/**********************************************************************************************
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*
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* raylib.BaseApp - UWP App generic code for managing interface between C and C++
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*
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* LICENSE: zlib/libpng
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*
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* CONFIGURATION:
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*
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* #define PCH
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* This defines what header is the PCH and needs to be included
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*
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* #define HOLDHACK
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* This enables a hack to fix flickering key presses (Temporary)
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*
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* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#pragma once
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#if defined(PCH)
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#include PCH
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#endif
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#include <chrono>
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#include <memory>
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#include <wrl.h>
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//EGL
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#include <EGL/eglplatform.h>
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#include "raylib.h"
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#include "utils.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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extern "C" { EGLNativeWindowType uwpWindow; };
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/*
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TODO list:
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- Cache reference to our CoreWindow?
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- Implement gestures support
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*/
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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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//Mouse cursor locking
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bool cursorLocked = false;
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Vector2 mouseDelta = {0, 0};
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//Our mouse cursor
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CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
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//Base app implementation
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ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
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{
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public:
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// IFrameworkView Methods.
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virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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{
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &BaseApp::OnActivated);
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// Logic for other event handlers could go here.
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// Information about the Suspending and Resuming event handlers can be found here:
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
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}
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virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
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window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
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Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
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// The CoreWindow has been created, so EGL can be initialized.
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uwpWindow = (EGLNativeWindowType)window;
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InitWindow(width, height, NULL);
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}
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virtual void Load(Platform::String^ entryPoint) {}
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void Setup(int width, int height)
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{
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// Set dimensions
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this->width = width;
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this->height = height;
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}
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virtual void Run()
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{
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
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// Send display dimensions
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UWPMessage *msg = CreateUWPMessage();
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msg->type = UWP_MSG_SET_DISPLAY_DIMS;
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msg->paramVector0 = screenSize;
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UWPSendMessage(msg);
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// Send the time to the core
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using clock = std::chrono::high_resolution_clock;
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auto timeStart = clock::now();
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// Set fps if 0
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if (GetFPS() <= 0) SetTargetFPS(60);
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while (!mWindowClosed)
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{
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if (mWindowVisible)
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{
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// Send time
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auto delta = clock::now() - timeStart;
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UWPMessage *timeMsg = CreateUWPMessage();
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timeMsg->type = UWP_MSG_SET_GAME_TIME;
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timeMsg->paramDouble0 = std::chrono::duration_cast<std::chrono::seconds>(delta).count();
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UWPSendMessage(timeMsg);
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// Call update function
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Update();
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PollInput();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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CloseWindow();
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}
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//Called every frame (Maybe add draw)
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virtual void Update() {}
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virtual void Uninitialize() {}
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protected:
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// Input polling
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void PollInput()
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{
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// Process Messages
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{
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// Loop over pending messages
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while (UWPHasMessages())
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{
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// Get the message
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auto msg = UWPGetMessage();
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// Carry out the command
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switch(msg->type)
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{
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case UWP_MSG_SHOW_MOUSE: // Do the same thing because of how UWP works...
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case UWP_MSG_UNLOCK_MOUSE:
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
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cursorLocked = false;
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MoveMouse(GetMousePosition());
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break;
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}
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case UWP_MSG_HIDE_MOUSE: // Do the same thing because of how UWP works...
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case UWP_MSG_LOCK_MOUSE:
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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cursorLocked = true;
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break;
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}
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case UWP_MSG_SET_MOUSE_LOCATION:
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{
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MoveMouse(msg->paramVector0);
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break;
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}
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}
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// Delete the message
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DeleteUWPMessage(msg);
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}
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}
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// Process Keyboard
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{
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for (int k = 0x08; k < 0xA6; k++) {
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auto state = CoreWindow::GetForCurrentThread()->GetKeyState((Windows::System::VirtualKey) k);
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#ifdef HOLDHACK
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// Super hacky way of waiting three frames to see if we are ready to register the key as deregistered
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// This will wait an entire 4 frames before deregistering the key, this makes sure that the key is not flickering
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if (KeyboardStateHack[k] == 2)
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{
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if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
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{
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KeyboardStateHack[k] = 3;
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}
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}
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else if (KeyboardStateHack[k] == 3)
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{
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if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
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{
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KeyboardStateHack[k] = 4;
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}
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}
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else if (KeyboardStateHack[k] == 4)
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{
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if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
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{
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//Reset key...
