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Review UWP implementation

Basically, formating review and some variables naming to follow raylib conventions.
raysan5 6 лет назад
Родитель
Сommit
e8c413b7cd

+ 31 - 30
projects/VS2017.UWP/raylib.App.UWP/App.cpp

@@ -17,7 +17,7 @@ int main(Platform::Array<Platform::String^>^)
 
 App::App()
 {
-	//This does not work... need to fix this.
+	// This does not work... need to fix this.
 	SetConfigFlags(0);
 
 	Setup(640, 480);
@@ -30,49 +30,50 @@ static int gTime = 0;
 // This method is called every frame
 void App::Update()
 {
-	//return;
-	// Draw
+    // Update
+    //----------------------------------------------------------------------------------
+    posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
+    posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
+
+    auto mPos = GetMousePosition();
+
+    if (IsKeyPressed(KEY_A))
+    {
+        posX -= 50;
+        EnableCursor();
+    }
+
+    if (IsKeyPressed(KEY_D))
+    {
+        posX += 50;
+        DisableCursor();
+    }
+
+    static int pos = 0;
+    pos -= GetMouseWheelMove();
+    //----------------------------------------------------------------------------------
+
+    // Draw
+    //----------------------------------------------------------------------------------
 	BeginDrawing();
 	
 		ClearBackground(RAYWHITE);
-		
-		posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
-		posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
 
 		DrawRectangle(posX, posY, 400, 100, RED);
 
 		DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
 
-		auto mPos = GetMousePosition();
-
 		DrawCircle(mPos.x, mPos.y, 40, BLUE);
 
 		if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
 
-		if (IsKeyPressed(KEY_A))
-		{
-			posX -= 50;
-			EnableCursor();
-		}
-		
-		if (IsKeyPressed(KEY_D))
-		{
-			posX += 50;
-			DisableCursor();
-		}
-
-		if (IsKeyDown(KEY_LEFT_ALT))
-			DrawRectangle(250, 250, 20, 20, BLACK);
-		if (IsKeyDown(KEY_BACKSPACE))
-			DrawRectangle(280, 250, 20, 20, BLACK);
-		if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
-			DrawRectangle(280, 250, 20, 20, BLACK);
-
-		static int pos = 0;
-		pos -= GetMouseWheelMove();
-		
+		if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
+		if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
+		if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK);
+
 		DrawRectangle(280, pos + 50, 20, 20, BLACK);
 		DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
 
 	EndDrawing();
+    //----------------------------------------------------------------------------------
 }

+ 2 - 2
projects/VS2017.UWP/raylib.App.UWP/App.h

@@ -4,10 +4,10 @@
 
 #include "pch.h"
 
-//Define what header we use for BaseApp.h
+// Define what header we use for BaseApp.h
 #define PCH "pch.h"
 
-//Enable hold hack
+// Enable hold hack
 #define HOLDHACK
 
 #include "BaseApp.h"

+ 59 - 59
projects/VS2017.UWP/raylib.App.UWP/BaseApp.h

@@ -126,44 +126,43 @@ public:
 
     void Setup(int width, int height)
     {
-        //Set dimensions
+        // Set dimensions
         this->width = width;
         this->height = height;
     }
 
     virtual void Run()
     {
-        //Get display dimensions
+        // Get display dimensions
         DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
         Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
 
-        //Send display dimensions
-        UWPMessage* msg = CreateUWPMessage();
-        msg->Type = SetDisplayDims;
-        msg->Vector0 = screenSize;
+        // Send display dimensions
+        UWPMessage *msg = CreateUWPMessage();
+        msg->type = UWP_MSG_SET_DISPLAY_DIMS;
+        msg->paramVector0 = screenSize;
         UWPSendMessage(msg);
 
-        //Send the time to the core
+        // Send the time to the core
         using clock = std::chrono::high_resolution_clock;
         auto timeStart = clock::now();
 
-        //Set fps if 0
-        if (GetFPS() <= 0)
-            SetTargetFPS(60);
+        // Set fps if 0
+        if (GetFPS() <= 0) SetTargetFPS(60);
 
         while (!mWindowClosed)
         {
             if (mWindowVisible)
             {
-                //Send time
+                // Send time
                 auto delta = clock::now() - timeStart;
 
-                UWPMessage* timeMsg = CreateUWPMessage();
-                timeMsg->Type = SetGameTime;
-                timeMsg->Double0 = std::chrono::duration_cast<std::chrono::seconds>(delta).count();
+                UWPMessage *timeMsg = CreateUWPMessage();
+                timeMsg->type = UWP_MSG_SET_GAME_TIME;
+                timeMsg->paramDouble0 = std::chrono::duration_cast<std::chrono::seconds>(delta).count();
                 UWPSendMessage(timeMsg);
 
-                //Call update function
+                // Call update function
                 Update();
 
                 PollInput();
@@ -191,38 +190,38 @@ protected:
     {
         // Process Messages
         {
-            //Loop over pending messages
+            // Loop over pending messages
             while (UWPHasMessages())
             {
-                //Get the message
+                // Get the message
                 auto msg = UWPGetMessage();
 
-                //Carry out the command
-                switch(msg->Type)
+                // Carry out the command
+                switch(msg->type)
                 {
-                case ShowMouse: //Do the same thing because of how UWP works...
-                case UnlockMouse:
+                case UWP_MSG_SHOW_MOUSE: // Do the same thing because of how UWP works...
+                case UWP_MSG_UNLOCK_MOUSE:
                 {
                     CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
                     cursorLocked = false;
                     MoveMouse(GetMousePosition());
                     break;
                 }
-                case HideMouse: //Do the same thing because of how UWP works...
-                case LockMouse:
+                case UWP_MSG_HIDE_MOUSE: // Do the same thing because of how UWP works...
+                case UWP_MSG_LOCK_MOUSE:
                 {
                     CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
                     cursorLocked = true;
                     break;
                 }
-                case SetMouseLocation:
+                case UWP_MSG_SET_MOUSE_LOCATION:
                 {
-                    MoveMouse(msg->Vector0);
+                    MoveMouse(msg->paramVector0);
                     break;
                 }
                 }
 
-                //Delete the message
+                // Delete the message
                 DeleteUWPMessage(msg);
             }
         }
@@ -233,8 +232,8 @@ protected:
                 auto state = CoreWindow::GetForCurrentThread()->GetKeyState((Windows::System::VirtualKey) k);
 
 #ifdef HOLDHACK
-                //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
+                // 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
                 if (KeyboardStateHack[k] == 2)
                 {
                     if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
@@ -261,10 +260,10 @@ protected:
                     }
                 }
 #endif
-                //Left and right alt, KeyUp and KeyDown are not called for it
-                //No need to hack because this is not a character
+                // Left and right alt, KeyUp and KeyDown are not called for it
+                // No need to hack because this is not a character
 
-                //TODO: Maybe do all other key registrations like this, no more key events?
+                // TODO: Maybe do all other key registrations like this, no more key events?
 
                 if (k == 0xA4 || k == 0xA5)
                 {
@@ -283,7 +282,8 @@ protected:
         // Process Mouse
         {
             
-            if (CurrentPointerID > -1) {
+            if (CurrentPointerID > -1)
+            {
                 auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
                 auto props = point->Properties;
 
@@ -355,9 +355,9 @@ protected:
                 // 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 = MarkGamepadActive;
-                msg->Int0 = i;
-                msg->Bool0 = i < Gamepad::Gamepads->Size;
+                msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
+                msg->paramInt0 = i;
+                msg->paramBool0 = i < Gamepad::Gamepads->Size;
                 UWPSendMessage(msg);
             }
 
@@ -410,7 +410,7 @@ protected:
     void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
     {
         UWPMessage* msg = CreateUWPMessage();
-        msg->Type = HandleResize;
+        msg->type = UWP_MSG_HANDLE_RESIZE;
         UWPSendMessage(msg);
     }
 
@@ -439,8 +439,8 @@ protected:
     void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
     {
         UWPMessage* msg = CreateUWPMessage();
-        msg->Type = ScrollWheelUpdate;
-        msg->Float0 = args->CurrentPoint->Properties->MouseWheelDelta;
+        msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE;
+        msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
         UWPSendMessage(msg);
     }
 
@@ -453,7 +453,7 @@ protected:
     void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
     {
 #ifdef HOLDHACK
-        //Start the hack
+        // Start the hack
         KeyboardStateHack[(int)args->VirtualKey] = 1;
 #endif
 
@@ -463,7 +463,7 @@ protected:
     void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
     {
 #ifdef HOLDHACK
-        //The same hack
+        // The same hack
         if (KeyboardStateHack[(int)args->VirtualKey] == 1)
         {
             KeyboardStateHack[(int)args->VirtualKey] = 2;
@@ -482,7 +482,7 @@ protected:
             KeyboardStateHack[(int)args->VirtualKey] = 0;
         }
 #else
-        //No hack, allow flickers
+        // No hack, allow flickers
         RegisterKey((int)args->VirtualKey, 0);
 #endif
     }
@@ -492,9 +492,9 @@ private:
     void RegisterKey(int key, char status)
     {
         UWPMessage* msg = CreateUWPMessage();
-        msg->Type = UWPMessageType::RegisterKey;
-        msg->Int0 = key;
-        msg->Char0 = status;
+        msg->type = UWPMessageType::UWP_MSG_REGISTER_KEY;
+        msg->paramInt0 = key;
+        msg->paramChar0 = status;
         UWPSendMessage(msg);
     }
 
@@ -508,37 +508,37 @@ private:
     void RegisterGamepadButton(int gamepad, int button, char status)
     {
         UWPMessage* msg = CreateUWPMessage();
-        msg->Type = MarkGamepadButton;
-        msg->Int0 = gamepad;
-        msg->Int1 = button;
-        msg->Char0 = status;
+        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 = MarkGamepadAxis;
-        msg->Int0 = gamepad;
-        msg->Int1 = axis;
-        msg->Float0 = value;
+        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 = UpdateMouseLocation;
-        msg->Vector0 = pos;
+        msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION;
+        msg->paramVector0 = pos;
         UWPSendMessage(msg);
     }
 
     void RegisterClick(int button, char status)
     {
         UWPMessage* msg = CreateUWPMessage();
-        msg->Type = UWPMessageType::RegisterClick;
-        msg->Int0 = button;
-        msg->Char0 = status;
+        msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK;
+        msg->paramInt0 = button;
+        msg->paramChar0 = status;
         UWPSendMessage(msg);
     }
 
