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574 regels
24 KiB

#include "pch.h"
#include "app.h"
#include <Windows.h>
#include <raylib.h>
#include <uwp_events.h>
#include <gestures.h>
#include <chrono>
#include <thread>
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::Devices::Input;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Gaming::Input;
using namespace Windows::Graphics::Display;
using namespace Microsoft::WRL;
using namespace Platform;
using namespace raylibUWP;
// Stand-ins for "core.c" variables
#define MAX_GAMEPADS 4 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
// Gamepad bindings struct
struct GamepadBinding
{
Gamepad^ Gamepad = nullptr;
bool Ready = false;
};
// Global variables
static int posX = 100;
static int posY = 100;
static int gTime = 0;
static bool mouseLocked = false;
static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
// The main function creates an IFrameworkViewSource for our app, and runs the app
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto appSource = ref new AppSource();
CoreApplication::Run(appSource);
return 0;
}
// App implementation
App::App()
{
// Currently, UWP ignores flags... You must implement flag functionality yourself
SetConfigFlags(0);
}
void App::Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
{
// Register event handlers for app lifecycle. This example includes Activated, so that we
// can make the CoreWindow active and start rendering on the window.
applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
// Logic for other event handlers could go here.
// Information about the Suspending and Resuming event handlers can be found here:
// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
CoreApplication::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
// Store the app data directory
auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
std::wstring dataPathW(dataPath->Begin());
static std::string dataPathA(dataPathW.begin(), dataPathW.end());
UWPSetDataPath(dataPathA.c_str());
}
void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// Hook window events
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
// Hook mouse pointer events
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
// Hook keyboard events.
window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
UWPSetCoreWindowPtr((void*)window);
// Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
auto navigation = SystemNavigationManager::GetForCurrentView();
navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
}
void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
void App::Run()
{
// Set up our UWP implementation
UWPSetQueryTimeFunc([]() {
static auto timeStart = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
return time_span.count(); });
UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
UWPSetDisplaySizeFunc([](int* width, int* height) {
// Get display dimensions
DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
*width = dInfo->ScreenWidthInRawPixels;
*height = dInfo->ScreenHeightInRawPixels; });
UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
UWPSetMouseLockFunc([]() {
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
mouseLocked = true; });
UWPSetMouseUnlockFunc([]() {
CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
mouseLocked = false; });
UWPSetMouseSetPosFunc([](int x, int y) {
CoreWindow^ window = CoreWindow::GetForCurrentThread();
Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
window->PointerPosition = mousePosScreen; });
// Set custom output handle
SetTraceLogCallback([](int logType, const char* text, va_list args)
{
std::string format = text;
switch (logType)
{
case LOG_TRACE: format = std::string("TRACE: ") + format; break;
case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
case LOG_INFO: format = std::string("INFO: ") + format; break;
case LOG_WARNING: format = std::string("WARNING: ") + format; break;
case LOG_ERROR: format = std::string("ERROR: ") + format; break;
case LOG_FATAL: format = std::string("FATAL: ") + format; break;
default: break;
}
char buf[1024]; // TODO: Is this large enough?
vsnprintf(buf, sizeof(buf), format.c_str(), args);
std::string output = std::string(buf) + std::string("\n");
OutputDebugStringA(output.c_str());
});
// Create window
InitWindow(800, 450, "raylib UWP - Basic example");
// Run game loop
while (!WindowShouldClose() && !mSuspended)
{
if (mWindowVisible)
{
PreProcessInputs();
GameLoop();
PostProcessInputs();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
CloseWindow();
}
void App::Uninitialize()
{
// Do any UWP cleanup here.
}
// This method is called every frame
void App::GameLoop()
{
// Update
//----------------------------------------------------------------------------------
posX += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 5;
posY += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * -5;
auto mPos = GetMousePosition();
if (IsKeyPressed(KEY_A))
{
posX -= 50;
EnableCursor();
}
if (IsKeyPressed(KEY_D))
{
posX += 50;
DisableCursor();
}
static float pos = 0;
pos -= GetMouseWheelMove();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RED);
DrawRectangle(posX, posY, 400, 100, WHITE);
DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
DrawCircle(mPos.x, mPos.y, 40, BLUE);
if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
EndDrawing();
//----------------------------------------------------------------------------------
}
void App::PreProcessInputs()
{
// Here, we will see if we have bound gamepads. If we do we check they are still present. If they aren't present we free the binding.
