raylib/projects/VS2017.UWP/raylib.App.UWP/App.cpp

78 lines
1.6 KiB
C++

#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_AXIS_LEFT_X) * 5;
posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_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) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
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();
}