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								#include "pch.h"
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								#include "app.h"
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								#include "raylib.h"
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								using namespace Windows::ApplicationModel::Core;
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								using namespace Windows::ApplicationModel::Activation;
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								using namespace Windows::UI::Core;
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								using namespace Windows::UI::Input;
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								using namespace Windows::Devices::Input;
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								using namespace Windows::Foundation;
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								using namespace Windows::Foundation::Collections;
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								using namespace Windows::Gaming::Input;
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								using namespace Windows::Graphics::Display;
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								using namespace Microsoft::WRL;
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								using namespace Platform;
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								using namespace raylibUWP;
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								/*
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								To-do list
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									- Cache reference to our CoreWindow?
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									- Implement gestures
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								*/
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								/* INPUT CODE */
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								// Stand-ins for "core.c" variables
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								#define MAX_GAMEPADS              4         // Max number of gamepads supported
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								#define MAX_GAMEPAD_BUTTONS       32        // Max bumber of buttons supported (per gamepad)
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								#define MAX_GAMEPAD_AXIS          8         // Max number of axis supported (per gamepad)
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								static bool gamepadReady[MAX_GAMEPADS] = { false };             // Flag to know if gamepad is ready
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								static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS];  // Gamepad axis state
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								static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];    // Previous gamepad buttons state
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								static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS];     // Current gamepad buttons state
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								static char previousKeyState[512] = { 0 };  // Contains previous frame keyboard state
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								static char currentKeyState[512] = { 0 };   // Contains current frame keyboard state
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								//...
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								static char previousMouseState[3] = { 0 };  // Registers previous mouse button state
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								static char currentMouseState[3] = { 0 };   // Registers current mouse button state
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								static int previousMouseWheelY = 0;         // Registers previous mouse wheel variation
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								static int currentMouseWheelY = 0;          // Registers current mouse wheel variation
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								static bool cursorOnScreen = false;         // Tracks if cursor is inside client area
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								static bool cursorHidden = false;           // Track if cursor is hidden
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								static Vector2 mousePosition;
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								static Vector2 mouseDelta; // NOTE: Added to keep track of mouse movement while the cursor is locked - no equivalent in "core.c"
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								static bool toggleCursorLock;
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								CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
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								// Helper to process key events
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								void ProcessKeyEvent(Windows::System::VirtualKey key, int action)
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								{
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									using Windows::System::VirtualKey;
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									switch (key)
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									{
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									case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break;
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									case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break;
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									case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break;
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									case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break;
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									case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break;
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									case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break;
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									case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break;
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									case VirtualKey::Up: currentKeyState[KEY_UP] = action; break;
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									case VirtualKey::F1: currentKeyState[KEY_F1] = action; break;
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									case VirtualKey::F2: currentKeyState[KEY_F2] = action; break;
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									case VirtualKey::F3: currentKeyState[KEY_F4] = action; break;
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									case VirtualKey::F4: currentKeyState[KEY_F5] = action; break;
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									case VirtualKey::F5: currentKeyState[KEY_F6] = action; break;
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									case VirtualKey::F6: currentKeyState[KEY_F7] = action; break;
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									case VirtualKey::F7: currentKeyState[KEY_F8] = action; break;
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									case VirtualKey::F8: currentKeyState[KEY_F9] = action; break;
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									case VirtualKey::F9: currentKeyState[KEY_F10] = action; break;
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									case VirtualKey::F10: currentKeyState[KEY_F11] = action; break;
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									case VirtualKey::F11: currentKeyState[KEY_F12] = action; break;
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									case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break;
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									case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break;
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									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
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									case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break;
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									case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break;
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									case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break;
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									case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break;
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									case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break;
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									case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break;
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									case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break;
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									case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break;
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									case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break;
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									case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break;
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									case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break;
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									case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break;
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									case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break;
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									case VirtualKey::A: currentKeyState[KEY_A] = action; break;
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									case VirtualKey::B: currentKeyState[KEY_B] = action; break;
