|  | #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(); | 
						
						
							|  | }
 |