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KeyboardStateHack[k] = 0;
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//Tell core
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RegisterKey(k, 0);
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}
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}
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#endif
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// Left and right alt, KeyUp and KeyDown are not called for it
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// No need to hack because this is not a character
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// TODO: Maybe do all other key registrations like this, no more key events?
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if (k == 0xA4 || k == 0xA5)
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{
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if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down)
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{
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RegisterKey(k, 1);
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}
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else
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{
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RegisterKey(k, 0);
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}
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}
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}
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}
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// Process Mouse
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{
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if (CurrentPointerID > -1)
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{
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auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
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auto props = point->Properties;
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if (props->IsLeftButtonPressed)
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{
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RegisterClick(MOUSE_LEFT_BUTTON, 1);
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}
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else
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{
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RegisterClick(MOUSE_LEFT_BUTTON, 0);
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}
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if (props->IsRightButtonPressed)
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{
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RegisterClick(MOUSE_RIGHT_BUTTON, 1);
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}
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else
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{
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RegisterClick(MOUSE_RIGHT_BUTTON, 0);
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}
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if (props->IsMiddleButtonPressed)
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{
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RegisterClick(MOUSE_MIDDLE_BUTTON, 1);
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}
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else
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{
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RegisterClick(MOUSE_MIDDLE_BUTTON, 0);
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}
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}
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CoreWindow ^window = CoreWindow::GetForCurrentThread();
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if (cursorLocked)
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{
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// Track cursor movement delta, recenter it on the client
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auto curMousePos = GetMousePosition();
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auto x = curMousePos.x + mouseDelta.x;
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auto y = curMousePos.y + mouseDelta.y;
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UpdateMousePosition({ x, y });
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// Why we're not using UWPSetMousePosition here...
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// UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
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// Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
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Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
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window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
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}
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else
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{
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// Record the cursor's position relative to the client
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auto x = window->PointerPosition.X - window->Bounds.X;
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auto y = window->PointerPosition.Y - window->Bounds.Y;
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UpdateMousePosition({ x, y });
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}
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mouseDelta = { 0 ,0 };
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}
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// Process Gamepads
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{
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// Check if gamepads are ready
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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// HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
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// connected gamepads with their spot in the list, but this has serious robustness problems
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// 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.
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UWPMessage* msg = CreateUWPMessage();
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msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
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msg->paramInt0 = i;
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msg->paramBool0 = i < Gamepad::Gamepads->Size;
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UWPSendMessage(msg);
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}
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// Get current gamepad state
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (IsGamepadAvailable(i))
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{
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// Get current gamepad state
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auto gamepad = Gamepad::Gamepads->GetAt(i);
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GamepadReading reading = gamepad->GetCurrentReading();
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Get current axis state
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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}
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// Application lifecycle event handlers.
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void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
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{
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// Run() won't start until the CoreWindow is activated.
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CoreWindow::GetForCurrentThread()->Activate();
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}
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void OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
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// Window event handlers.
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void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
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{
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UWPMessage* msg = CreateUWPMessage();
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msg->type = UWP_MSG_HANDLE_RESIZE;
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UWPSendMessage(msg);
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}
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void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
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{
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mWindowVisible = args->Visible;
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}
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void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
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{
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mWindowClosed = true;
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}
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// DisplayInformation event handlers.
