raylib/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
Reece Mackie e0580e6322 Fix merge
2019-04-27 21:59:01 +01:00

570 lines
22 KiB
C++

/**********************************************************************************************
*
* 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) 2013-2019 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 <chrono>
#include <memory>
#include <wrl.h>
//EGL
#include <EGL/eglplatform.h>
#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 uwpWindow; };
/*
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<CoreApplicationView^, IActivatedEventArgs^>(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<Platform::Object^>(this, &BaseApp::OnResuming);
}
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
{
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
// The CoreWindow has been created, so EGL can be initialized.
uwpWindow = (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<std::chrono::seconds>(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<typename AppType>
ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
{
return ref new AppType();
}
};