#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::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; /* GAMEPAD 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 void UWP_PollInput() { // 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 doing this 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; } } } /* 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^) { 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(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(this, &App::OnResuming); } // Called when the CoreWindow object is created (or re-created). void App::SetWindow(CoreWindow^ window) { window->SizeChanged += ref new TypedEventHandler(this, &App::OnWindowSizeChanged); window->VisibilityChanged += ref new TypedEventHandler(this, &App::OnVisibilityChanged); window->Closed += ref new TypedEventHandler(this, &App::OnWindowClosed); DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); currentDisplayInformation->DpiChanged += ref new TypedEventHandler(this, &App::OnDpiChanged); currentDisplayInformation->OrientationChanged += ref new TypedEventHandler(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() } // This method is called after the window becomes active. void App::Run() { while (!mWindowClosed) { if (mWindowVisible) { // Update // Draw BeginDrawing(); ClearBackground(RAYWHITE); DrawRectangle(100, 100, 400, 100, RED); DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); EndDrawing(); 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(); }