/**********************************************************************************************
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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) 2013-2020 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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						|
								
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								extern "C" { EGLNativeWindowType uwpWindow; };
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						|
								
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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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						|
								
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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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						|
								
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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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						|
								
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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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						|
								
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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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						|
								
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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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						|
								
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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.
							 | 
						|
								
							 | 
						|
								        uwpWindow = (EGLNativeWindowType)window;
							 | 
						|
								
							 | 
						|
								        InitWindow(width, height, NULL);
							 | 
						|
								    }
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						|
								
							 | 
						|
								    virtual void Load(Platform::String^ entryPoint) {}
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						|
								
							 | 
						|
								    void Setup(int width, int height)
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						|
								    {
							 | 
						|
								        // Set dimensions
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						|
								        this->width = width;
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						|
								        this->height = height;
							 | 
						|
								    }
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						|
								
							 | 
						|
								    virtual void Run()
							 | 
						|
								    {
							 | 
						|
								        // Get display dimensions
							 | 
						|
								        DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
							 | 
						|
								        Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
							 | 
						|
								
							 | 
						|
								        // Send display dimensions
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						|
								        UWPMessage *msg = CreateUWPMessage();
							 | 
						|
								        msg->type = UWP_MSG_SET_DISPLAY_DIMS;
							 | 
						|
								        msg->paramVector0 = screenSize;
							 | 
						|
								        UWPSendMessage(msg);
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						|
								
							 | 
						|
								        // Send the time to the core
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						|
								        using clock = std::chrono::high_resolution_clock;
							 | 
						|
								        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
							 | 
						|
								                // 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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								                    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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						|
								
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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
							 | 
						|
								                // No need to hack because this is not a character
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						|
								
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								                // TODO: Maybe do all other key registrations like this, no more key events?
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						|
								
							 | 
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								                if (k == 0xA4 || k == 0xA5)
							 | 
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								                {
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								                    if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down)
							 | 
						|
								                    {
							 | 
						|
								                        RegisterKey(k, 1);
							 | 
						|
								                    }
							 | 
						|
								                    else
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						|
								                    {
							 | 
						|
								                        RegisterKey(k, 0);
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            }
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						|
								        }
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							 | 
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								        // Process Mouse
							 | 
						|
								        {
							 | 
						|
								            
							 | 
						|
								            if (CurrentPointerID > -1)
							 | 
						|
								            {
							 | 
						|
								                auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
							 | 
						|
								                auto props = point->Properties;
							 | 
						|
								
							 | 
						|
								                if (props->IsLeftButtonPressed)
							 | 
						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_LEFT_BUTTON, 1);
							 | 
						|
								                }
							 | 
						|
								                else
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						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_LEFT_BUTTON, 0);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                if (props->IsRightButtonPressed)
							 | 
						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_RIGHT_BUTTON, 1);
							 | 
						|
								                }
							 | 
						|
								                else
							 | 
						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_RIGHT_BUTTON, 0);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                if (props->IsMiddleButtonPressed)
							 | 
						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_MIDDLE_BUTTON, 1);
							 | 
						|
								                }
							 | 
						|
								                else
							 | 
						|
								                {
							 | 
						|
								                    RegisterClick(MOUSE_MIDDLE_BUTTON, 0);
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            CoreWindow ^window = CoreWindow::GetForCurrentThread();
							 | 
						|
								
							 | 
						|
								            if (cursorLocked)
							 | 
						|
								            {
							 | 
						|
								                // Track cursor movement delta, recenter it on the client
							 | 
						|
								                auto curMousePos = GetMousePosition();
							 | 
						|
								
							 | 
						|
								                auto x = curMousePos.x + mouseDelta.x;
							 | 
						|
								                auto y = curMousePos.y + mouseDelta.y;
							 | 
						|
								
							 | 
						|
								                UpdateMousePosition({ x, 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
							 | 
						|
								                auto x = window->PointerPosition.X - window->Bounds.X;
							 | 
						|
								                auto y = window->PointerPosition.Y - window->Bounds.Y;
							 | 
						|
								
							 | 
						|
								                UpdateMousePosition({ x, 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.
							 | 
						|
								
							 | 
						|
								                UWPMessage* msg = CreateUWPMessage();
							 | 
						|
								                msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
							 | 
						|
								                msg->paramInt0 = i;
							 | 
						|
								                msg->paramBool0 = i < Gamepad::Gamepads->Size;
							 | 
						|
								                UWPSendMessage(msg);
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Get current gamepad state
							 | 
						|
								            for (int i = 0; i < MAX_GAMEPADS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (IsGamepadAvailable(i))
							 | 
						|
								                {
							 | 
						|
								                    // 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
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
							 | 
						|
								
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
							 | 
						|
								
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
							 | 
						|
								
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
							 | 
						|
								                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
							 | 
						|
								
							 | 
						|
								                    // Get current axis state
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
							 | 
						|
								                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // Application lifecycle event handlers.
							 | 
						|
								    void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        // Run() won't start until the CoreWindow is activated.
							 | 
						|
								        CoreWindow::GetForCurrentThread()->Activate();
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
							 | 
						|
								
							 | 
						|
								    // Window event handlers.
							 | 
						|
								    void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        UWPMessage* msg = CreateUWPMessage();
							 | 
						|
								        msg->type = UWP_MSG_HANDLE_RESIZE;
							 | 
						|
								        UWPSendMessage(msg);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        mWindowVisible = args->Visible;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        mWindowClosed = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // DisplayInformation event handlers.
							 | 
						|
								    void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
							 | 
						|
								    void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
							 | 
						|
								
							 | 
						|
								    // Input event handlers
							 | 
						|
								    void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        //Get the current active pointer ID for our loop
							 | 
						|
								        CurrentPointerID = args->CurrentPoint->PointerId;
							 | 
						|
								        args->Handled = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        UWPMessage* msg = CreateUWPMessage();
							 | 
						|
								        msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE;
							 | 
						|
								        msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
							 | 
						|
								        UWPSendMessage(msg);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
							 | 
						|
								    {
							 | 
						|
								        mouseDelta.x += args->MouseDelta.X;
							 | 
						|
								        mouseDelta.y += args->MouseDelta.Y;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
							 | 
						|
								    {
							 | 
						|
								#ifdef HOLDHACK
							 | 
						|
								        // Start the hack
							 | 
						|
								        KeyboardStateHack[(int)args->VirtualKey] = 1;
							 | 
						|
								#endif
							 | 
						|
								
							 | 
						|
								        RegisterKey((int)args->VirtualKey, 1);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
							 | 
						|
								    {
							 | 
						|
								#ifdef HOLDHACK
							 | 
						|
								        // The same hack
							 | 
						|
								        if (KeyboardStateHack[(int)args->VirtualKey] == 1)
							 | 
						|
								        {
							 | 
						|
								            KeyboardStateHack[(int)args->VirtualKey] = 2;
							 | 
						|
								        }
							 | 
						|
								        else if (KeyboardStateHack[(int)args->VirtualKey] == 2)
							 | 
						|
								        {
							 | 
						|
								            KeyboardStateHack[(int)args->VirtualKey] = 3;
							 | 
						|
								        }
							 | 
						|
								        else if (KeyboardStateHack[(int)args->VirtualKey] == 3)
							 | 
						|
								        {
							 | 
						|
								            KeyboardStateHack[(int)args->VirtualKey] = 4;
							 | 
						|
								        }
							 | 
						|
								        else if (KeyboardStateHack[(int)args->VirtualKey] == 4)
							 | 
						|
								        {
							 | 
						|
								            RegisterKey((int)args->VirtualKey, 0);
							 | 
						|
								            KeyboardStateHack[(int)args->VirtualKey] = 0;
							 | 
						|
								        }
							 | 
						|
								#else
							 | 
						|
								        // No hack, allow flickers
							 | 
						|
								        RegisterKey((int)args->VirtualKey, 0);
							 | 
						|
								#endif
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								private:
							 | 
						|
								
							 | 
						|
								    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();
							 | 
						|
								    }
							 | 
						|
								};
							 |