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void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
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void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
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// Input event handlers
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void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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//Get the current active pointer ID for our loop
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CurrentPointerID = args->CurrentPoint->PointerId;
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args->Handled = true;
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}
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void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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UWPMessage* msg = CreateUWPMessage();
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msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE;
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msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
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UWPSendMessage(msg);
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}
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void 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 OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
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{
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#ifdef HOLDHACK
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// Start the hack
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KeyboardStateHack[(int)args->VirtualKey] = 1;
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#endif
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RegisterKey((int)args->VirtualKey, 1);
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}
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void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
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{
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#ifdef HOLDHACK
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// The same hack
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if (KeyboardStateHack[(int)args->VirtualKey] == 1)
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{
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KeyboardStateHack[(int)args->VirtualKey] = 2;
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}
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else if (KeyboardStateHack[(int)args->VirtualKey] == 2)
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{
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KeyboardStateHack[(int)args->VirtualKey] = 3;
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}
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else if (KeyboardStateHack[(int)args->VirtualKey] == 3)
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{
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KeyboardStateHack[(int)args->VirtualKey] = 4;
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}
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else if (KeyboardStateHack[(int)args->VirtualKey] == 4)
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{
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RegisterKey((int)args->VirtualKey, 0);
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KeyboardStateHack[(int)args->VirtualKey] = 0;
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}
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#else
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// No hack, allow flickers
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RegisterKey((int)args->VirtualKey, 0);
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#endif
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}
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private:
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|
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void RegisterKey(int key, char status)
|
|
{
|
|
UWPMessage* msg = CreateUWPMessage();
|
|
msg->type = UWPMessageType::UWP_MSG_REGISTER_KEY;
|
|
msg->paramInt0 = key;
|
|
msg->paramChar0 = status;
|
|
UWPSendMessage(msg);
|
|
}
|
|
|
|
void MoveMouse(Vector2 pos)
|
|
{
|
|
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
|
Point mousePosScreen = Point(pos.x + window->Bounds.X, pos.y + window->Bounds.Y);
|
|
window->PointerPosition = mousePosScreen;
|
|
}
|
|
|
|
void RegisterGamepadButton(int gamepad, int button, char status)
|
|
{
|
|
UWPMessage* msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_SET_GAMEPAD_BUTTON;
|
|
msg->paramInt0 = gamepad;
|
|
msg->paramInt1 = button;
|
|
msg->paramChar0 = status;
|
|
UWPSendMessage(msg);
|
|
}
|
|
|
|
void RegisterGamepadAxis(int gamepad, int axis, float value)
|
|
{
|
|
UWPMessage* msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_SET_GAMEPAD_AXIS;
|
|
msg->paramInt0 = gamepad;
|
|
msg->paramInt1 = axis;
|
|
msg->paramFloat0 = value;
|
|
UWPSendMessage(msg);
|
|
}
|
|
|
|
void UpdateMousePosition(Vector2 pos)
|
|
{
|
|
UWPMessage* msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION;
|
|
msg->paramVector0 = pos;
|
|
UWPSendMessage(msg);
|
|
}
|
|
|
|
void RegisterClick(int button, char status)
|
|
{
|
|
UWPMessage* msg = CreateUWPMessage();
|
|
msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK;
|
|
msg->paramInt0 = button;
|
|
msg->paramChar0 = status;
|
|
UWPSendMessage(msg);
|
|
}
|
|
|
|
bool mWindowClosed = false;
|
|
bool mWindowVisible = true;
|
|
|
|
int width = 640;
|
|
int height = 480;
|
|
|
|
int CurrentPointerID = -1;
|
|
|
|
#ifdef HOLDHACK
|
|
char KeyboardStateHack[0xA6]; // 0xA6 because the highest key we compare against is 0xA5
|
|
#endif
|
|
};
|
|
|
|
// Application source for creating the program
|
|
template<typename AppType>
|
|
ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
|
{
|
|
public:
|
|
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
|
|
{
|
|
return ref new AppType();
|
|
}
|
|
};
|