UWP rework (#1231)

* First draft of UWP rework.

* Read desc

- Moved UWP specific functions to uwp_events.h
- Removed BaseApp.
- Implemented example UWP lifecycle.

* Added GIF recording and screenshot support.

* Character inputs and filesystem stuff

* Fix game closing on Xbox when B is pressed.

* Fix the gamepad binding hack

* Add as many keys as I believe are possible.

* Implemented mouse locking of a sort.

* Remove rogue todo, the rest are for a game dev using this example.

* Implemented touch how I "think" it should work. I cant test this.

* Review.
This commit is contained in:
Reece Mackie
2020-04-30 18:48:39 +01:00
committed by GitHub
parent 2f454aa4b0
commit 4b03860810
13 changed files with 1162 additions and 901 deletions

View File

@@ -255,6 +255,7 @@
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#include "uwp_events.h" // UWP bootstrapping functions
#endif
#if defined(PLATFORM_WEB)
@@ -328,10 +329,6 @@ typedef struct {
typedef struct { int x; int y; } Point;
typedef struct { unsigned int width; unsigned int height; } Size;
#if defined(PLATFORM_UWP)
extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App)
#endif
// Core global state context data
typedef struct CoreData {
struct {
@@ -378,6 +375,11 @@ typedef struct CoreData {
const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
bool contextRebindRequired; // Used to know context rebind required
} Android;
#endif
#if defined(PLATFORM_UWP)
struct {
const char* internalDataPath; // UWP App data path
} UWP;
#endif
struct {
#if defined(PLATFORM_RPI)
@@ -610,6 +612,14 @@ static void RestoreTerminal(void)
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, const char *title)
{
#if defined(PLATFORM_UWP)
if (!UWPIsConfigured())
{
TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!");
return;
}
#endif
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
CORE.Window.title = title;
@@ -619,6 +629,11 @@ void InitWindow(int width, int height, const char *title)
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
CORE.Input.Gamepad.lastButtonPressed = -1;
#if defined(PLATFORM_UWP)
// The axis count is 6 (2 thumbsticks and left and right trigger)
CORE.Input.Gamepad.axisCount = 6;
#endif
#if defined(PLATFORM_ANDROID)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
@@ -760,7 +775,7 @@ void CloseWindow(void)
glfwTerminate();
#endif
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP)
timeEndPeriod(1); // Restore time period
#endif
@@ -1209,9 +1224,7 @@ void ShowCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_SHOW_MOUSE;
SendMessageToUWP(msg);
UWPGetMouseShowFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
@@ -1223,9 +1236,7 @@ void HideCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_HIDE_MOUSE;
SendMessageToUWP(msg);
UWPGetMouseHideFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
@@ -1246,9 +1257,7 @@ void EnableCursor(void)
CORE.Input.Mouse.cursorLockRequired = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_LOCK_MOUSE;
SendMessageToUWP(msg);
UWPGetMouseUnlockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
@@ -1263,9 +1272,7 @@ void DisableCursor(void)
CORE.Input.Mouse.cursorLockRequired = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_UNLOCK_MOUSE;
SendMessageToUWP(msg);
UWPGetMouseLockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
@@ -1709,8 +1716,7 @@ double GetTime(void)
#endif
#if defined(PLATFORM_UWP)
// Updated through messages
return CORE.Time.current;
return UWPGetQueryTimeFunc()();
#endif
}
@@ -1892,6 +1898,10 @@ void TakeScreenshot(const char *fileName)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, fileName);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, fileName);
#else
strcpy(path, fileName);
#endif
@@ -2225,6 +2235,10 @@ void SaveStorageValue(unsigned int position, int value)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
@@ -2298,6 +2312,10 @@ int LoadStorageValue(unsigned int position)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
@@ -2638,11 +2656,7 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_SET_MOUSE_LOCATION;
msg->paramVector0.x = CORE.Input.Mouse.position.x;
msg->paramVector0.y = CORE.Input.Mouse.position.y;
SendMessageToUWP(msg);
UWPGetMouseSetPosFunc()(x, y);
#endif
}
@@ -2675,7 +2689,7 @@ int GetMouseWheelMove(void)
// Returns touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseX();
@@ -2685,7 +2699,7 @@ int GetTouchX(void)
// Returns touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseY();
@@ -2698,7 +2712,7 @@ Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
@@ -3160,7 +3174,7 @@ static bool InitGraphicsDevice(int width, int height)
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, handle, surfaceAttributes);
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
if (CORE.Window.surface == EGL_NO_SURFACE)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
@@ -3175,8 +3189,11 @@ static bool InitGraphicsDevice(int width, int height)