@@ -551,11 +551,11 @@ private:
     int CurrentPointerID = -1;
 
 #ifdef HOLDHACK
-    char KeyboardStateHack[0xA6]; //0xA6 because the highest key we compare against is 0xA5
+    char KeyboardStateHack[0xA6]; // 0xA6 because the highest key we compare against is 0xA5
 #endif
 };
 
-//Application source for creating the program
+// Application source for creating the program
 template<typename AppType>
 ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
 {

+ 141 - 188
src/core.c

@@ -391,7 +391,6 @@ static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descripto
 static pthread_t gamepadThreadId;               // Gamepad reading thread id
 static char gamepadName[64];                    // Gamepad name holder
 #endif
-
 //-----------------------------------------------------------------------------------
 
 // Timming system variables
@@ -402,7 +401,6 @@ static double updateTime = 0.0;             // Time measure for frame update
 static double drawTime = 0.0;               // Time measure for frame draw
 static double frameTime = 0.0;              // Time measure for one frame
 static double targetTime = 0.0;             // Desired time for one frame, if 0 not applied
-
 //-----------------------------------------------------------------------------------
 
 // Config internal variables
@@ -1027,8 +1025,8 @@ void ShowCursor(void)
     glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
 #endif
 #if defined(PLATFORM_UWP)
-    UWPMessage* msg = CreateUWPMessage();
-    msg->Type = ShowMouse;
+    UWPMessage *msg = CreateUWPMessage();
+    msg->type = UWP_MSG_SHOW_MOUSE;
     SendMessageToUWP(msg);
 #endif
     cursorHidden = false;
@@ -1041,8 +1039,8 @@ void HideCursor(void)
     glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
 #endif
 #if defined(PLATFORM_UWP)
-    UWPMessage* msg = CreateUWPMessage();
-    msg->Type = HideMouse;
+    UWPMessage *msg = CreateUWPMessage();
+    msg->type = UWP_MSG_HIDE_MOUSE;
     SendMessageToUWP(msg);
 #endif
     cursorHidden = true;
@@ -1064,8 +1062,8 @@ void EnableCursor(void)
     toggleCursorLock = true;
 #endif
 #if defined(PLATFORM_UWP)
-    UWPMessage* msg = CreateUWPMessage();
-    msg->Type = LockMouse;
+    UWPMessage *msg = CreateUWPMessage();
+    msg->type = UWP_MSG_LOCK_MOUSE;
     SendMessageToUWP(msg);
 #endif
     cursorHidden = false;
@@ -1081,8 +1079,8 @@ void DisableCursor(void)
     toggleCursorLock = true;
 #endif
 #if defined(PLATFORM_UWP)
-    UWPMessage* msg = CreateUWPMessage();
-    msg->Type = UnlockMouse;
+    UWPMessage *msg = CreateUWPMessage();
+    msg->type = UWP_MSG_UNLOCK_MOUSE;
     SendMessageToUWP(msg);
 #endif
     cursorHidden = true;
@@ -1165,7 +1163,7 @@ void EndDrawing(void)
         frameTime += extraTime;
     }
 
-	return;
+    return;
 }
 
 // Initialize 2D mode with custom camera (2D)
@@ -1444,8 +1442,8 @@ double GetTime(void)
 #endif
 
 #if defined(PLATFORM_UWP)
-    //Updated through messages
-	return currentTime;
+    // Updated through messages
+    return currentTime;
 #endif
 }
 
@@ -2236,10 +2234,10 @@ void SetMousePosition(int x, int y)
     glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
 #endif
 #if defined(PLATFORM_UWP)
-    UWPMessage* msg = CreateUWPMessage();
-    msg->Type = SetMouseLocation;
-    msg->Vector0.x = mousePosition.x;
-    msg->Vector0.y = mousePosition.y;
+    UWPMessage *msg = CreateUWPMessage();
+    msg->type = UWP_MSG_SET_MOUSE_LOCATION;
+    msg->paramVector0.x = mousePosition.x;
+    msg->paramVector0.y = mousePosition.y;
     SendMessageToUWP(msg);
 #endif
 }
@@ -2711,8 +2709,6 @@ static bool InitGraphicsDevice(int width, int height)
         }
     }
 
-    //SetupFramebuffer(displayWidth, displayHeight);
-
     EGLint numConfigs = 0;
     if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
     {
@@ -2769,8 +2765,6 @@ static bool InitGraphicsDevice(int width, int height)
     eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
     eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
 
-    //SetupFramebuffer(displayWidth, displayHeight); //Borked
-
 #else   // PLATFORM_ANDROID, PLATFORM_RPI
     EGLint numConfigs;
 
@@ -2941,8 +2935,8 @@ static void SetupFramebuffer(int width, int height)
         TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
 
