#include "pch.h" #include "app.h" #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::Foundation; using namespace Windows::Foundation::Collections; using namespace Windows::Graphics::Display; using namespace Microsoft::WRL; using namespace Platform; using namespace raylibUWP; // 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^) { 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(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(this, &App::OnResuming); } // Called when the CoreWindow object is created (or re-created). void App::SetWindow(CoreWindow^ window) { window->SizeChanged += ref new TypedEventHandler(this, &App::OnWindowSizeChanged); window->VisibilityChanged += ref new TypedEventHandler(this, &App::OnVisibilityChanged); window->Closed += ref new TypedEventHandler(this, &App::OnWindowClosed); DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); currentDisplayInformation->DpiChanged += ref new TypedEventHandler(this, &App::OnDpiChanged); currentDisplayInformation->OrientationChanged += ref new TypedEventHandler(this, &App::OnOrientationChanged); // The CoreWindow has been created, so EGL can be initialized. InitWindow(800, 450, (EGLNativeWindowType)window); } // Initializes scene resources void App::Load(Platform::String^ entryPoint) { // InitWindow() --> rlglInit() } // This method is called after the window becomes active. void App::Run() { while (!mWindowClosed) { if (mWindowVisible) { // Update // Draw BeginDrawing(); ClearBackground(RAYWHITE); DrawRectangle(100, 100, 400, 100, RED); DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); EndDrawing(); 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(); }