}
// Get EGL device window size
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.display.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.display.height);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
// Get display size
UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height);
#endif // PLATFORM_UWP
@@ -3289,8 +3306,13 @@ static bool InitGraphicsDevice(int width, int height)
else
{
// Grab the width and height of the surface
#if defined(PLATFORM_UWP)
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
#else
CORE.Window.render.width = CORE.Window.display.width;
CORE.Window.render.height = CORE.Window.display.height;
#endif
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
@@ -3325,7 +3347,7 @@ static bool InitGraphicsDevice(int width, int height)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
CORE.Window.ready = true;
#endif
return true;
@@ -3430,7 +3452,7 @@ static void InitTimer(void)
{
srand((unsigned int)time(NULL)); // Initialize random seed
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) && !defined(PLATFORM_UWP)
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
#endif
@@ -3454,7 +3476,9 @@ static void InitTimer(void)
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
static void Wait(float ms)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
#if defined(PLATFORM_UWP)
UWPGetSleepFunc()(ms / 1000);
#elif defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
@@ -3482,7 +3506,7 @@ static void Wait(float ms)
usleep(ms*1000.0f);
#endif
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
#if defined(SUPPORT_HALFBUSY_WAIT_LOOP)// && !defined(PLATFORM_UWP)
while (GetTime() < destTime) { }
#endif
#endif
@@ -3639,142 +3663,6 @@ static void PollInputEvents(void)
CORE.Input.Mouse.currentWheelMove = 0;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Loop over pending messages
while (HasMessageFromUWP())
{
UWPMessage *msg = GetMessageFromUWP();
switch (msg->type)
{
case UWP_MSG_REGISTER_KEY:
{
// Convert from virtualKey
int actualKey = -1;
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;
}
if (actualKey > -1) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0;
} break;
case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break;
case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break;
case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break;
case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break;
case UWP_MSG_SET_GAMEPAD_BUTTON:
{
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
} break;
case UWP_MSG_SET_GAMEPAD_AXIS:
{
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
// Register buttons for 2nd triggers
CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
} break;
case UWP_MSG_SET_DISPLAY_DIMS:
{
CORE.Window.display.width = msg->paramVector0.x;
CORE.Window.display.height = msg->paramVector0.y;
} break;
case UWP_MSG_HANDLE_RESIZE:
{
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlLoadIdentity(); // Reset current matrix (projection)
rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 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)
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
// NOTE: Postprocessing texture is not scaled to new size
CORE.Window.resized = true;
} break;
case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break;
default: break;
}
DeleteUWPMessage(msg); //Delete, we are done
}
#endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -5260,3 +5148,404 @@ static void *GamepadThread(void *arg)
return NULL;
}
#endif // PLATFORM_RPI
#if defined(PLATFORM_UWP)
static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
static UWPSleepFunc uwpSleepFunc = NULL;
static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
static UWPMouseFunc uwpMouseLockFunc = NULL;
static UWPMouseFunc uwpMouseUnlockFunc = NULL;
static UWPMouseFunc uwpMouseShowFunc = NULL;
static UWPMouseFunc uwpMouseHideFunc = NULL;
static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
static void* uwpCoreWindow = NULL;
bool UWPIsConfigured()
{
bool pass = true;
if (uwpQueryTimeFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetQueryTimeFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpSleepFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetSleepFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpDisplaySizeFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetDisplaySizeFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpMouseLockFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetMouseLockFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpMouseUnlockFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetMouseUnlockFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpMouseShowFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetMouseShowFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpMouseHideFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetMouseHideFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpMouseSetPosFunc == NULL)
