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- #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<Platform::String^>^)
- {
- 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<CoreApplicationView^, IActivatedEventArgs^>(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<Platform::Object^>(this, &App::OnResuming);
- }
-
- // Called when the CoreWindow object is created (or re-created).
- void App::SetWindow(CoreWindow^ window)
- {
- window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
- window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
- window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
-
- window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerPressed);
- window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerReleased);
- window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerWheelChanged);
- window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
- window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
-
- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::MouseMoved);
-
- DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
- currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(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();
- }
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