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- /**********************************************************************************************
- *
- * raylib.BaseApp - UWP App generic code for managing interface between C and C++
- *
- * LICENSE: zlib/libpng
- *
- * CONFIGURATION:
- *
- * #define PCH
- * This defines what header is the PCH and needs to be included
- *
- * #define HOLDHACK
- * This enables a hack to fix flickering key presses (Temporary)
- *
- * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
- *
- * This software is provided "as-is", without any express or implied warranty. In no event
- * will the authors be held liable for any damages arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- **********************************************************************************************/
- #pragma once
- #if defined(PCH)
- #include PCH
- #endif
- #include <chrono>
- #include <memory>
- #include <wrl.h>
- //EGL
- #include <EGL/eglplatform.h>
- #include "raylib.h"
- #include "utils.h"
- 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;
- extern "C" { EGLNativeWindowType handle; };
- /*
- TODO list:
- - Cache reference to our CoreWindow?
- - Implement gestures support
- */
- // 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)
- //Mouse cursor locking
- bool cursorLocked = false;
- Vector2 mouseDelta = {0, 0};
- //Our mouse cursor
- CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
- //Base app implementation
- ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
- {
- public:
- // IFrameworkView Methods.
- virtual void 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, &BaseApp::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::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
- }
- virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
- {
- window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
- window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
- window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
- window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
- window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
- window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
- window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
- DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
- currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
- // The CoreWindow has been created, so EGL can be initialized.
- handle = (EGLNativeWindowType)window;
- InitWindow(width, height, NULL);
- }
- virtual void Load(Platform::String^ entryPoint) {}
- void Setup(int width, int height)
- {
- // Set dimensions
- this->width = width;
- this->height = height;
- }
- virtual void Run()
- {
- // Get display dimensions
- DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
- Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
- // Send display dimensions
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_DISPLAY_DIMS;
- msg->paramVector0 = screenSize;
- UWPSendMessage(msg);
- // 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);
- while (!mWindowClosed)
- {
- if (mWindowVisible)
- {
- // Send time
- auto delta = clock::now() - timeStart;
- 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
- Update();
- PollInput();
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
- }
- else
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
- }
- }
- CloseWindow();
- }
- //Called every frame (Maybe add draw)
- virtual void Update() {}
- virtual void Uninitialize() {}
- protected:
- // Input polling
- void PollInput()
- {
- // Process Messages
- {
- // Loop over pending messages
- while (UWPHasMessages())
- {
- // Get the message
- auto msg = UWPGetMessage();
- // Carry out the command
- switch(msg->type)
- {
- 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 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 UWP_MSG_SET_MOUSE_LOCATION:
- {
- MoveMouse(msg->paramVector0);
- break;
- }
- }
- // Delete the message
- DeleteUWPMessage(msg);
- }
- }
- // Process Keyboard
- {
- for (int k = 0x08; k < 0xA6; k++) {
- 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
- if (KeyboardStateHack[k] == 2)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- KeyboardStateHack[k] = 3;
- }
- }
- else if (KeyboardStateHack[k] == 3)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- KeyboardStateHack[k] = 4;
- }
- }
- else if (KeyboardStateHack[k] == 4)
- {
- if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
- {
- //Reset key...
- KeyboardStateHack[k] = 0;
- //Tell core
- RegisterKey(k, 0);
- }
- }
- #endif
- // 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?
- if (k == 0xA4 || k == 0xA5)
- {
- if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down)
- {
- RegisterKey(k, 1);
- }
- else
- {
- RegisterKey(k, 0);
- }
- }
- }
- }
- // Process Mouse
- {
-
- if (CurrentPointerID > -1)
- {
- auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
- auto props = point->Properties;
- if (props->IsLeftButtonPressed)
- {
- RegisterClick(MOUSE_LEFT_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_LEFT_BUTTON, 0);
- }
- if (props->IsRightButtonPressed)
- {
- RegisterClick(MOUSE_RIGHT_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_RIGHT_BUTTON, 0);
- }
- if (props->IsMiddleButtonPressed)
- {
- RegisterClick(MOUSE_MIDDLE_BUTTON, 1);
- }
- else
- {
- RegisterClick(MOUSE_MIDDLE_BUTTON, 0);
- }
- }
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
- if (cursorLocked)
- {
- // Track cursor movement delta, recenter it on the client
- auto curMousePos = GetMousePosition();
- auto x = curMousePos.x + mouseDelta.x;
- auto y = curMousePos.y + mouseDelta.y;
- UpdateMousePosition({ x, y });
- // Why we're not using UWPSetMousePosition here...
- // UWPSetMousePosition changes the "mousePosition" variable to match where the cursor actually is.
- // Our cursor is locked to the middle of screen, and we don't want that reflected in "mousePosition"
- Vector2 centerClient = { (float)(GetScreenWidth() / 2), (float)(GetScreenHeight() / 2) };
- window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
- }
- else
- {
- // Record the cursor's position relative to the client
- auto x = window->PointerPosition.X - window->Bounds.X;
- auto y = window->PointerPosition.Y - window->Bounds.Y;
- UpdateMousePosition({ x, y });
- }
- mouseDelta = { 0 ,0 };
- }
- // Process Gamepads
- {
- // Check if gamepads are ready
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- // HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
- // connected gamepads with their spot in the list, but this has serious robustness problems
- // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_ACTIVE;
- msg->paramInt0 = i;
- msg->paramBool0 = i < Gamepad::Gamepads->Size;
- UWPSendMessage(msg);
- }
- // Get current gamepad state
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (IsGamepadAvailable(i))
- {
- // Get current gamepad state
- auto gamepad = Gamepad::Gamepads->GetAt(i);
- GamepadReading reading = gamepad->GetCurrentReading();
- // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
- RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
- // Get current axis state
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
- RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
- }
- }
- }
- }
- // Application lifecycle event handlers.
- void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
- {
- // Run() won't start until the CoreWindow is activated.
- CoreWindow::GetForCurrentThread()->Activate();
- }
- void OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
- // Window event handlers.
- void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_HANDLE_RESIZE;
- UWPSendMessage(msg);
- }
- void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
- {
- mWindowVisible = args->Visible;
- }
- void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
- {
- mWindowClosed = true;
- }
- // DisplayInformation event handlers.
- void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
- void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args) {}
- // Input event handlers
- void PointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
- {
- //Get the current active pointer ID for our loop
- CurrentPointerID = args->CurrentPoint->PointerId;
- args->Handled = true;
- }
- void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SCROLL_WHEEL_UPDATE;
- msg->paramFloat0 = args->CurrentPoint->Properties->MouseWheelDelta;
- UWPSendMessage(msg);
- }
- void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
- {
- mouseDelta.x += args->MouseDelta.X;
- mouseDelta.y += args->MouseDelta.Y;
- }
- void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
- {
- #ifdef HOLDHACK
- // Start the hack
- KeyboardStateHack[(int)args->VirtualKey] = 1;
- #endif
- RegisterKey((int)args->VirtualKey, 1);
- }
- void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
- {
- #ifdef HOLDHACK
- // The same hack
- if (KeyboardStateHack[(int)args->VirtualKey] == 1)
- {
- KeyboardStateHack[(int)args->VirtualKey] = 2;
- }
- else if (KeyboardStateHack[(int)args->VirtualKey] == 2)
- {
- KeyboardStateHack[(int)args->VirtualKey] = 3;
- }
- else if (KeyboardStateHack[(int)args->VirtualKey] == 3)
- {
- KeyboardStateHack[(int)args->VirtualKey] = 4;
- }
- else if (KeyboardStateHack[(int)args->VirtualKey] == 4)
- {
- RegisterKey((int)args->VirtualKey, 0);
- KeyboardStateHack[(int)args->VirtualKey] = 0;
- }
- #else
- // No hack, allow flickers
- RegisterKey((int)args->VirtualKey, 0);
- #endif
- }
- private:
- void RegisterKey(int key, char status)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWPMessageType::UWP_MSG_REGISTER_KEY;
- msg->paramInt0 = key;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
- void MoveMouse(Vector2 pos)
- {
- CoreWindow ^window = CoreWindow::GetForCurrentThread();
- Point mousePosScreen = Point(pos.x + window->Bounds.X, pos.y + window->Bounds.Y);
- window->PointerPosition = mousePosScreen;
- }
- void RegisterGamepadButton(int gamepad, int button, char status)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_BUTTON;
- msg->paramInt0 = gamepad;
- msg->paramInt1 = button;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
- void RegisterGamepadAxis(int gamepad, int axis, float value)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_GAMEPAD_AXIS;
- msg->paramInt0 = gamepad;
- msg->paramInt1 = axis;
- msg->paramFloat0 = value;
- UWPSendMessage(msg);
- }
- void UpdateMousePosition(Vector2 pos)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWP_MSG_UPDATE_MOUSE_LOCATION;
- msg->paramVector0 = pos;
- UWPSendMessage(msg);
- }
- void RegisterClick(int button, char status)
- {
- UWPMessage* msg = CreateUWPMessage();
- msg->type = UWPMessageType::UWP_MSG_REGISTER_CLICK;
- msg->paramInt0 = button;
- msg->paramChar0 = status;
- UWPSendMessage(msg);
- }
- bool mWindowClosed = false;
- bool mWindowVisible = true;
- int width = 640;
- int height = 480;
- int CurrentPointerID = -1;
- #ifdef HOLDHACK
- char KeyboardStateHack[0xA6]; // 0xA6 because the highest key we compare against is 0xA5
- #endif
- };
- // Application source for creating the program
- template<typename AppType>
- ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
- {
- public:
- virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
- {
- return ref new AppType();
- }
- };
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