Merge pull request #434 from raysan5/testing_uwp

Integration of UWP support
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Ray 2018-01-19 11:43:21 +01:00 • committed by GitHub
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31 changed files with 6705 additions and 42 deletions

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.gitignore vendored
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@ -90,12 +90,17 @@ DerivedData/
# Visual Studio project # Visual Studio project
project/vs2015/*.db project/vs2015/*.db
project/vs2015/*.opendb project/vs2015/*.opendb
project/vs2015.UWP/packages
project/vs2015.UWP/*.db
!project/vs2015/raylib.sln !project/vs2015/raylib.sln
!project/vs2015/raylib/*.vcxproj !project/vs2015/raylib/*.vcxproj
!project/vs2015/examples/*.vcxproj !project/vs2015/examples/*.vcxproj
!project/vs2017/raylib.sln !project/vs2017/raylib.sln
!project/vs2017/raylib/*.vcxproj !project/vs2017/raylib/*.vcxproj
!project/vs2017/examples/*.vcxproj !project/vs2017/examples/*.vcxproj
!project/vs2015.UWP/raylib/*.vcxproj
!project/vs2015.UWP/*.sln
!project/vs2015.UWP/raylib.App.UWP/*.vcxproj
# Web examples # Web examples
docs/examples/web/*.html docs/examples/web/*.html

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#include "pch.h"
#include "app.h"
#include "raylib.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;
using namespace raylibUWP;
/*
To-do list
- Cache reference to our CoreWindow?
- Implement gestures
*/
/* INPUT CODE */
// 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)
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
//...
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
static int currentMouseWheelY = 0; // Registers current mouse wheel variation
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static bool cursorHidden = false; // Track if cursor is hidden
static Vector2 mousePosition;
static Vector2 mouseDelta; // NOTE: Added to keep track of mouse movement while the cursor is locked - no equivalent in "core.c"
static bool toggleCursorLock;
CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
// Helper to process key events
void ProcessKeyEvent(Windows::System::VirtualKey key, int action)
{
using Windows::System::VirtualKey;
switch (key)
{
case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break;
case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break;
case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break;
case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break;
case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break;
case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break;
case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break;
case VirtualKey::Up: currentKeyState[KEY_UP] = action; break;
case VirtualKey::F1: currentKeyState[KEY_F1] = action; break;
case VirtualKey::F2: currentKeyState[KEY_F2] = action; break;
case VirtualKey::F3: currentKeyState[KEY_F4] = action; break;
case VirtualKey::F4: currentKeyState[KEY_F5] = action; break;
case VirtualKey::F5: currentKeyState[KEY_F6] = action; break;
case VirtualKey::F6: currentKeyState[KEY_F7] = action; break;
case VirtualKey::F7: currentKeyState[KEY_F8] = action; break;
case VirtualKey::F8: currentKeyState[KEY_F9] = action; break;
case VirtualKey::F9: currentKeyState[KEY_F10] = action; break;
case VirtualKey::F10: currentKeyState[KEY_F11] = action; break;
case VirtualKey::F11: currentKeyState[KEY_F12] = action; break;
case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break;
case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break;
case VirtualKey::LeftMenu: currentKeyState[KEY_LEFT_ALT] = action; break; // NOTE: Potential UWP bug with Alt key: https://social.msdn.microsoft.com/Forums/windowsapps/en-US/9bebfb0a-7637-400e-8bda-e55620091407/unexpected-behavior-in-windowscoreuicorephysicalkeystatusismenukeydown
case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break;
case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break;
case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break;
case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break;
case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break;
case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break;
case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break;
case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break;
case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break;
case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break;
case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break;
case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break;
case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break;
case VirtualKey::A: currentKeyState[KEY_A] = action; break;
case VirtualKey::B: currentKeyState[KEY_B] = action; break;
case VirtualKey::C: currentKeyState[KEY_C] = action; break;
case VirtualKey::D: currentKeyState[KEY_D] = action; break;
case VirtualKey::E: currentKeyState[KEY_E] = action; break;
case VirtualKey::F: currentKeyState[KEY_F] = action; break;
case VirtualKey::G: currentKeyState[KEY_G] = action; break;
case VirtualKey::H: currentKeyState[KEY_H] = action; break;
case VirtualKey::I: currentKeyState[KEY_I] = action; break;
case VirtualKey::J: currentKeyState[KEY_J] = action; break;
case VirtualKey::K: currentKeyState[KEY_K] = action; break;
case VirtualKey::L: currentKeyState[KEY_L] = action; break;
case VirtualKey::M: currentKeyState[KEY_M] = action; break;
case VirtualKey::N: currentKeyState[KEY_N] = action; break;
case VirtualKey::O: currentKeyState[KEY_O] = action; break;
case VirtualKey::P: currentKeyState[KEY_P] = action; break;
case VirtualKey::Q: currentKeyState[KEY_Q] = action; break;
case VirtualKey::R: currentKeyState[KEY_R] = action; break;
case VirtualKey::S: currentKeyState[KEY_S] = action; break;
case VirtualKey::T: currentKeyState[KEY_T] = action; break;
case VirtualKey::U: currentKeyState[KEY_U] = action; break;
case VirtualKey::V: currentKeyState[KEY_V] = action; break;
case VirtualKey::W: currentKeyState[KEY_W] = action; break;
case VirtualKey::X: currentKeyState[KEY_X] = action; break;
case VirtualKey::Y: currentKeyState[KEY_Y] = action; break;
case VirtualKey::Z: currentKeyState[KEY_Z] = action; break;
}
}
/* CALLBACKS */
void App::PointerPressed(CoreWindow^ window, PointerEventArgs^ args)
{
if (args->CurrentPoint->Properties->IsLeftButtonPressed)
{
currentMouseState[MOUSE_LEFT_BUTTON] = 1;
}
if (args->CurrentPoint->Properties->IsRightButtonPressed)
{
currentMouseState[MOUSE_RIGHT_BUTTON] = 1;
}
if (args->CurrentPoint->Properties->IsMiddleButtonPressed)
{
currentMouseState[MOUSE_MIDDLE_BUTTON] = 1;
}
}
void App::PointerReleased(CoreWindow ^window, PointerEventArgs^ args)
{
if (!(args->CurrentPoint->Properties->IsLeftButtonPressed))
{
currentMouseState[MOUSE_LEFT_BUTTON] = 0;
}
if (!(args->CurrentPoint->Properties->IsRightButtonPressed))
{
currentMouseState[MOUSE_RIGHT_BUTTON] = 0;
}
if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed))
{
currentMouseState[MOUSE_MIDDLE_BUTTON] = 0;
}
}
void App::PointerWheelChanged(CoreWindow ^window, PointerEventArgs^ args)
{
// TODO: Scale the MouseWheelDelta to match GLFW's mouse wheel sensitivity.
currentMouseWheelY += args->CurrentPoint->Properties->MouseWheelDelta;
}
void App::MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
{
mouseDelta.x += args->MouseDelta.X;
mouseDelta.y += args->MouseDelta.Y;
}
void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
{
ProcessKeyEvent(args->VirtualKey, 1);
}
void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
{
ProcessKeyEvent(args->VirtualKey, 0);
}
/* REIMPLEMENTED FROM CORE.C */
// Get one key state
static bool GetKeyStatus(int key)
{
return currentKeyState[key];
}
// Show mouse cursor
void UWPShowCursor()
{
CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
cursorHidden = false;
}
// Hides mouse cursor
void UWPHideCursor()
{
CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
cursorHidden = true;
}
// Set mouse position XY
void UWPSetMousePosition(Vector2 position)
{
CoreWindow ^window = CoreWindow::GetForCurrentThread();
Point mousePosScreen = Point(position.x + window->Bounds.X, position.y + window->Bounds.Y);
window->PointerPosition = mousePosScreen;
mousePosition = position;
}
// Enables cursor (unlock cursor)
void UWPEnableCursor()
{
UWPShowCursor();
UWPSetMousePosition(mousePosition); // The mouse is hidden in the center of the screen - move it to where it should appear
toggleCursorLock = false;
}
// Disables cursor (lock cursor)
void UWPDisableCursor()
{
UWPHideCursor();
toggleCursorLock = true;
}
// Get one mouse button state
static bool UWPGetMouseButtonStatus(int button)
{
return currentMouseState[button];
}
// Poll (store) all input events
void UWP_PollInput()
{
// Register previous keyboard state
for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
// Process Mouse
{
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
CoreWindow ^window = CoreWindow::GetForCurrentThread();
if (toggleCursorLock)
{
// Track cursor movement delta, recenter it on the client
mousePosition.x += mouseDelta.x;
mousePosition.y += mouseDelta.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
mousePosition.x = window->PointerPosition.X - window->Bounds.X;
mousePosition.y = window->PointerPosition.Y - window->Bounds.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.
gamepadReady[i] = (i < Gamepad::Gamepads->Size);
}
// Get current gamepad state
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gamepadReady[i])
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
// 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
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
// Get current axis state
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
}
}
}
}
// The following functions were ripped from core.c and have *no additional work done on them*
// Detect if a key has been pressed once
bool UWPIsKeyPressed(int key)
{
bool pressed = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1))
pressed = true;
else pressed = false;
return pressed;
}
// Detect if a key is being pressed (key held down)
bool UWPIsKeyDown(int key)
{
if (GetKeyStatus(key) == 1) return true;
else return false;
}
// Detect if a key has been released once
bool UWPIsKeyReleased(int key)
{
bool released = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool UWPIsKeyUp(int key)
{
if (GetKeyStatus(key) == 0) return true;
else return false;
}
/* OTHER CODE */
// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
{
static const float dipsPerInch = 96.0f;
return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
// Implementation of the IFrameworkViewSource interface, necessary to run our app.
ref class SimpleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
{
return ref new App();
}
};
// The main function creates an IFrameworkViewSource for our app, and runs the app.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto simpleApplicationSource = ref new SimpleApplicationSource();
CoreApplication::Run(simpleApplicationSource);
return 0;
}
App::App() :
mWindowClosed(false),
mWindowVisible(true)
{
}
// The first method called when the IFrameworkView is being created.
void App::Initialize(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, &App::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, &App::OnResuming);
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerPressed);
window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerReleased);
window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerWheelChanged);
window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::MouseMoved);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
// The CoreWindow has been created, so EGL can be initialized.
InitWindow(800, 450, (EGLNativeWindowType)window);
}
// Initializes scene resources
void App::Load(Platform::String^ entryPoint)
{
// InitWindow() --> rlglInit()
}
static int posX = 100;
static int posY = 100;
static int time = 0;
// This method is called after the window becomes active.
void App::Run()
{
while (!mWindowClosed)
{
if (mWindowVisible)
{
// Draw
BeginDrawing();
ClearBackground(RAYWHITE);
posX += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_X] * 5;
posY += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_Y] * -5;
DrawRectangle(posX, posY, 400, 100, RED);
DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
DrawCircle(mousePosition.x, mousePosition.y, 40, BLUE);
if(UWPIsKeyDown(KEY_S))
{
DrawCircle(100, 100, 100, BLUE);
}
if(UWPIsKeyPressed(KEY_A))
{
posX -= 50;
UWPEnableCursor();
}
if (UWPIsKeyPressed(KEY_D))
{
posX += 50;
UWPDisableCursor();
}
if(currentKeyState[KEY_LEFT_ALT])
DrawRectangle(250, 250, 20, 20, BLACK);
if (currentKeyState[KEY_BACKSPACE])
DrawRectangle(280, 250, 20, 20, BLACK);
if (currentMouseState[MOUSE_LEFT_BUTTON])
DrawRectangle(280, 250, 20, 20, BLACK);
static int pos = 0;
pos -= currentMouseWheelY;
DrawRectangle(280, pos + 50, 20, 20, BLACK);
DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE);
EndDrawing();
UWP_PollInput();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
CloseWindow();
}
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize()
{
// CloseWindow();
}
// Application lifecycle event handler.
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnResuming(Object^ sender, Object^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
}
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
// TODO: Update window and render area size
//m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
//m_main->UpdateForWindowSizeChange();
}
// Window event handlers.
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
mWindowVisible = args->Visible;
// raylib core has the variable windowMinimized to register state,
// it should be modifyed by this event...
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
mWindowClosed = true;
// raylib core has the variable windowShouldClose to register state,
// it should be modifyed by this event...