         // Downscaling to fit display with border-bars
-        float widthRatio = (float)displayWidth / (float)screenWidth;
-        float heightRatio = (float)displayHeight / (float)screenHeight;
+        float widthRatio = (float)displayWidth/(float)screenWidth;
+        float heightRatio = (float)displayHeight/(float)screenHeight;
 
         if (widthRatio <= heightRatio)
         {
@@ -2960,7 +2954,7 @@ static void SetupFramebuffer(int width, int height)
         }
 
         // Screen scaling required
-        float scaleRatio = (float)renderWidth / (float)screenWidth;
+        float scaleRatio = (float)renderWidth/(float)screenWidth;
         screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
 
         // NOTE: We render to full display resolution!
@@ -2976,13 +2970,13 @@ static void SetupFramebuffer(int width, int height)
         TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
 
         // Upscaling to fit display with border-bars
-        float displayRatio = (float)displayWidth / (float)displayHeight;
-        float screenRatio = (float)screenWidth / (float)screenHeight;
+        float displayRatio = (float)displayWidth/(float)displayHeight;
+        float screenRatio = (float)screenWidth/(float)screenHeight;
 
         if (displayRatio <= screenRatio)
         {
             renderWidth = screenWidth;
-            renderHeight = (int)round((float)screenWidth / displayRatio);
+            renderHeight = (int)round((float)screenWidth/displayRatio);
             renderOffsetX = 0;
             renderOffsetY = (renderHeight - screenHeight);
         }
@@ -3126,7 +3120,6 @@ static void PollInputEvents(void)
 #endif
 
 #if defined(PLATFORM_UWP)
-
     // Register previous keys states
     for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
 
@@ -3141,180 +3134,140 @@ static void PollInputEvents(void)
     // Register previous mouse states
     previousMouseWheelY = currentMouseWheelY;
     currentMouseWheelY = 0;
-    for (int i = 0; i < 3; i++)
-    {
-        previousMouseState[i] = currentMouseState[i];
-
-    }
+    for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
 
     // Loop over pending messages
     while (HasMessageFromUWP())
     {
-        UWPMessage* msg = GetMessageFromUWP();
+        UWPMessage *msg = GetMessageFromUWP();
 
-        switch (msg->Type)
-        {
-        case RegisterKey:
+        switch (msg->type)
         {
-            //Convert from virtualKey
-            int actualKey = -1;
-
-            switch (msg->Int0)
+            case UWP_MSG_REGISTER_KEY:
             {
-            case 0x08: actualKey = KEY_BACKSPACE; break;
-            case 0x20: actualKey = KEY_SPACE; break;
-            case 0x1B: actualKey = KEY_ESCAPE; break;
-            case 0x0D: actualKey = KEY_ENTER; break;
-            case 0x2E: actualKey = KEY_DELETE; break;
-            case 0x27: actualKey = KEY_RIGHT; break;
-            case 0x25: actualKey = KEY_LEFT; break;
-            case 0x28: actualKey = KEY_DOWN; break;
-            case 0x26: actualKey = KEY_UP; break;
-            case 0x70: actualKey = KEY_F1; break;
-            case 0x71: actualKey = KEY_F2; break;
-            case 0x72: actualKey = KEY_F3; break;
-            case 0x73: actualKey = KEY_F4; break;
-            case 0x74: actualKey = KEY_F5; break;
-            case 0x75: actualKey = KEY_F6; break;
-            case 0x76: actualKey = KEY_F7; break;
-            case 0x77: actualKey = KEY_F8; break;
-            case 0x78: actualKey = KEY_F9; break;
-            case 0x79: actualKey = KEY_F10; break;
-            case 0x7A: actualKey = KEY_F11; break;
-            case 0x7B: actualKey = KEY_F12; break;
-            case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
-            case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
-            case 0xA4: actualKey = KEY_LEFT_ALT; break;
-            case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
-            case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
-            case 0xA5: actualKey = KEY_RIGHT_ALT; break;
-            case 0x30: actualKey = KEY_ZERO; break;
-            case 0x31: actualKey = KEY_ONE; break;
-            case 0x32: actualKey = KEY_TWO; break;
-            case 0x33: actualKey = KEY_THREE; break;
-            case 0x34: actualKey = KEY_FOUR; break;
-            case 0x35: actualKey = KEY_FIVE; break;
-            case 0x36: actualKey = KEY_SIX; break;
-            case 0x37: actualKey = KEY_SEVEN; break;
-            case 0x38: actualKey = KEY_EIGHT; break;
-            case 0x39: actualKey = KEY_NINE; break;
-            case 0x41: actualKey = KEY_A; break;
-            case 0x42: actualKey = KEY_B; break;
-            case 0x43: actualKey = KEY_C; break;
-            case 0x44: actualKey = KEY_D; break;
-            case 0x45: actualKey = KEY_E; break;
-            case 0x46: actualKey = KEY_F; break;
-            case 0x47: actualKey = KEY_G; break;
-            case 0x48: actualKey = KEY_H; break;
-            case 0x49: actualKey = KEY_I; break;
-            case 0x4A: actualKey = KEY_J; break;
-            case 0x4B: actualKey = KEY_K; break;
-            case 0x4C: actualKey = KEY_L; break;
-            case 0x4D: actualKey = KEY_M; break;
-            case 0x4E: actualKey = KEY_N; break;
-            case 0x4F: actualKey = KEY_O; break;
-            case 0x50: actualKey = KEY_P; break;
-            case 0x51: actualKey = KEY_Q; break;
-            case 0x52: actualKey = KEY_R; break;
-            case 0x53: actualKey = KEY_S; break;
-            case 0x54: actualKey = KEY_T; break;
-            case 0x55: actualKey = KEY_U; break;
-            case 0x56: actualKey = KEY_V; break;
-            case 0x57: actualKey = KEY_W; break;
-            case 0x58: actualKey = KEY_X; break;
-            case 0x59: actualKey = KEY_Y; break;
-            case 0x5A: actualKey = KEY_Z; break;
-            }
-
-            if (actualKey > -1)
-                currentKeyState[actualKey] = msg->Char0;
-            break;
-        }
-
-        case RegisterClick:
-        {
-            currentMouseState[msg->Int0] = msg->Char0;
-            break;
-        }
-
-        case ScrollWheelUpdate:
-        {
-            currentMouseWheelY += msg->Int0;
-            break;
-        }
-
-        case UpdateMouseLocation:
-        {
-            mousePosition = msg->Vector0;
-            break;
-        }
+                // Convert from virtualKey
+                int actualKey = -1;
 