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									case VirtualKey::C: currentKeyState[KEY_C] = action; break;
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									case VirtualKey::D: currentKeyState[KEY_D] = action; break;
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									case VirtualKey::E: currentKeyState[KEY_E] = action; break;
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									case VirtualKey::F: currentKeyState[KEY_F] = action; break;
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									case VirtualKey::G: currentKeyState[KEY_G] = action; break;
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									case VirtualKey::H: currentKeyState[KEY_H] = action; break;
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									case VirtualKey::I: currentKeyState[KEY_I] = action; break;
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									case VirtualKey::J: currentKeyState[KEY_J] = action; break;
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									case VirtualKey::K: currentKeyState[KEY_K] = action; break;
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									case VirtualKey::L: currentKeyState[KEY_L] = action; break;
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									case VirtualKey::M: currentKeyState[KEY_M] = action; break;
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									case VirtualKey::N: currentKeyState[KEY_N] = action; break;
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									case VirtualKey::O: currentKeyState[KEY_O] = action; break;
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									case VirtualKey::P: currentKeyState[KEY_P] = action; break;
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									case VirtualKey::Q: currentKeyState[KEY_Q] = action; break;
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									case VirtualKey::R: currentKeyState[KEY_R] = action; break;
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									case VirtualKey::S: currentKeyState[KEY_S] = action; break;
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									case VirtualKey::T: currentKeyState[KEY_T] = action; break;
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									case VirtualKey::U: currentKeyState[KEY_U] = action; break;
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									case VirtualKey::V: currentKeyState[KEY_V] = action; break;
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									case VirtualKey::W: currentKeyState[KEY_W] = action; break;
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									case VirtualKey::X: currentKeyState[KEY_X] = action; break;
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									case VirtualKey::Y: currentKeyState[KEY_Y] = action; break;
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									case VirtualKey::Z: currentKeyState[KEY_Z] = action; break;
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									}
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								}
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								/* CALLBACKS */
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								void App::PointerPressed(CoreWindow^ window, PointerEventArgs^ args)
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								{
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									if (args->CurrentPoint->Properties->IsLeftButtonPressed)
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									{
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										currentMouseState[MOUSE_LEFT_BUTTON] = 1;
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									}
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									if (args->CurrentPoint->Properties->IsRightButtonPressed)
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									{
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										currentMouseState[MOUSE_RIGHT_BUTTON] = 1;
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									}
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									if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
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									{
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										currentMouseState[MOUSE_MIDDLE_BUTTON] = 1;
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									}
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								}
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								void App::PointerReleased(CoreWindow ^window, PointerEventArgs^ args)
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								{
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									if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
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									{
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										currentMouseState[MOUSE_LEFT_BUTTON] = 0;
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									}
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									if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
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									{
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										currentMouseState[MOUSE_RIGHT_BUTTON] = 0;
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									}
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									if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
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									{
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										currentMouseState[MOUSE_MIDDLE_BUTTON] = 0;
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									}
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								}
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								void App::PointerWheelChanged(CoreWindow ^window, PointerEventArgs^ args)
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								{
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									// TODO: Scale the MouseWheelDelta to match GLFW's mouse wheel sensitivity.
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									currentMouseWheelY += args->CurrentPoint->Properties->MouseWheelDelta;
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								}
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								void App::MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
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								{
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									mouseDelta.x += args->MouseDelta.X;
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									mouseDelta.y += args->MouseDelta.Y;
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								}
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								void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
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								{
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									ProcessKeyEvent(args->VirtualKey, 1);
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								}
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								void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
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								{
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									ProcessKeyEvent(args->VirtualKey, 0);
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								}
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								/* REIMPLEMENTED FROM CORE.C */
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								// Get one key state
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								static bool GetKeyStatus(int key)
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								{
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									return currentKeyState[key];
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								}
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								// Show mouse cursor
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								void UWPShowCursor()
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								{
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									CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
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									cursorHidden = false;
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								}
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								// Hides mouse cursor
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								void UWPHideCursor()
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								{
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									CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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									cursorHidden = true;
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								}
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								// Set mouse position XY
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								void UWPSetMousePosition(Vector2 position)
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								{
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									CoreWindow ^window = CoreWindow::GetForCurrentThread();
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									Point mousePosScreen = Point(position.x + window->Bounds.X, position.y + window->Bounds.Y);
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									window->PointerPosition = mousePosScreen;
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									mousePosition = position;
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								}
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								// Enables cursor (unlock cursor)
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								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();
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |