Review UWP implementation

Basically, formating review and some variables naming to follow raylib conventions.
This commit is contained in:
raysan5
2019-04-27 22:47:03 +02:00
parent 2de1f31821
commit e8c413b7cd
7 changed files with 299 additions and 385 deletions

View File

@@ -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)
switch (msg->type)
{
case RegisterKey:
{
//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;
}
// Convert from virtualKey
int actualKey = -1;
if (actualKey > -1)
currentKeyState[actualKey] = msg->Char0;
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 RegisterClick:
{
currentMouseState[msg->Int0] = msg->Char0;
break;
}
if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
case ScrollWheelUpdate:
{
currentMouseWheelY += msg->Int0;
break;
}
} 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);
case UpdateMouseLocation:
{
mousePosition = msg->Vector0;
break;
}
// 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)
case MarkGamepadActive:
{
if (msg->Int0 < MAX_GAMEPADS)
gamepadReady[msg->Int0] = msg->Bool0;
break;
}
// 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;
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;
}
// 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