}
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
//m_deviceResources->SetDpi(sender->LogicalDpi);
//m_main->UpdateForWindowSizeChange();
}
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
//m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
//m_main->UpdateForWindowSizeChange();
}

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#pragma once
#include <string>
#include "pch.h"
namespace raylibUWP
{
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
App();
// IFrameworkView Methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();
protected:
// Application lifecycle event handlers.
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
// Window event handlers.
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
// 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);
void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args);
void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
private:
bool mWindowClosed;
bool mWindowVisible;
};
}

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<?xml version="1.0" encoding="utf-8"?>
<Package
xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10"
xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest"
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@ -0,0 +1,4 @@
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@ -0,0 +1 @@
#include "pch.h"

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@ -0,0 +1,16 @@
#pragma once
#include <memory>
#include <wrl.h>
// OpenGL ES includes
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
// EGL includes
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <EGL/eglplatform.h>
// ANGLE include for Windows Store
#include <angle_windowsstore.h>

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@ -0,0 +1,42 @@
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View file

@ -3,14 +3,14 @@
* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms * raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
* *
* PLATFORMS SUPPORTED: * PLATFORMS SUPPORTED:
* PLATFORM_DESKTOP: Windows (Win32, Win64) * - PLATFORM_DESKTOP: Windows (Win32, Win64)
* PLATFORM_DESKTOP: Linux (32 and 64 bit) * - PLATFORM_DESKTOP: Linux (X11 desktop mode)
* PLATFORM_DESKTOP: OSX/macOS * - PLATFORM_DESKTOP: FreeBSD (X11 desktop)
* PLATFORM_DESKTOP: FreeBSD * - PLATFORM_DESKTOP: OSX/macOS
* PLATFORM_ANDROID: Android (ARM, ARM64) * - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
* PLATFORM_RPI: Raspberry Pi (Raspbian) * - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian)
* PLATFORM_WEB: HTML5 (Chrome, Firefox) * - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
* PLATFORM_UWP: Universal Windows Platform * - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
* *
* CONFIGURATION: * CONFIGURATION:
* *
@ -30,6 +30,10 @@
* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js * Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. * using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
* *
* #define PLATFORM_UWP
* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
* including Windows 10 App, Windows Phone and Xbox One platforms.
*
* #define SUPPORT_DEFAULT_FONT (default) * #define SUPPORT_DEFAULT_FONT (default)
* Default font is loaded on window initialization to be available for the user to render simple text. * Default font is loaded on window initialization to be available for the user to render simple text.
* NOTE: If enabled, uses external module functions to load default raylib font (module: text) * NOTE: If enabled, uses external module functions to load default raylib font (module: text)
@ -185,6 +189,12 @@
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#endif #endif
#if defined(PLATFORM_UWP)
#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
#endif
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h> #include <emscripten/emscripten.h>
#include <emscripten/html5.h> #include <emscripten/html5.h>
@ -224,9 +234,10 @@
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static GLFWwindow *window; // Native window (graphic device) static GLFWwindow *window; // Native window (graphic device)
static bool windowMinimized = false;
#endif #endif
static bool windowMinimized = false;
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source static struct android_poll_source *source; // Android events polling source
@ -262,13 +273,17 @@ static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder static char gamepadName[64]; // Gamepad name holder
#endif #endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
static EGLDisplay display; // Native display device (physical screen connection) static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing static bool windowShouldClose = false; // Flag to set window for closing
#endif
#if defined(PLATFORM_UWP)
static EGLNativeWindowType uwpWindow;
#endif #endif
// Display size-related data // Display size-related data
@ -280,10 +295,9 @@ static int renderOffsetY = 0; // Offset Y from render area (must b
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
static bool cursorHidden = false; // Track if cursor is hidden #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle = NULL; // Window text title... static const char *windowTitle = NULL; // Window text title...
static bool cursorHidden = false; // Track if cursor is hidden
static bool cursorOnScreen = false; // Tracks if cursor is inside client area static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static int screenshotCounter = 0; // Screenshots counter static int screenshotCounter = 0; // Screenshots counter
@ -400,6 +414,10 @@ static void InitGamepad(void); // Init raw gamepad inpu
static void *GamepadThread(void *arg); // Mouse reading thread static void *GamepadThread(void *arg); // Mouse reading thread
#endif #endif
#if defined(PLATFORM_UWP)
// Define functions required to manage inputs
#endif
#if defined(_WIN32) #if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion // NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
@ -408,15 +426,20 @@ static void *GamepadThread(void *arg); // Mouse reading thread
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions // Module Functions Definition - Window and OpenGL Context Functions
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
// Initialize window and OpenGL context // Initialize window and OpenGL context
// NOTE: data parameter could be used to pass any kind of required data to the initialization // NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, void *data) void InitWindow(int width, int height, void *data)
{ {
TraceLog(LOG_INFO, "Initializing raylib (v1.9-dev)"); TraceLog(LOG_INFO, "Initializing raylib (v1.9-dev)");
// Input data is window title char data #if defined(PLATFORM_DESKTOP)
windowTitle = (char *)data; windowTitle = (char *)data;
#endif
#if defined(PLATFORM_UWP)
uwpWindow = (EGLNativeWindowType)data;
#endif
// Init graphics device (display device and OpenGL context) // Init graphics device (display device and OpenGL context)
InitGraphicsDevice(width, height); InitGraphicsDevice(width, height);
@ -561,7 +584,7 @@ void CloseWindow(void)
timeEndPeriod(1); // Restore time period timeEndPeriod(1); // Restore time period
#endif #endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// Close surface, context and display // Close surface, context and display
if (display != EGL_NO_DISPLAY) if (display != EGL_NO_DISPLAY)
{ {
@ -609,7 +632,7 @@ bool WindowShouldClose(void)
return (glfwWindowShouldClose(window)); return (glfwWindowShouldClose(window));
#endif #endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
return windowShouldClose; return windowShouldClose;
#endif #endif
} }
@ -617,7 +640,7 @@ bool WindowShouldClose(void)
// Check if window has been minimized (or lost focus) // Check if window has been minimized (or lost focus)
bool IsWindowMinimized(void) bool IsWindowMinimized(void)
{ {
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return windowMinimized; return windowMinimized;
#else #else
return false; return false;
@ -684,7 +707,7 @@ void SetWindowMonitor(int monitor)
if ((monitor >= 0) && (monitor < monitorCount)) if ((monitor >= 0) && (monitor < monitorCount))
{ {
glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); //glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
} }
else TraceLog(LOG_WARNING, "Selected monitor not found"); else TraceLog(LOG_WARNING, "Selected monitor not found");
@ -1860,7 +1883,7 @@ static void InitGraphicsDevice(int width, int height)
} }
#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
fullscreen = true; fullscreen = true;
// Screen size security check // Screen size security check
@ -1903,12 +1926,151 @@ static void InitGraphicsDevice(int width, int height)
EGL_NONE EGL_NONE
}; };
EGLint contextAttribs[] = const EGLint contextAttribs[] =
{ {
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE EGL_NONE
}; };
#if defined(PLATFORM_UWP)
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
EGLConfig config = NULL;
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT) TraceLog(LOG_ERROR, "Failed to get function eglGetPlatformDisplayEXT");
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (display == EGL_NO_DISPLAY) TraceLog(LOG_ERROR, "Failed to get EGL display");
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (display == EGL_NO_DISPLAY) TraceLog(LOG_ERROR, "Failed to get EGL display");
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (display == EGL_NO_DISPLAY) TraceLog(LOG_ERROR, "Failed to get EGL display");
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
TraceLog(LOG_ERROR, "Failed to initialize EGL");
}
}
}
//SetupFramebufferSize(displayWidth, displayHeight);
EGLint numConfigs = 0;
if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
TraceLog(LOG_ERROR, "Failed to choose first EGLConfig");
}
// Create a PropertySet and initialize with the EGLNativeWindowType.
//PropertySet^ surfaceCreationProperties = ref new PropertySet();
//surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
// You can configure the surface to render at a lower resolution and be scaled up to
// the full window size. The scaling is often free on mobile hardware.
//
// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
// Size customRenderSurfaceSize = Size(800, 600);
// surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
//
// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
// float customResolutionScale = 0.5f;
// surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
// eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
// In Windows platform: typedef HWND EGLNativeWindowType;
// Property: EGLNativeWindowTypeProperty
// Type: IInspectable
// Description: Set this property to specify the window type to use for creating a surface.
// If this property is missing, surface creation will fail.