-        case MarkGamepadActive:
-        {
-            if (msg->Int0 < MAX_GAMEPADS)
-                gamepadReady[msg->Int0] = msg->Bool0;
-            break;
-        }
-
-        case MarkGamepadButton:
-        {
-            if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_BUTTONS)
-                currentGamepadState[msg->Int0][msg->Int1] = msg->Char0;
-            break;
-        }
-
-        case MarkGamepadAxis:
-        {
-            if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
-                gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
-            break;
-        }
-
-        case SetDisplayDims:
-        {
-            displayWidth = msg->Vector0.x;
-            displayHeight = msg->Vector0.y;
-            break;
-        }
-
-        case HandleResize:
-        {
-            eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
-            eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
-
-            // If window is resized, viewport and projection matrix needs to be re-calculated
-            rlViewport(0, 0, screenWidth, screenHeight);            // Set viewport width and height
-            rlMatrixMode(RL_PROJECTION);                // Switch to PROJECTION matrix
-            rlLoadIdentity();                           // Reset current matrix (PROJECTION)
-            rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);   // Orthographic projection mode with top-left corner at (0,0)
-            rlMatrixMode(RL_MODELVIEW);                 // Switch back to MODELVIEW matrix
-            rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
-            rlClearScreenBuffers();                     // Clear screen buffers (color and depth)
-
-            // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
-            // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
-            // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
-            currentWidth = screenWidth;
-            currentHeight = screenHeight;
-
-            // NOTE: Postprocessing texture is not scaled to new size
-
-            windowResized = true;
-            break;
-        }
+                switch (msg->paramInt0)
+                {
+                    case 0x08: actualKey = KEY_BACKSPACE; break;
+                    case 0x20: actualKey = KEY_SPACE; break;
+                    case 0x1B: actualKey = KEY_ESCAPE; break;
+                    case 0x0D: actualKey = KEY_ENTER; break;
+                    case 0x2E: actualKey = KEY_DELETE; break;
+                    case 0x27: actualKey = KEY_RIGHT; break;
+                    case 0x25: actualKey = KEY_LEFT; break;
+                    case 0x28: actualKey = KEY_DOWN; break;
+                    case 0x26: actualKey = KEY_UP; break;
+                    case 0x70: actualKey = KEY_F1; break;
+                    case 0x71: actualKey = KEY_F2; break;
+                    case 0x72: actualKey = KEY_F3; break;
+                    case 0x73: actualKey = KEY_F4; break;
+                    case 0x74: actualKey = KEY_F5; break;
+                    case 0x75: actualKey = KEY_F6; break;
+                    case 0x76: actualKey = KEY_F7; break;
+                    case 0x77: actualKey = KEY_F8; break;
+                    case 0x78: actualKey = KEY_F9; break;
+                    case 0x79: actualKey = KEY_F10; break;
+                    case 0x7A: actualKey = KEY_F11; break;
+                    case 0x7B: actualKey = KEY_F12; break;
+                    case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
+                    case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
+                    case 0xA4: actualKey = KEY_LEFT_ALT; break;
+                    case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
+                    case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
+                    case 0xA5: actualKey = KEY_RIGHT_ALT; break;
+                    case 0x30: actualKey = KEY_ZERO; break;
+                    case 0x31: actualKey = KEY_ONE; break;
+                    case 0x32: actualKey = KEY_TWO; break;
+                    case 0x33: actualKey = KEY_THREE; break;
+                    case 0x34: actualKey = KEY_FOUR; break;
+                    case 0x35: actualKey = KEY_FIVE; break;
+                    case 0x36: actualKey = KEY_SIX; break;
+                    case 0x37: actualKey = KEY_SEVEN; break;
+                    case 0x38: actualKey = KEY_EIGHT; break;
+                    case 0x39: actualKey = KEY_NINE; break;
+                    case 0x41: actualKey = KEY_A; break;
+                    case 0x42: actualKey = KEY_B; break;
+                    case 0x43: actualKey = KEY_C; break;
+                    case 0x44: actualKey = KEY_D; break;
+                    case 0x45: actualKey = KEY_E; break;
+                    case 0x46: actualKey = KEY_F; break;
+                    case 0x47: actualKey = KEY_G; break;
+                    case 0x48: actualKey = KEY_H; break;
+                    case 0x49: actualKey = KEY_I; break;
+                    case 0x4A: actualKey = KEY_J; break;
+                    case 0x4B: actualKey = KEY_K; break;
+                    case 0x4C: actualKey = KEY_L; break;
+                    case 0x4D: actualKey = KEY_M; break;
+                    case 0x4E: actualKey = KEY_N; break;
+                    case 0x4F: actualKey = KEY_O; break;
+                    case 0x50: actualKey = KEY_P; break;
+                    case 0x51: actualKey = KEY_Q; break;
+                    case 0x52: actualKey = KEY_R; break;
+                    case 0x53: actualKey = KEY_S; break;
+                    case 0x54: actualKey = KEY_T; break;
+                    case 0x55: actualKey = KEY_U; break;
+                    case 0x56: actualKey = KEY_V; break;
+                    case 0x57: actualKey = KEY_W; break;
+                    case 0x58: actualKey = KEY_X; break;
+                    case 0x59: actualKey = KEY_Y; break;
+                    case 0x5A: actualKey = KEY_Z; break;
+                    default: break;
+                }
 
