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#include "pch.h"
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#include "app.h"
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#include "raylib.h"
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation::Collections;
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using namespace Windows::Gaming::Input;
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using namespace Windows::Graphics::Display;
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using namespace Microsoft::WRL;
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using namespace Platform;
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using namespace raylibUWP;
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/* GAMEPAD CODE */
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// Stand-ins for "core.c" variables
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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void UWP_PollInput()
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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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gamepadReady[i] = (i < Gamepad::Gamepads->Size);
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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 (gamepadReady[i])
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{
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// Register previous gamepad states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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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 doing this
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
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// Get current axis state
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
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}
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}
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}
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/* OTHER CODE*/
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// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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inline float ConvertDipsToPixels(float dips, float dpi)
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{
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static const float dipsPerInch = 96.0f;
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return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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}
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// Implementation of the IFrameworkViewSource interface, necessary to run our app.
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ref class SimpleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
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{
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public:
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virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
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{
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return ref new App();
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}
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};
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// The main function creates an IFrameworkViewSource for our app, and runs the app.
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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{
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auto simpleApplicationSource = ref new SimpleApplicationSource();
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CoreApplication::Run(simpleApplicationSource);
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return 0;
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}
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App::App() :
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mWindowClosed(false),
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mWindowVisible(true)
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{
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}
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// The first method called when the IFrameworkView is being created.
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void App::Initialize(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, &App::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, &App::OnResuming);
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}
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// Called when the CoreWindow object is created (or re-created).
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void App::SetWindow(CoreWindow^ window)
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{
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
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window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
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// The CoreWindow has been created, so EGL can be initialized.
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InitWindow(800, 450, (EGLNativeWindowType)window);
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}
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// Initializes scene resources
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void App::Load(Platform::String^ entryPoint)
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{
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// InitWindow() --> rlglInit()
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}
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// This method is called after the window becomes active.
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void App::Run()
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{
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while (!mWindowClosed)
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{
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if (mWindowVisible)
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{
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// Update
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// Draw
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(100, 100, 400, 100, RED);
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DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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EndDrawing();
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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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// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
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// class is torn down while the app is in the foreground.
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void App::Uninitialize()
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{
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// CloseWindow();
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}
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// Application lifecycle event handler.
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void App::OnActivated(CoreApplicationView^ applicationView, 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 App::OnResuming(Object^ sender, Object^ args)
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{
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// Restore any data or state that was unloaded on suspend. By default, data
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// and state are persisted when resuming from suspend. Note that this event
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// does not occur if the app was previously terminated.
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}
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void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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// TODO: Update window and render area size
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//m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
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//m_main->UpdateForWindowSizeChange();
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}
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// Window event handlers.
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void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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mWindowVisible = args->Visible;
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// raylib core has the variable windowMinimized to register state,
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// it should be modifyed by this event...
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}
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void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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{
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mWindowClosed = true;
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// raylib core has the variable windowShouldClose to register state,
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// it should be modifyed by this event...
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}
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void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
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{
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//m_deviceResources->SetDpi(sender->LogicalDpi);
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//m_main->UpdateForWindowSizeChange();
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}
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void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
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{
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//m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
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//m_main->UpdateForWindowSizeChange();
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}
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