UWP Support Overhaul (#819)

* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Tested some desktop stuff and added projection matrix updates for window resizing.

* Fixed big bad mouse bug

* Fix alt buttons and add hack to combat flickery key presses (far from perfect)

* Remove debug code

* Final commit

* Well, so I thought

* Wow, i am bad

* Remove packages folder

* Remove useless include

* Apply requested changes and fix linux build

* Try to stop packages folder

* Have we fixed the formatting properly?

* Third time's the charm?

* Where did this come from?

* Re-fix

* Autoformat is gonna kill

* Fixed XBOX ONE Support

* Fix tabs
This commit is contained in:
Reece Mackie
2019-04-27 19:33:51 +01:00
committed by Ray
parent f37e55a77b
commit 2de1f31821
29 changed files with 1382 additions and 838 deletions

View File

@@ -134,7 +134,7 @@
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
#else
#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
@@ -391,6 +391,7 @@ 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
@@ -401,6 +402,7 @@ 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
@@ -486,10 +488,6 @@ static void InitGamepad(void); // Init raw gamepad inpu
static void *GamepadThread(void *arg); // Mouse reading thread
#endif
#if defined(PLATFORM_UWP)
// TODO: Define functions required to manage inputs
#endif
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
@@ -810,6 +808,7 @@ void SetWindowIcon(Image image)
// Set title for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title)
{
windowTitle = title;
#if defined(PLATFORM_DESKTOP)
glfwSetWindowTitle(window, title);
#endif
@@ -887,7 +886,7 @@ int GetScreenHeight(void)
// Get native window handle
void *GetWindowHandle(void)
{
#if defined(_WIN32)
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(window);
#elif defined(__linux__)
@@ -1026,6 +1025,11 @@ void ShowCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
UWPMessage* msg = CreateUWPMessage();
msg->Type = ShowMouse;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
}
@@ -1035,6 +1039,11 @@ void HideCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
UWPMessage* msg = CreateUWPMessage();
msg->Type = HideMouse;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
}
@@ -1053,6 +1062,11 @@ void EnableCursor(void)
#endif
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage* msg = CreateUWPMessage();
msg->Type = LockMouse;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
}
@@ -1065,6 +1079,11 @@ void DisableCursor(void)
#endif
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage* msg = CreateUWPMessage();
msg->Type = UnlockMouse;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
}
@@ -1145,6 +1164,8 @@ void EndDrawing(void)
frameTime += extraTime;
}
return;
}
// Initialize 2D mode with custom camera (2D)
@@ -1421,6 +1442,11 @@ double GetTime(void)
return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
#endif
#if defined(PLATFORM_UWP)
//Updated through messages
return currentTime;
#endif
}
// Returns hexadecimal value for a Color
@@ -2209,6 +2235,13 @@ void SetMousePosition(int x, int y)
// NOTE: emscripten not implemented
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;
SendMessageToUWP(msg);
#endif
}
// Set mouse offset
@@ -2736,6 +2769,8 @@ 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;
@@ -2906,8 +2941,8 @@ 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)
{
@@ -2925,7 +2960,7 @@ 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!
@@ -2941,13 +2976,13 @@ 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);
}
@@ -2996,7 +3031,7 @@ static void InitTimer(void)
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
static void Wait(float ms)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP)
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
double prevTime = GetTime();
double nextTime = 0.0;
@@ -3029,7 +3064,7 @@ static bool GetKeyStatus(int key)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return currentKeyState[key];
#elif defined(PLATFORM_RPI)
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
@@ -3044,7 +3079,7 @@ static bool GetMouseButtonStatus(int button)
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
return false;
#elif defined(PLATFORM_RPI)
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
@@ -3090,6 +3125,197 @@ static void PollInputEvents(void)
}
#endif
#if defined(PLATFORM_UWP)
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gamepadReady[i])
{
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
}
}
// Register previous mouse states
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
for (int i = 0; i < 3; i++)
{
previousMouseState[i] = currentMouseState[i];
}
// Loop over pending messages
while (HasMessageFromUWP())
{
UWPMessage* msg = GetMessageFromUWP();
switch (msg->Type)
{
case RegisterKey:
{
//Convert from virtualKey
int actualKey = -1;
switch (msg->Int0)
{
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;
}
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;
}
case SetGameTime:
{
currentTime = msg->Double0;
break;
}
}
DeleteUWPMessage(msg); //Delete, we are done
}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
@@ -4577,7 +4803,7 @@ static void *GamepadThread(void *arg)
// Plays raylib logo appearing animation
static void LogoAnimation(void)
{
#if !defined(PLATFORM_WEB)
#if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP)
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
@@ -4686,4 +4912,4 @@ static void LogoAnimation(void)
#endif
showLogo = false; // Prevent for repeating when reloading window (Android)
}
}