-		case SetGameTime:
-        {
-			currentTime = msg->Double0;
-			break;
-        }
+                if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
 
+            } break;
+            case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break;
+            case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break;
+            case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break;
+            case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break;
+            case UWP_MSG_SET_GAMEPAD_BUTTON:
+            {
+                if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
+            } break;
+            case UWP_MSG_SET_GAMEPAD_AXIS:
+            {
+                if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
+            } break;
+            case UWP_MSG_SET_DISPLAY_DIMS:
+            {
+                displayWidth = msg->paramVector0.x;
+                displayHeight = msg->paramVector0.y;
+            } break;
+            case UWP_MSG_HANDLE_RESIZE:
+            {
+                eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
+                eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+
+                // If window is resized, viewport and projection matrix needs to be re-calculated
+                rlViewport(0, 0, screenWidth, screenHeight);            // Set viewport width and height
+                rlMatrixMode(RL_PROJECTION);                // Switch to PROJECTION matrix
+                rlLoadIdentity();                           // Reset current matrix (PROJECTION)
+                rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);   // Orthographic projection mode with top-left corner at (0,0)
+                rlMatrixMode(RL_MODELVIEW);                 // Switch back to MODELVIEW matrix
+                rlLoadIdentity();                           // Reset current matrix (MODELVIEW)
+                rlClearScreenBuffers();                     // Clear screen buffers (color and depth)
+
+                // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
+                // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
+                // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
+                currentWidth = screenWidth;
+                currentHeight = screenHeight;
+
+                // NOTE: Postprocessing texture is not scaled to new size
+
+                windowResized = true;
+                
+            } break;
+            case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
+            default: break;
         }
 
         DeleteUWPMessage(msg); //Delete, we are done
     }
-
-#endif
+#endif  // defined(PLATFORM_UWP)
 
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
     // Mouse input polling

+ 10 - 21
src/rlgl.h

@@ -422,8 +422,8 @@ RLAPI void rlTranslatef(float x, float y, float z);   // Multiply the current ma
 RLAPI void rlRotatef(float angleDeg, float x, float y, float z);  // Multiply the current matrix by a rotation matrix
 RLAPI void rlScalef(float x, float y, float z);       // Multiply the current matrix by a scaling matrix
 RLAPI void rlMultMatrixf(float *matf);                // Multiply the current matrix by another matrix
-RLAPI void rlFrustum(double left, double right, double bottom, double top, double near, double far);
-RLAPI void rlOrtho(double left, double right, double bottom, double top, double near, double far);
+RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
 RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
 
 //------------------------------------------------------------------------------------
@@ -888,14 +888,14 @@ void rlMatrixMode(int mode)
     }
 }
 
-void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
 {
-    glFrustum(left, right, bottom, top, zNear, zFar);
+    glFrustum(left, right, bottom, top, znear, zfar);
 }
 
-void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
 {
-    glOrtho(left, right, bottom, top, zNear, zFar);
+    glOrtho(left, right, bottom, top, znear, zfar);
 }
 
 void rlPushMatrix(void) { glPushMatrix(); }
@@ -1491,7 +1491,6 @@ void rlglInit(int width, int height)
     GLint numExt = 0;
 
 #if defined(GRAPHICS_API_OPENGL_33)
-
     // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
     vaoSupported = true;
 
@@ -1504,12 +1503,7 @@ void rlglInit(int width, int height)
     // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
     glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
 
-#if defined(_MSC_VER)
     const char **extList = RL_MALLOC(sizeof(const char *)*numExt);
-#else
-    const char *extList[numExt];
-#endif
-
     for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
 
