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#include "pch.h"
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#include "app.h"
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#include <Windows.h>
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#include <raylib.h>
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#include <uwp_events.h>
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#include <gestures.h>
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#include <chrono>
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#include <thread>
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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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using namespace raylibUWP;
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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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// Gamepad bindings struct
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struct GamepadBinding
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{
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Gamepad^ Gamepad = nullptr;
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bool Ready = false;
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};
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// Global variables
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static int posX = 100;
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static int posY = 100;
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static int gTime = 0;
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static bool mouseLocked = false;
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static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
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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 appSource = ref new AppSource();
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CoreApplication::Run(appSource);
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return 0;
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}
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// App implementation
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App::App()
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{
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// Currently, UWP ignores flags... You must implement flag functionality yourself
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SetConfigFlags(0);
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}
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void App::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, &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::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
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// Store the app data directory
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auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
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std::wstring dataPathW(dataPath->Begin());
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static std::string dataPathA(dataPathW.begin(), dataPathW.end());
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UWPSetDataPath(dataPathA.c_str());
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}
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void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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// Hook window events
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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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// Hook mouse pointer events
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
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window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
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window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
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// Hook keyboard events.
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window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
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window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
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// The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
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UWPSetCoreWindowPtr((void*)window);
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// Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
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auto navigation = SystemNavigationManager::GetForCurrentView();
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navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
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}
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void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
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void App::Run()
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{
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// Set up our UWP implementation
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UWPSetQueryTimeFunc([]() {
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static auto timeStart = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
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return time_span.count(); });
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UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
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UWPSetDisplaySizeFunc([](int* width, int* height) {
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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*width = dInfo->ScreenWidthInRawPixels;
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*height = dInfo->ScreenHeightInRawPixels; });
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UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
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UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
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UWPSetMouseLockFunc([]() {
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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mouseLocked = true; });
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UWPSetMouseUnlockFunc([]() {
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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mouseLocked = false; });
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UWPSetMouseSetPosFunc([](int x, int y) {
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
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window->PointerPosition = mousePosScreen; });
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// Set custom output handle
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SetTraceLogCallback([](int logType, const char* text, va_list args)
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{
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std::string format = text;
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switch (logType)
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{
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case LOG_TRACE: format = std::string("TRACE: ") + format; break;
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case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
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case LOG_INFO: format = std::string("INFO: ") + format; break;
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case LOG_WARNING: format = std::string("WARNING: ") + format; break;
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case LOG_ERROR: format = std::string("ERROR: ") + format; break;
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case LOG_FATAL: format = std::string("FATAL: ") + format; break;
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default: break;
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}
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char buf[1024]; // TODO: Is this large enough?
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vsnprintf(buf, sizeof(buf), format.c_str(), args);
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std::string output = std::string(buf) + std::string("\n");
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OutputDebugStringA(output.c_str());
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});
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// Create window
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InitWindow(800, 450, "raylib UWP - Basic example");
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// Run game loop
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while (!WindowShouldClose() && !mSuspended)
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{
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if (mWindowVisible)
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{
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PreProcessInputs();
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GameLoop();
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PostProcessInputs();
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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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void App::Uninitialize()
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{
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// Do any UWP cleanup here.
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}
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// This method is called every frame
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void App::GameLoop()
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{
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// Update
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//----------------------------------------------------------------------------------
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posX += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 5;
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posY += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * -5;
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auto mPos = GetMousePosition();
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if (IsKeyPressed(KEY_A))
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{
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posX -= 50;
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EnableCursor();
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}
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if (IsKeyPressed(KEY_D))
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{
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posX += 50;
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DisableCursor();
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}
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static float pos = 0;
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pos -= GetMouseWheelMove();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RED);
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DrawRectangle(posX, posY, 400, 100, WHITE);
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DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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DrawCircle(mPos.x, mPos.y, 40, BLUE);
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if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
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if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
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if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
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DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
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DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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void App::PreProcessInputs()
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{
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// 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.