//
//const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
if (surface == EGL_NO_SURFACE) TraceLog(LOG_ERROR, "Failed to create EGL fullscreen surface");
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT) TraceLog(LOG_ERROR, "Failed to create EGL context");
// Get EGL display window size
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
#else // PLATFORM_ANDROID, PLATFORM_RPI
EGLint numConfigs; EGLint numConfigs;
// Get an EGL display connection // Get an EGL display connection
@ -1925,6 +2087,7 @@ static void InitGraphicsDevice(int width, int height)
// Create an EGL rendering context // Create an EGL rendering context
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
#endif
// Create an EGL window surface // Create an EGL window surface
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
@ -2008,6 +2171,9 @@ static void InitGraphicsDevice(int width, int height)
} }
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
renderWidth = screenWidth;
renderHeight = screenHeight;
// Initialize OpenGL context (states and resources) // Initialize OpenGL context (states and resources)
// NOTE: screenWidth and screenHeight not used, just stored as globals // NOTE: screenWidth and screenHeight not used, just stored as globals
rlglInit(screenWidth, screenHeight); rlglInit(screenWidth, screenHeight);
@ -2376,7 +2542,7 @@ static void SwapBuffers(void)
glfwSwapBuffers(window); glfwSwapBuffers(window);
#endif #endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
eglSwapBuffers(display, surface); eglSwapBuffers(display, surface);
#endif #endif
} }

303
src/external/include/ANGLE/EGL/egl.h vendored Normal file
View file

@ -0,0 +1,303 @@
#ifndef __egl_h_
#define __egl_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision: 29318 $ on $Date: 2015-01-02 03:16:10 -0800 (Fri, 02 Jan 2015) $
*/
#include <EGL/eglplatform.h>
/* Generated on date 20150102 */
/* Generated C header for:
* API: egl
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: None
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef EGL_VERSION_1_0
#define EGL_VERSION_1_0 1
typedef unsigned int EGLBoolean;
typedef void *EGLDisplay;
#include <KHR/khrplatform.h>
#include <EGL/eglplatform.h>
typedef void *EGLConfig;
typedef void *EGLSurface;
typedef void *EGLContext;
typedef void (*__eglMustCastToProperFunctionPointerType)(void);
#define EGL_ALPHA_SIZE 0x3021
#define EGL_BAD_ACCESS 0x3002
#define EGL_BAD_ALLOC 0x3003
#define EGL_BAD_ATTRIBUTE 0x3004
#define EGL_BAD_CONFIG 0x3005
#define EGL_BAD_CONTEXT 0x3006
#define EGL_BAD_CURRENT_SURFACE 0x3007
#define EGL_BAD_DISPLAY 0x3008
#define EGL_BAD_MATCH 0x3009
#define EGL_BAD_NATIVE_PIXMAP 0x300A
#define EGL_BAD_NATIVE_WINDOW 0x300B
#define EGL_BAD_PARAMETER 0x300C
#define EGL_BAD_SURFACE 0x300D
#define EGL_BLUE_SIZE 0x3022
#define EGL_BUFFER_SIZE 0x3020
#define EGL_CONFIG_CAVEAT 0x3027
#define EGL_CONFIG_ID 0x3028
#define EGL_CORE_NATIVE_ENGINE 0x305B
#define EGL_DEPTH_SIZE 0x3025
#define EGL_DONT_CARE ((EGLint)-1)
#define EGL_DRAW 0x3059
#define EGL_EXTENSIONS 0x3055
#define EGL_FALSE 0
#define EGL_GREEN_SIZE 0x3023
#define EGL_HEIGHT 0x3056
#define EGL_LARGEST_PBUFFER 0x3058
#define EGL_LEVEL 0x3029
#define EGL_MAX_PBUFFER_HEIGHT 0x302A
#define EGL_MAX_PBUFFER_PIXELS 0x302B
#define EGL_MAX_PBUFFER_WIDTH 0x302C
#define EGL_NATIVE_RENDERABLE 0x302D
#define EGL_NATIVE_VISUAL_ID 0x302E
#define EGL_NATIVE_VISUAL_TYPE 0x302F
#define EGL_NONE 0x3038
#define EGL_NON_CONFORMANT_CONFIG 0x3051
#define EGL_NOT_INITIALIZED 0x3001
#define EGL_NO_CONTEXT ((EGLContext)0)
#define EGL_NO_DISPLAY ((EGLDisplay)0)
#define EGL_NO_SURFACE ((EGLSurface)0)
#define EGL_PBUFFER_BIT 0x0001
#define EGL_PIXMAP_BIT 0x0002
