From 1f70a8984a4bb7b97783838d8a3675a087ada33a Mon Sep 17 00:00:00 2001 From: Sam C <samnchiet@protonmail.com> Date: Fri, 12 Jan 2018 20:56:35 -0800 Subject: [PATCH] Add mouse input and revert keyboard to callback model Mouse input is implemented, with all bells-and-whistles. This includes cursor locking and scroll wheel support. Keyboard input is reverted to a callback model to better reflect the existing architecture in "core.c" --- project/vs2015.UWP/raylib.App.UWP/App.cpp | 334 ++++++++++++++++------ project/vs2015.UWP/raylib.App.UWP/App.h | 8 + 2 files changed, 258 insertions(+), 84 deletions(-) diff --git a/project/vs2015.UWP/raylib.App.UWP/App.cpp b/project/vs2015.UWP/raylib.App.UWP/App.cpp index 19260e04f..375b668c0 100644 --- a/project/vs2015.UWP/raylib.App.UWP/App.cpp +++ b/project/vs2015.UWP/raylib.App.UWP/App.cpp @@ -1,5 +1,4 @@ - -#include "pch.h" +#include "pch.h" #include "app.h" #include "raylib.h" @@ -8,6 +7,7 @@ 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; @@ -17,8 +17,13 @@ using namespace Platform; using namespace raylibUWP; -/* GAMEPAD CODE */ +/* +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) @@ -28,84 +33,234 @@ static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state -//#define MAX_KEYS 512 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() { - // Process Keyboard + // Register previous keyboard state + for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k]; + + // Process Mouse { - // Register previous keyboard state - for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k]; + // Register previous mouse states + for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; + previousMouseWheelY = currentMouseWheelY; + currentMouseWheelY = 0; - // Poll keyboard input CoreWindow ^window = CoreWindow::GetForCurrentThread(); - using Windows::System::VirtualKey; - // 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 - currentKeyState[KEY_SPACE] = (window->GetAsyncKeyState(VirtualKey::Space) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_ESCAPE] = (window->GetAsyncKeyState(VirtualKey::Escape) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_ENTER] = (window->GetAsyncKeyState(VirtualKey::Enter) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_BACKSPACE] = (window->GetAsyncKeyState(VirtualKey::Back) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_RIGHT] = (window->GetAsyncKeyState(VirtualKey::Right) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_LEFT] = (window->GetAsyncKeyState(VirtualKey::Left) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_DOWN] = (window->GetAsyncKeyState(VirtualKey::Down) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_UP] = (window->GetAsyncKeyState(VirtualKey::Up) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F1] = (window->GetAsyncKeyState(VirtualKey::F1) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F2] = (window->GetAsyncKeyState(VirtualKey::F2) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F3] = (window->GetAsyncKeyState(VirtualKey::F3) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F4] = (window->GetAsyncKeyState(VirtualKey::F4) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F5] = (window->GetAsyncKeyState(VirtualKey::F5) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F6] = (window->GetAsyncKeyState(VirtualKey::F6) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F7] = (window->GetAsyncKeyState(VirtualKey::F7) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F8] = (window->GetAsyncKeyState(VirtualKey::F8) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F9] = (window->GetAsyncKeyState(VirtualKey::F9) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F10] = (window->GetAsyncKeyState(VirtualKey::F10) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F11] = (window->GetAsyncKeyState(VirtualKey::F11) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F12] = (window->GetAsyncKeyState(VirtualKey::F12) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_LEFT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::LeftShift) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_LEFT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::LeftControl) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_LEFT_ALT] = (window->GetAsyncKeyState(VirtualKey::LeftMenu) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_RIGHT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::RightShift) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_RIGHT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::RightControl) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_RIGHT_ALT] = (window->GetAsyncKeyState(VirtualKey::RightMenu) == CoreVirtualKeyStates::Down); - - currentKeyState[KEY_ZERO] = (window->GetAsyncKeyState(VirtualKey::Number0) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_ONE] = (window->GetAsyncKeyState(VirtualKey::Number1) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_TWO] = (window->GetAsyncKeyState(VirtualKey::Number2) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_THREE] = (window->GetAsyncKeyState(VirtualKey::Number3) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_FOUR] = (window->GetAsyncKeyState(VirtualKey::Number4) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_FIVE] = (window->GetAsyncKeyState(VirtualKey::Number5) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_SIX] = (window->GetAsyncKeyState(VirtualKey::Number6) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_SEVEN] = (window->GetAsyncKeyState(VirtualKey::Number7) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_EIGHT] = (window->GetAsyncKeyState(VirtualKey::Number8) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_NINE] = (window->GetAsyncKeyState(VirtualKey::Number9) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_A] = (window->GetAsyncKeyState(VirtualKey::A) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_B] = (window->GetAsyncKeyState(VirtualKey::B) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_C] = (window->GetAsyncKeyState(VirtualKey::C) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_D] = (window->GetAsyncKeyState(VirtualKey::D) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_E] = (window->GetAsyncKeyState(VirtualKey::E) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_F] = (window->GetAsyncKeyState(VirtualKey::F) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_G] = (window->GetAsyncKeyState(VirtualKey::G) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_H] = (window->GetAsyncKeyState(VirtualKey::H) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_I] = (window->GetAsyncKeyState(VirtualKey::I) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_J] = (window->GetAsyncKeyState(VirtualKey::J) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_K] = (window->GetAsyncKeyState(VirtualKey::K) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_L] = (window->GetAsyncKeyState(VirtualKey::L) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_M] = (window->GetAsyncKeyState(VirtualKey::M) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_N] = (window->GetAsyncKeyState(VirtualKey::N) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_O] = (window->GetAsyncKeyState(VirtualKey::O) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_P] = (window->GetAsyncKeyState(VirtualKey::P) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_Q] = (window->GetAsyncKeyState(VirtualKey::Q) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_R] = (window->GetAsyncKeyState(VirtualKey::R) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_S] = (window->GetAsyncKeyState(VirtualKey::S) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_T] = (window->GetAsyncKeyState(VirtualKey::T) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_U] = (window->GetAsyncKeyState(VirtualKey::U) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_V] = (window->GetAsyncKeyState(VirtualKey::V) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_W] = (window->GetAsyncKeyState(VirtualKey::W) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_X] = (window->GetAsyncKeyState(VirtualKey::X) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_Y] = (window->GetAsyncKeyState(VirtualKey::Y) == CoreVirtualKeyStates::Down); - currentKeyState[KEY_Z] = (window->GetAsyncKeyState(VirtualKey::Z) == CoreVirtualKeyStates::Down); + 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 @@ -160,13 +315,7 @@ void UWP_PollInput() } -// The following functions were reimplemented for UWP from core.c -static bool GetKeyStatus(int key) -{ - return currentKeyState[key]; -} - -// The following functions were ripped from core.c +// 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) { @@ -260,6 +409,14 @@ void App::SetWindow(CoreWindow^ window) 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); @@ -284,9 +441,6 @@ void App::Run() { if (mWindowVisible) { - // Update - UWP_PollInput(); - // Draw BeginDrawing(); @@ -299,6 +453,7 @@ void App::Run() DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); + DrawCircle(mousePosition.x, mousePosition.y, 40, BLUE); if(UWPIsKeyDown(KEY_S)) { @@ -308,10 +463,13 @@ void App::Run() if(UWPIsKeyPressed(KEY_A)) { posX -= 50; + UWPEnableCursor(); } if (UWPIsKeyPressed(KEY_D)) { posX += 50; + + UWPDisableCursor(); } if(currentKeyState[KEY_LEFT_ALT]) @@ -319,10 +477,18 @@ void App::Run() 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 diff --git a/project/vs2015.UWP/raylib.App.UWP/App.h b/project/vs2015.UWP/raylib.App.UWP/App.h index 3f27eeb08..5b58528ba 100644 --- a/project/vs2015.UWP/raylib.App.UWP/App.h +++ b/project/vs2015.UWP/raylib.App.UWP/App.h @@ -33,6 +33,14 @@ namespace raylibUWP 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); + void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args); + void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args); + void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args); + void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args); + void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args); + private: bool mWindowClosed;