// if anyone does not have a binding but there is a gamepad available, we will bind it to the first player who is missing a controller.
for (auto i = 0; i < MAX_GAMEPADS; i++)
{
// Ensure that the gamepad bindings are still in tact
if (gGamepadBindings[i].Gamepad != nullptr)
{
// Check the gamepad is present
auto found = false;
for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
{
if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
{
found = true;
break;
}
}
if (!found)
{
gGamepadBindings[i].Gamepad = nullptr;
gGamepadBindings[i].Ready = false;
}
else gGamepadBindings[i].Ready = true;
}
// Now we check to find any unbound gamepads we can use
if (gGamepadBindings[i].Gamepad == nullptr)
{
// Loop over all the attached gamepads
Gamepad^ freeGamepad = nullptr;
for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
{
freeGamepad = Gamepad::Gamepads->GetAt(j);
// Loop over existing bindings
for (auto k = 0; k < MAX_GAMEPADS; k++)
{
if (gGamepadBindings[k].Gamepad == freeGamepad)
freeGamepad = nullptr;
}
// If we passed all 4, this is a free gamepad
if (freeGamepad != nullptr) break;
}
if (freeGamepad != nullptr)
{
gGamepadBindings[i].Gamepad = freeGamepad;
gGamepadBindings[i].Ready = true;
}
else gGamepadBindings[i].Ready = false;
}
}
// Send the active gamepads to raylib
for (int i = 0; i < MAX_GAMEPADS; i++)
{
UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
}
// Get current gamepad state
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gGamepadBindings[i].Ready)
{
// Get current gamepad state
auto gamepad = gGamepadBindings[i].Gamepad;
auto reading = gamepad->GetCurrentReading();
// Register all button presses
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
// Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
// Get current axis state
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
}
}
}
void App::PostProcessInputs()
{
/*
* So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
* If anyone has any better ideas on how to implement this feel free!
* This is done after the game loop so getting mouse delta etc. still works.
*/
if (mouseLocked)
{
auto w = GetScreenWidth();
auto h = GetScreenHeight();
SetMousePosition(w / 2, h / 2);
}
}
// Events
void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// TODO: In your game, you will need to load your state here
mSuspended = false;
}
void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
{
// TODO: In your game, you will need to save your state here
mSuspended = true;
}
void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
{
UWPResizeEvent(args->Size.Width, args->Size.Height);
args->Handled = true;
}
void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
{
mWindowVisible = args->Visible;
args->Handled = true;
}
// Input event handlers
void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
auto props = args->CurrentPoint->Properties;
auto device = args->CurrentPoint->PointerDevice;
if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
{
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{
auto pos = args->CurrentPoint->Position;
UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
}
args->Handled = true;
}
void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
auto props = args->CurrentPoint->Properties;
auto device = args->CurrentPoint->PointerDevice;
if (device->PointerDeviceType == PointerDeviceType::Mouse)
{
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{
auto pos = args->CurrentPoint->Position;
UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
}
args->Handled = true;
}
void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
args->Handled = true;
}
void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
{
auto pos = args->CurrentPoint->Position;
if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
{
UWPMousePosEvent((double)pos.X, (double)pos.Y);
args->Handled = true;
}
else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
{
UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
}
}