 #elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -1523,10 +1517,10 @@ void rlglInit(int width, int height)
     // NOTE: String could be splitted using strtok() function (string.h)
     // NOTE: strtok() modifies the passed string, it can not be const
 
-    char *extList[512];     // Allocate 512 strings pointers (2 KB)
+    // Allocate 512 strings pointers (2 KB)
+    const char **extList = RL_MALLOC(sizeof(const char *)*512);
 
     extList[numExt] = strtok(extensionsDup, " ");
-
     while (extList[numExt] != NULL)
     {
         numExt++;
@@ -1619,9 +1613,7 @@ void rlglInit(int width, int height)
         if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) debugMarkerSupported = true;
     }
 
-#if defined(_WIN32) && defined(_MSC_VER) && !defined(PLATFORM_UWP) //is this a hotfix? I may need to find out why this is broken
     RL_FREE(extList);
-#endif
 
 #if defined(GRAPHICS_API_OPENGL_ES2)
     if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully");
@@ -1642,11 +1634,8 @@ void rlglInit(int width, int height)
 
     if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
 
-
-
     // Initialize buffers, default shaders and default textures
     //----------------------------------------------------------
-
     // Init default white texture
     unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
     defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
@@ -4623,6 +4612,6 @@ int GetPixelDataSize(int width, int height, int format)
 
     return dataSize;
 }
-#endif
+#endif  // RLGL_STANDALONE
 
-#endif // RLGL_IMPLEMENTATION
+#endif  // RLGL_IMPLEMENTATION

+ 25 - 38
src/utils.c

@@ -205,73 +205,64 @@ static int android_close(void *cookie)
 
 #if defined(PLATFORM_UWP)
 
-#define MAX_MESSAGES 512 //If there are over 128 messages, I will cry... either way, this may be too much EDIT: Welp, 512
+#define MAX_MESSAGES 512 // If there are over 128 messages, I will cry... either way, this may be too much EDIT: Welp, 512
 
-static int UWPOutMessageId = -1; //Stores the last index for the message
-static UWPMessage* UWPOutMessages[MAX_MESSAGES]; //Messages out to UWP
+static int UWPOutMessageId = -1; // Stores the last index for the message
+static UWPMessage* UWPOutMessages[MAX_MESSAGES]; // Messages out to UWP
 
-static int UWPInMessageId = -1; //Stores the last index for the message
-static UWPMessage* UWPInMessages[MAX_MESSAGES]; //Messages in from UWP
+static int UWPInMessageId = -1; // Stores the last index for the message
+static UWPMessage* UWPInMessages[MAX_MESSAGES]; // Messages in from UWP
 
 UWPMessage* CreateUWPMessage(void)
 {
-    UWPMessage* msg = (UWPMessage*)RL_MALLOC(sizeof(UWPMessage));
-    msg->Type = None;
-    Vector2 v0 = {0, 0};
-    msg->Vector0 = v0;
-    msg->Int0 = 0;
-    msg->Int1 = 0;
-    msg->Char0 = 0;
-    msg->Float0 = 0;
-	msg->Double0 = 0;
-    msg->Bool0 = false;
+    UWPMessage *msg = (UWPMessage *)RL_MALLOC(sizeof(UWPMessage));
+    msg->type = UWP_MSG_NONE;
+    Vector2 v0 = { 0, 0 };
+    msg->paramVector0 = v0;
+    msg->paramInt0 = 0;
+    msg->paramInt1 = 0;
+    msg->paramChar0 = 0;
+    msg->paramFloat0 = 0;
+    msg->paramDouble0 = 0;
+    msg->paramBool0 = false;
     return msg;
 }
 
-void DeleteUWPMessage(UWPMessage* msg)
+void DeleteUWPMessage(UWPMessage *msg)
 {
     RL_FREE(msg);
 }
 
 bool UWPHasMessages(void)
 {
-    return UWPOutMessageId > -1;
+    return (UWPOutMessageId > -1);
 }
 
-UWPMessage* UWPGetMessage(void)
+UWPMessage *UWPGetMessage(void)
 {
-    if (UWPHasMessages())
-    {
-        return UWPOutMessages[UWPOutMessageId--];
-    }
+    if (UWPHasMessages()) return UWPOutMessages[UWPOutMessageId--];
 
     return NULL;
 }
 
-void UWPSendMessage(UWPMessage* msg)
+void UWPSendMessage(UWPMessage *msg)
 {
     if (UWPInMessageId + 1 < MAX_MESSAGES)
     {
         UWPInMessageId++;
         UWPInMessages[UWPInMessageId] = msg;
     }
-    else
-    {
-        TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP inbound Message.");
-    }
+    else TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP inbound Message.");
 }
 
-void SendMessageToUWP(UWPMessage* msg)
+void SendMessageToUWP(UWPMessage *msg)
 {
     if (UWPOutMessageId + 1 < MAX_MESSAGES)
     {
         UWPOutMessageId++;
         UWPOutMessages[UWPOutMessageId] = msg;
     }
-    else
-    {
-        TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP outward Message.");
-    }
+    else TraceLog(LOG_WARNING, "[UWP Messaging] Not enough array space to register new UWP outward Message.");
 }
 
 bool HasMessageFromUWP(void)
@@ -281,12 +272,8 @@ bool HasMessageFromUWP(void)
 
