncKeyState(VirtualKey::D) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_E] = (window->GetAsyncKeyState(VirtualKey::E) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_F] = (window->GetAsyncKeyState(VirtualKey::F) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_G] = (window->GetAsyncKeyState(VirtualKey::G) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_H] = (window->GetAsyncKeyState(VirtualKey::H) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_I] = (window->GetAsyncKeyState(VirtualKey::I) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_J] = (window->GetAsyncKeyState(VirtualKey::J) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_K] = (window->GetAsyncKeyState(VirtualKey::K) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_L] = (window->GetAsyncKeyState(VirtualKey::L) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_M] = (window->GetAsyncKeyState(VirtualKey::M) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_N] = (window->GetAsyncKeyState(VirtualKey::N) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_O] = (window->GetAsyncKeyState(VirtualKey::O) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_P] = (window->GetAsyncKeyState(VirtualKey::P) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_Q] = (window->GetAsyncKeyState(VirtualKey::Q) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_R] = (window->GetAsyncKeyState(VirtualKey::R) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_S] = (window->GetAsyncKeyState(VirtualKey::S) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_T] = (window->GetAsyncKeyState(VirtualKey::T) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_U] = (window->GetAsyncKeyState(VirtualKey::U) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_V] = (window->GetAsyncKeyState(VirtualKey::V) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_W] = (window->GetAsyncKeyState(VirtualKey::W) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_X] = (window->GetAsyncKeyState(VirtualKey::X) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_Y] = (window->GetAsyncKeyState(VirtualKey::Y) == CoreVirtualKeyStates::Down); + currentKeyState[KEY_Z] = (window->GetAsyncKeyState(VirtualKey::Z) == CoreVirtualKeyStates::Down); } - // Get current gamepad state - for (int i = 0; i < MAX_GAMEPADS; i++) + // Process Gamepads { - if (gamepadReady[i]) + // Check if gamepads are ready + for (int i = 0; i < MAX_GAMEPADS; i++) { - // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; + // 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. - // Get current gamepad state - auto gamepad = Gamepad::Gamepads->GetAt(i); - GamepadReading reading = gamepad->GetCurrentReading(); + gamepadReady[i] = (i < Gamepad::Gamepads->Size); + } - // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of doing this - 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 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 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; + // 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; + } } } } -// Stand-ins for "core.c" variables - - // NOTE(sam): We could also poll for all keys every frame using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_ - // Helper to process key events -inline 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; - - } -} - -void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) -{ - ProcessKeyEvent(args->VirtualKey, 1); -} - -void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) -{ - ProcessKeyEvent(args->VirtualKey, 0); -} - // The following functions were reimplemented for UWP from core.c static bool GetKeyStatus(int key) { @@ -277,9 +264,6 @@ void App::SetWindow(CoreWindow^ window) currentDisplayInformation->DpiChanged += ref new TypedEventHandler(this, &App::OnDpiChanged); currentDisplayInformation->OrientationChanged += ref new TypedEventHandler(this, &App::OnOrientationChanged); - window->KeyDown += ref new TypedEventHandler(this, &App::OnKeyDown); - window->KeyUp += ref new TypedEventHandler(this, &App::OnKeyUp); - // The CoreWindow has been created, so EGL can be initialized. InitWindow(800, 450, (EGLNativeWindowType)window); } @@ -292,6 +276,7 @@ void App::Load(Platform::String^ entryPoint) static int posX = 100; static int posY = 100; +static int time = 0; // This method is called after the window becomes active. void App::Run() { @@ -299,7 +284,9 @@ void App::Run() { if (mWindowVisible) { - + // Update + UWP_PollInput(); + // Draw BeginDrawing(); @@ -322,11 +309,20 @@ void App::Run() { posX -= 50; } + if (UWPIsKeyPressed(KEY_D)) + { + posX += 50; + } + + if(currentKeyState[KEY_LEFT_ALT]) + DrawRectangle(250, 250, 20, 20, BLACK); + if (currentKeyState[KEY_BACKSPACE]) + DrawRectangle(280, 250, 20, 20, BLACK); + + DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE); EndDrawing(); - // Update - UWP_PollInput(); // TODO: Move to beginning of frame - currently at end of frame to accomodate keyboard callback - + CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); } else diff --git a/project/vs2015.UWP/raylib.App.UWP/App.h b/project/vs2015.UWP/raylib.App.UWP/App.h index 66de6cc7..3f27eeb0 100644 --- a/project/vs2015.UWP/raylib.App.UWP/App.h +++ b/project/vs2015.UWP/raylib.App.UWP/App.h @@ -33,10 +33,6 @@ namespace raylibUWP void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args); void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args); - // Input Event Handlers - 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;