#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::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; using namespace raylibUWP; /* To-do list - Cache reference to our CoreWindow? - Implement gestures */ /* 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^) { 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); window->PointerPressed += ref new TypedEventHandler(this, &App::PointerPressed); window->PointerReleased += ref new TypedEventHandler(this, &App::PointerReleased); window->PointerWheelChanged += ref new TypedEventHandler(this, &App::PointerWheelChanged); window->KeyDown += ref new TypedEventHandler(this, &App::OnKeyDown); window->KeyUp += ref new TypedEventHandler(this, &App::OnKeyUp); Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler(this, &App::MouseMoved); 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() } 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(); }