int App::GetRaylibKey(Windows::System::VirtualKey kVey)
{
using VK = Windows::System::VirtualKey;
int actualKey = -1;
switch (kVey)
{
case VK::Back: actualKey = KEY_BACKSPACE; break;
case VK::Space: actualKey = KEY_SPACE; break;
case VK::Escape: actualKey = KEY_ESCAPE; break;
case VK::Enter: actualKey = KEY_ENTER; break;
case VK::Delete: actualKey = KEY_DELETE; break;
case VK::Right: actualKey = KEY_RIGHT; break;
case VK::Left: actualKey = KEY_LEFT; break;
case VK::Down: actualKey = KEY_DOWN; break;
case VK::Up: actualKey = KEY_UP; break;
case VK::F1: actualKey = KEY_F1; break;
case VK::F2: actualKey = KEY_F2; break;
case VK::F3: actualKey = KEY_F3; break;
case VK::F4: actualKey = KEY_F4; break;
case VK::F5: actualKey = KEY_F5; break;
case VK::F6: actualKey = KEY_F6; break;
case VK::F7: actualKey = KEY_F7; break;
case VK::F8: actualKey = KEY_F8; break;
case VK::F9: actualKey = KEY_F9; break;
case VK::F10: actualKey = KEY_F10; break;
case VK::F11: actualKey = KEY_F11; break;
case VK::F12: actualKey = KEY_F12; break;
case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
case VK::Number0: actualKey = KEY_ZERO; break;
case VK::Number1: actualKey = KEY_ONE; break;
case VK::Number2: actualKey = KEY_TWO; break;
case VK::Number3: actualKey = KEY_THREE; break;
case VK::Number4: actualKey = KEY_FOUR; break;
case VK::Number5: actualKey = KEY_FIVE; break;
case VK::Number6: actualKey = KEY_SIX; break;
case VK::Number7: actualKey = KEY_SEVEN; break;
case VK::Number8: actualKey = KEY_EIGHT; break;
case VK::Number9: actualKey = KEY_NINE; break;
case VK::NumberPad0: actualKey = KEY_KP_0; break;
case VK::NumberPad1: actualKey = KEY_KP_1; break;
case VK::NumberPad2: actualKey = KEY_KP_2; break;
case VK::NumberPad3: actualKey = KEY_KP_3; break;
case VK::NumberPad4: actualKey = KEY_KP_4; break;
case VK::NumberPad5: actualKey = KEY_KP_5; break;
case VK::NumberPad6: actualKey = KEY_KP_6; break;
case VK::NumberPad7: actualKey = KEY_KP_7; break;
case VK::NumberPad8: actualKey = KEY_KP_8; break;
case VK::NumberPad9: actualKey = KEY_KP_9; break;
case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
case VK::Add: actualKey = KEY_KP_ADD; break;
// UWP Doesn't have a specific keypad enter or equal...
case VK::A: actualKey = KEY_A; break;
case VK::B: actualKey = KEY_B; break;
case VK::C: actualKey = KEY_C; break;
case VK::D: actualKey = KEY_D; break;
case VK::E: actualKey = KEY_E; break;
case VK::F: actualKey = KEY_F; break;
case VK::G: actualKey = KEY_G; break;
case VK::H: actualKey = KEY_H; break;
case VK::I: actualKey = KEY_I; break;
case VK::J: actualKey = KEY_J; break;
case VK::K: actualKey = KEY_K; break;
case VK::L: actualKey = KEY_L; break;
case VK::M: actualKey = KEY_M; break;
case VK::N: actualKey = KEY_N; break;
case VK::O: actualKey = KEY_O; break;
case VK::P: actualKey = KEY_P; break;
case VK::Q: actualKey = KEY_Q; break;
case VK::R: actualKey = KEY_R; break;
case VK::S: actualKey = KEY_S; break;
case VK::T: actualKey = KEY_T; break;
case VK::U: actualKey = KEY_U; break;
case VK::V: actualKey = KEY_V; break;
case VK::W: actualKey = KEY_W; break;
case VK::X: actualKey = KEY_X; break;
case VK::Y: actualKey = KEY_Y; break;
case VK::Z: actualKey = KEY_Z; break;
// I don't think we can have any more
}
return actualKey;
}
void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
auto k = GetRaylibKey(args->VirtualKey);
auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
if (k != -1) UWPKeyDownEvent(k, true, controlState);
args->Handled = true;
}
void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
auto k = GetRaylibKey(args->VirtualKey);
if (k != -1) UWPKeyDownEvent(k, false, false);
args->Handled = true;
}
void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
{
UWPKeyCharEvent(args->KeyCode);
}
void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
{
// This simply stops the program from closing.
args->Handled = true;
}
// AppSource implementation
Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
{
return ref new App();
}