#define EGL_READ 0x305A
#define EGL_RED_SIZE 0x3024
#define EGL_SAMPLES 0x3031
#define EGL_SAMPLE_BUFFERS 0x3032
#define EGL_SLOW_CONFIG 0x3050
#define EGL_STENCIL_SIZE 0x3026
#define EGL_SUCCESS 0x3000
#define EGL_SURFACE_TYPE 0x3033
#define EGL_TRANSPARENT_BLUE_VALUE 0x3035
#define EGL_TRANSPARENT_GREEN_VALUE 0x3036
#define EGL_TRANSPARENT_RED_VALUE 0x3037
#define EGL_TRANSPARENT_RGB 0x3052
#define EGL_TRANSPARENT_TYPE 0x3034
#define EGL_TRUE 1
#define EGL_VENDOR 0x3053
#define EGL_VERSION 0x3054
#define EGL_WIDTH 0x3057
#define EGL_WINDOW_BIT 0x0004
EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config);
EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target);
EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext (EGLDisplay dpy, EGLContext ctx);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface (EGLDisplay dpy, EGLSurface surface);
EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value);
EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config);
EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay (void);
EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface (EGLint readdraw);
EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay (EGLNativeDisplayType display_id);
EGLAPI EGLint EGLAPIENTRY eglGetError (void);
EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname);
EGLAPI EGLBoolean EGLAPIENTRY eglInitialize (EGLDisplay dpy, EGLint *major, EGLint *minor);
EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value);
EGLAPI const char *EGLAPIENTRY eglQueryString (EGLDisplay dpy, EGLint name);
EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value);
EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface);
EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine);
#endif /* EGL_VERSION_1_0 */
#ifndef EGL_VERSION_1_1
#define EGL_VERSION_1_1 1
#define EGL_BACK_BUFFER 0x3084
#define EGL_BIND_TO_TEXTURE_RGB 0x3039
#define EGL_BIND_TO_TEXTURE_RGBA 0x303A
#define EGL_CONTEXT_LOST 0x300E
#define EGL_MIN_SWAP_INTERVAL 0x303B
#define EGL_MAX_SWAP_INTERVAL 0x303C
#define EGL_MIPMAP_TEXTURE 0x3082
#define EGL_MIPMAP_LEVEL 0x3083
#define EGL_NO_TEXTURE 0x305C
#define EGL_TEXTURE_2D 0x305F
#define EGL_TEXTURE_FORMAT 0x3080
#define EGL_TEXTURE_RGB 0x305D
#define EGL_TEXTURE_RGBA 0x305E
#define EGL_TEXTURE_TARGET 0x3081
EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer);
EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value);
EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval);
#endif /* EGL_VERSION_1_1 */
#ifndef EGL_VERSION_1_2
#define EGL_VERSION_1_2 1
typedef unsigned int EGLenum;
typedef void *EGLClientBuffer;
#define EGL_ALPHA_FORMAT 0x3088
#define EGL_ALPHA_FORMAT_NONPRE 0x308B
#define EGL_ALPHA_FORMAT_PRE 0x308C
#define EGL_ALPHA_MASK_SIZE 0x303E
#define EGL_BUFFER_PRESERVED 0x3094
#define EGL_BUFFER_DESTROYED 0x3095
#define EGL_CLIENT_APIS 0x308D
#define EGL_COLORSPACE 0x3087
#define EGL_COLORSPACE_sRGB 0x3089
#define EGL_COLORSPACE_LINEAR 0x308A
#define EGL_COLOR_BUFFER_TYPE 0x303F
#define EGL_CONTEXT_CLIENT_TYPE 0x3097
#define EGL_DISPLAY_SCALING 10000
#define EGL_HORIZONTAL_RESOLUTION 0x3090
#define EGL_LUMINANCE_BUFFER 0x308F
#define EGL_LUMINANCE_SIZE 0x303D
#define EGL_OPENGL_ES_BIT 0x0001
#define EGL_OPENVG_BIT 0x0002
#define EGL_OPENGL_ES_API 0x30A0
#define EGL_OPENVG_API 0x30A1
#define EGL_OPENVG_IMAGE 0x3096
#define EGL_PIXEL_ASPECT_RATIO 0x3092
#define EGL_RENDERABLE_TYPE 0x3040
#define EGL_RENDER_BUFFER 0x3086
#define EGL_RGB_BUFFER 0x308E
#define EGL_SINGLE_BUFFER 0x3085
#define EGL_SWAP_BEHAVIOR 0x3093
#define EGL_UNKNOWN ((EGLint)-1)
#define EGL_VERTICAL_RESOLUTION 0x3091
EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api);
EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void);
#endif /* EGL_VERSION_1_2 */
#ifndef EGL_VERSION_1_3
#define EGL_VERSION_1_3 1
#define EGL_CONFORMANT 0x3042
#define EGL_CONTEXT_CLIENT_VERSION 0x3098
#define EGL_MATCH_NATIVE_PIXMAP 0x3041
#define EGL_OPENGL_ES2_BIT 0x0004
#define EGL_VG_ALPHA_FORMAT 0x3088
#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B
#define EGL_VG_ALPHA_FORMAT_PRE 0x308C
#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040
#define EGL_VG_COLORSPACE 0x3087
#define EGL_VG_COLORSPACE_sRGB 0x3089
#define EGL_VG_COLORSPACE_LINEAR 0x308A
#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020
#endif /* EGL_VERSION_1_3 */
#ifndef EGL_VERSION_1_4
#define EGL_VERSION_1_4 1
#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0)
#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200
#define EGL_MULTISAMPLE_RESOLVE 0x3099
#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A
#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B
#define EGL_OPENGL_API 0x30A2
#define EGL_OPENGL_BIT 0x0008
#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400
EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void);
#endif /* EGL_VERSION_1_4 */
#ifndef EGL_VERSION_1_5
#define EGL_VERSION_1_5 1
typedef void *EGLSync;
typedef intptr_t EGLAttrib;
typedef khronos_utime_nanoseconds_t EGLTime;
typedef void *EGLImage;
#define EGL_CONTEXT_MAJOR_VERSION 0x3098
#define EGL_CONTEXT_MINOR_VERSION 0x30FB
#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD
#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD
#define EGL_NO_RESET_NOTIFICATION 0x31BE
#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001
#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002
#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0
#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1
#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2
#define EGL_OPENGL_ES3_BIT 0x00000040
#define EGL_CL_EVENT_HANDLE 0x309C
#define EGL_SYNC_CL_EVENT 0x30FE
#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF
#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0
#define EGL_SYNC_TYPE 0x30F7
#define EGL_SYNC_STATUS 0x30F1
#define EGL_SYNC_CONDITION 0x30F8
#define EGL_SIGNALED 0x30F2
#define EGL_UNSIGNALED 0x30F3
#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001
#define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull
#define EGL_TIMEOUT_EXPIRED 0x30F5
#define EGL_CONDITION_SATISFIED 0x30F6
#define EGL_NO_SYNC ((EGLSync)0)
#define EGL_SYNC_FENCE 0x30F9
#define EGL_GL_COLORSPACE 0x309D
#define EGL_GL_COLORSPACE_SRGB 0x3089
#define EGL_GL_COLORSPACE_LINEAR 0x308A
#define EGL_GL_RENDERBUFFER 0x30B9
#define EGL_GL_TEXTURE_2D 0x30B1
#define EGL_GL_TEXTURE_LEVEL 0x30BC
#define EGL_GL_TEXTURE_3D 0x30B2
#define EGL_GL_TEXTURE_ZOFFSET 0x30BD
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6
#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7
#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8
#define EGL_IMAGE_PRESERVED 0x30D2
#define EGL_NO_IMAGE ((EGLImage)0)
EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync);
EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout);
EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttrib (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value);
EGLAPI EGLImage EGLAPIENTRY eglCreateImage (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImage (EGLDisplay dpy, EGLImage image);
EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *native_display, const EGLAttrib *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags);
#endif /* EGL_VERSION_1_5 */
#ifdef __cplusplus
}
#endif
#endif

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