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// 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.
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for (auto i = 0; i < MAX_GAMEPADS; i++)
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{
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// Ensure that the gamepad bindings are still in tact
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if (gGamepadBindings[i].Gamepad != nullptr)
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{
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// Check the gamepad is present
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auto found = false;
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for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
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{
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if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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gGamepadBindings[i].Gamepad = nullptr;
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gGamepadBindings[i].Ready = false;
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}
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else gGamepadBindings[i].Ready = true;
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}
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// Now we check to find any unbound gamepads we can use
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if (gGamepadBindings[i].Gamepad == nullptr)
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{
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// Loop over all the attached gamepads
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Gamepad^ freeGamepad = nullptr;
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for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
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{
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freeGamepad = Gamepad::Gamepads->GetAt(j);
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// Loop over existing bindings
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for (auto k = 0; k < MAX_GAMEPADS; k++)
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{
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if (gGamepadBindings[k].Gamepad == freeGamepad)
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freeGamepad = nullptr;
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}
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// If we passed all 4, this is a free gamepad
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if (freeGamepad != nullptr) break;
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}
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if (freeGamepad != nullptr)
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{
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gGamepadBindings[i].Gamepad = freeGamepad;
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gGamepadBindings[i].Ready = true;
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}
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else gGamepadBindings[i].Ready = false;
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}
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}
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// Send the active gamepads to raylib
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
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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 (gGamepadBindings[i].Ready)
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{
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// Get current gamepad state
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auto gamepad = gGamepadBindings[i].Gamepad;
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auto reading = gamepad->GetCurrentReading();
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// Register all button presses
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
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UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
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// Get current axis state
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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void App::PostProcessInputs()
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{
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/*
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* So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
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* If anyone has any better ideas on how to implement this feel free!
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* This is done after the game loop so getting mouse delta etc. still works.
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*/
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if (mouseLocked)
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{
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auto w = GetScreenWidth();
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auto h = GetScreenHeight();
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SetMousePosition(w / 2, h / 2);
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}
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}
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// Events
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void App::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 App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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{
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// TODO: In your game, you will need to load your state here
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mSuspended = false;
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}
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void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
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{
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// TODO: In your game, you will need to save your state here
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mSuspended = true;
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}
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void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
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{
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UWPResizeEvent(args->Size.Width, args->Size.Height);
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args->Handled = true;
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}
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void App::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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args->Handled = true;
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}
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// Input event handlers
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void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto props = args->CurrentPoint->Properties;
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auto device = args->CurrentPoint->PointerDevice;
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if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
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{
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if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
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if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
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if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
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}
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else if (device->PointerDeviceType == PointerDeviceType::Touch)
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{
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auto pos = args->CurrentPoint->Position;
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UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
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}
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args->Handled = true;
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}
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void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto props = args->CurrentPoint->Properties;
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auto device = args->CurrentPoint->PointerDevice;
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if (device->PointerDeviceType == PointerDeviceType::Mouse)
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{
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if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
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if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
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if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
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}
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else if (device->PointerDeviceType == PointerDeviceType::Touch)
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{
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auto pos = args->CurrentPoint->Position;
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UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
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}
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args->Handled = true;
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}
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void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
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args->Handled = true;
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}
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void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
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{
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auto pos = args->CurrentPoint->Position;
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if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
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{
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UWPMousePosEvent((double)pos.X, (double)pos.Y);
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args->Handled = true;
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}
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else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
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{
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UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
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}
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|
}
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|
|
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int App::GetRaylibKey(Windows::System::VirtualKey kVey)
|
|
{
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using VK = Windows::System::VirtualKey;
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int actualKey = -1;
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|
switch (kVey)
|
|
{
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|
case VK::Back: actualKey = KEY_BACKSPACE; break;
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|
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();
|
|
}
|