/********************************************************************************************** * * 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) 2013-2020 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 #include #include //EGL #include #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 handle; }; /* 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(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(this, &BaseApp::OnResuming); } virtual void SetWindow(Windows::UI::Core::CoreWindow^ window) { window->SizeChanged += ref new TypedEventHandler(this, &BaseApp::OnWindowSizeChanged); window->VisibilityChanged += ref new TypedEventHandler(this, &BaseApp::OnVisibilityChanged); window->Closed += ref new TypedEventHandler(this, &BaseApp::OnWindowClosed); window->PointerPressed += ref new TypedEventHandler(this, &BaseApp::PointerPressed); window->PointerWheelChanged += ref new TypedEventHandler(this, &BaseApp::PointerWheelChanged); window->KeyDown += ref new TypedEventHandler(this, &BaseApp::OnKeyDown); window->KeyUp += ref new TypedEventHandler(this, &BaseApp::OnKeyUp); Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler(this, &BaseApp::MouseMoved); DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); currentDisplayInformation->DpiChanged += ref new TypedEventHandler(this, &BaseApp::OnDpiChanged); currentDisplayInformation->OrientationChanged += ref new TypedEventHandler(this, &BaseApp::OnOrientationChanged); // The CoreWindow has been created, so EGL can be initialized. handle = (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 = UWP_MSG_SET_DISPLAY_DIMS; msg->paramVector0 = 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 = UWP_MSG_SET_GAME_TIME; timeMsg->paramDouble0 = std::chrono::duration_cast(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 UWP_MSG_SHOW_MOUSE: // Do the same thing because of how UWP works... case UWP_MSG_UNLOCK_MOUSE: { CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor; cursorLocked = false; MoveMouse(GetMousePosition()); break; } case UWP_MSG_HIDE_MOUSE: // Do the same thing because of how UWP works... case UWP_MSG_LOCK_MOUSE: { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; cursorLocked = true; break; } case UWP_MSG_SET_MOUSE_LOCATION: { MoveMouse(msg->paramVector0); 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 = UWP_MSG_SET_GAMEPAD_ACTIVE; msg->paramInt0 = i; msg->paramBool0 = 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_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A)); RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B)); RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X)); RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y)); RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder)); RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder)); RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp)); RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight)); RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown)); RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft)); RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP // Get current axis state RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX); RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY); RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX); RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY); RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger); RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (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 = UWP_MSG_HANDLE_RESIZE; 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 = UWP_MSG_SCROLL_WHEEL_UPDATE; msg->paramFloat0 = 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::UWP_MSG_REGISTER_KEY; msg->paramInt0 = key; msg->paramChar0 = 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 = UWP_MSG_SET_GAMEPAD_BUTTON; msg->paramInt0 = gamepad; msg->paramInt1 = button; msg->paramChar0 = status; UWPSendMessage(msg); } void RegisterGamepadAxis(int gamepad, int axis, float value) { UWPMessage* msg = CreateUWPMessage(); msg->type = UWP_MSG_SET_GAMEPAD_AXIS; msg->paramInt0 = gamepad; msg->paramInt1 = axis; msg->paramFloat0 = value; UWPSendMessage(msg); } void UpdateMousePosition(Vector2 pos) { UWPMessage* msg = CreateUWPMessage(); msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION; msg->paramVector0 = pos; UWPSendMessage(msg); } void RegisterClick(int button, char status) { UWPMessage* msg = CreateUWPMessage(); msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK; msg->paramInt0 = button; msg->paramChar0 = 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 ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource { public: virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView() { return ref new AppType(); } };