 UWPMessage* GetMessageFromUWP(void)
 {
-    if (HasMessageFromUWP())
-    {
-        return UWPInMessages[UWPInMessageId--];
-    }
+    if (HasMessageFromUWP()) return UWPInMessages[UWPInMessageId--];
 
     return NULL;
 }
-
-#endif
+#endif  // defined(PLATFORM_UWP)

+ 39 - 55
src/utils.h

@@ -60,79 +60,63 @@ FILE *android_fopen(const char *fileName, const char *mode);    // Replacement f
 #endif
 
 #if defined(PLATFORM_UWP)
-
 // UWP Messages System
-
-typedef enum
-{
-    None = 0,
-
-    //Send
-    ShowMouse,
-    HideMouse,
-    LockMouse,
-    UnlockMouse,
-    SetMouseLocation, //Vector0 (pos)
-
-    //Recieve (Into C)
-    RegisterKey, //Int0 (key), Char0 (status)
-    RegisterClick, //Int0 (button), Char0 (status)
-    ScrollWheelUpdate, //Int0 (delta)
-    UpdateMouseLocation, //Vector0 (pos)
-    MarkGamepadActive, //Int0 (gamepad), Bool0 (active or not)
-    MarkGamepadButton, //Int0 (gamepad), Int1 (button), Char0 (status)
-    MarkGamepadAxis,//Int0 (gamepad), int1 (axis), Float0 (value)
-    SetDisplayDims, //Vector0 (display dimensions)
-    HandleResize, //Vector0 (new dimensions) - Onresized event
-    SetGameTime, //Int0
+typedef enum {
+    UWP_MSG_NONE = 0,
+
+    // Send
+    UWP_MSG_SHOW_MOUSE,
+    UWP_MSG_HIDE_MOUSE,
+    UWP_MSG_LOCK_MOUSE,
+    UWP_MSG_UNLOCK_MOUSE,
+    UWP_MSG_SET_MOUSE_LOCATION,     // paramVector0 (pos)
+
+    // Receive (Into C)
+    UWP_MSG_REGISTER_KEY,           // paramInt0 (key), paramChar0 (status)
+    UWP_MSG_REGISTER_CLICK,         // paramInt0 (button), paramChar0 (status)
+    UWP_MSG_SCROLL_WHEEL_UPDATE,    // paramInt0 (delta)
+    UWP_MSG_UPDATE_MOUSE_LOCATION,  // paramVector0 (pos)
+    UWP_MSG_SET_GAMEPAD_ACTIVE,     // paramInt0 (gamepad), paramBool0 (active or not)
+    UWP_MSG_SET_GAMEPAD_BUTTON,     // paramInt0 (gamepad), paramInt1 (button), paramChar0 (status)
+    UWP_MSG_SET_GAMEPAD_AXIS,       // paramInt0 (gamepad), int1 (axis), paramFloat0 (value)
+    UWP_MSG_SET_DISPLAY_DIMS,       // paramVector0 (display dimensions)
+    UWP_MSG_HANDLE_RESIZE,          // paramVector0 (new dimensions) - Onresized event
+    UWP_MSG_SET_GAME_TIME,          // paramInt0
 } UWPMessageType;
 
-typedef struct UWPMessage
-{
-    //The message type
-    UWPMessageType Type;
-
-    //Vector parameters
-    Vector2 Vector0;
-
-    //Int parameters
-    int Int0;
-    int Int1;
-
-    //Char parameters
-    char Char0;
-
-    //Float parameters
-    float Float0;
-
-    //Double parameters
-	double Double0;
-
-    //Bool parameters
-    bool Bool0;
-
-    //More parameters can be added and fed to functions
+typedef struct UWPMessage {
+    UWPMessageType type;            // Message type
+    
+    Vector2 paramVector0;           // Vector parameters  
+    int paramInt0;                  // Int parameter
+    int paramInt1;                  // Int parameter
+    char paramChar0;                // Char parameters
+    float paramFloat0;              // Float parameters
+    double paramDouble0;            // Double parameters
+    bool paramBool0;                // Bool parameters
+
+    // More parameters can be added and fed to functions
 } UWPMessage;
 
-//Allocate UWP Message
+// Allocate UWP Message
 RLAPI UWPMessage* CreateUWPMessage(void);
 
-//Free UWP Message
+// Free UWP Message
 RLAPI void DeleteUWPMessage(UWPMessage* msg);
 
-//Get messages into C++
+// Get messages into C++
 RLAPI bool UWPHasMessages(void);
 RLAPI UWPMessage* UWPGetMessage(void);
 RLAPI void UWPSendMessage(UWPMessage* msg);
 
-//For C to call
-#ifndef _cplusplus //Hide from C++ code
+// For C to call
+#ifndef __cplusplus // Hide from C++ code
 void SendMessageToUWP(UWPMessage* msg);
 bool HasMessageFromUWP(void);
 UWPMessage* GetMessageFromUWP(void);
 #endif
 
-#endif
+#endif      //defined(PLATFORM_UWP)
 
 #ifdef __cplusplus
 }