{
TRACELOG(LOG_ERROR, "You must call UWPSetMouseSetPosFunc with a valid function before calling InitWindow()");
pass = false;
}
if (uwpCoreWindow == NULL)
{
TRACELOG(LOG_ERROR, "You must set a pointer to the UWP core window before calling InitWindow()");
pass = false;
}
return pass;
}
void UWPSetDataPath(const char* path)
{
CORE.UWP.internalDataPath = path;
}
UWPQueryTimeFunc UWPGetQueryTimeFunc(void)
{
return uwpQueryTimeFunc;
}
void UWPSetQueryTimeFunc(UWPQueryTimeFunc func)
{
uwpQueryTimeFunc = func;
}
UWPSleepFunc UWPGetSleepFunc(void)
{
return uwpSleepFunc;
}
void UWPSetSleepFunc(UWPSleepFunc func)
{
uwpSleepFunc = func;
}
UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void)
{
return uwpDisplaySizeFunc;
}
void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func)
{
uwpDisplaySizeFunc = func;
}
UWPMouseFunc UWPGetMouseLockFunc()
{
return uwpMouseLockFunc;
}
void UWPSetMouseLockFunc(UWPMouseFunc func)
{
uwpMouseLockFunc = func;
}
UWPMouseFunc UWPGetMouseUnlockFunc()
{
return uwpMouseUnlockFunc;
}
void UWPSetMouseUnlockFunc(UWPMouseFunc func)
{
uwpMouseUnlockFunc = func;
}
UWPMouseFunc UWPGetMouseShowFunc()
{
return uwpMouseShowFunc;
}
void UWPSetMouseShowFunc(UWPMouseFunc func)
{
uwpMouseShowFunc = func;
}
UWPMouseFunc UWPGetMouseHideFunc()
{
return uwpMouseHideFunc;
}
void UWPSetMouseHideFunc(UWPMouseFunc func)
{
uwpMouseHideFunc = func;
}
UWPMouseSetPosFunc UWPGetMouseSetPosFunc()
{
return uwpMouseSetPosFunc;
}
void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func)
{
uwpMouseSetPosFunc = func;
}
void* UWPGetCoreWindowPtr()
{
return uwpCoreWindow;
}
void UWPSetCoreWindowPtr(void* ptr)
{
uwpCoreWindow = ptr;
}
void UWPMouseWheelEvent(int deltaY)
{
CORE.Input.Mouse.currentWheelMove = (int)deltaY;
}
void UWPKeyDownEvent(int key, bool down, bool controlKey)
{
if (key == CORE.Input.Keyboard.exitKey && down)
{
// Time to close the window.
CORE.Window.shouldClose = true;
}
else if (key == KEY_F12 && down)
{
#if defined(SUPPORT_GIF_RECORDING)
if (controlKey)
{
if (gifRecording)
{
GifEnd();
gifRecording = false;
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
#endif
TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording");
}
else
{
gifRecording = true;
gifFramesCounter = 0;
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#elif defined(PLATFORM_UWP)
strcpy(path, CORE.UWP.internalDataPath);
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#else
strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#endif
// NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
// 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
GifBegin(path, CORE.Window.screen.width, CORE.Window.screen.height, (int)(GetFrameTime() * 10.0f), 8, false);
screenshotCounter++;
TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
}
}
else
#endif // SUPPORT_GIF_RECORDING
#if defined(SUPPORT_SCREEN_CAPTURE)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif // SUPPORT_SCREEN_CAPTURE
}
else
{
CORE.Input.Keyboard.currentKeyState[key] = down;
}
}
void UWPKeyCharEvent(int key)
{
if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
}
void UWPMouseButtonEvent(int button, bool down)
{
CORE.Input.Mouse.currentButtonState[button] = down;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPMousePosEvent(double x, double y)
{
CORE.Input.Mouse.position.x = (float)x;
CORE.Input.Mouse.position.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = CORE.Input.Mouse.position;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPResizeEvent(int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// NOTE: Postprocessing texture is not scaled to new size
CORE.Window.resized = true;
}
void UWPActivateGamepadEvent(int gamepad, bool active)
{
if (gamepad < MAX_GAMEPADS) {
CORE.Input.Gamepad.ready[gamepad] = active;
}
}
void UWPRegisterGamepadButton(int gamepad, int button, bool down)
{
if (gamepad < MAX_GAMEPADS) {
if (button < MAX_GAMEPAD_BUTTONS) {
CORE.Input.Gamepad.currentState[gamepad][button] = down;
CORE.Input.Gamepad.lastButtonPressed = button;
}
}
}
void UWPRegisterGamepadAxis(int gamepad, int axis, float value)
{
if (gamepad < MAX_GAMEPADS)
{
if (axis < MAX_GAMEPAD_AXIS)
{
CORE.Input.Gamepad.axisState[gamepad][axis] = value;
}
}
}
void UWPGestureMove(int pointer, float x, float y)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
// Assign the pointer ID and touch action
gestureEvent.pointerId[0] = pointer;
gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0].x = x;
gestureEvent.position[0].y = y;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
void UWPGestureTouch(int pointer, float x, float y, bool touch)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
// Assign the pointer ID and touch action
gestureEvent.pointerId[0] = pointer;
gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0].x = x;
gestureEvent.position[0].y = y;
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
#endif // PLATFORM_UWP