UWP: Hookup keyboard to text inputs

This commit is contained in:
= 2025-06-21 14:39:23 -04:00
parent 2dbcf2590a
commit beecf897f1
6 changed files with 4171 additions and 0 deletions

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@ -8,6 +8,7 @@ import h2d.Scene;
import hxd.res.BitmapFont;
import gui.GuiText.Justification;
import h2d.Text;
import src.Gamepad;
import src.ResourceLoader;
import src.MarbleGame;
@ -87,4 +88,16 @@ class GuiTextInput extends GuiControl {
text.cursorTile = h2d.Tile.fromColor(col, Std.int(1 / hxd.Window.getInstance().windowToPixelRatio), text.font.size);
text.cursorTile.dy = 2 / hxd.Window.getInstance().windowToPixelRatio;
}
#if uwp
override public function update(dt:Float, mouseState:MouseState) {
super.update(dt, mouseState);
// Calling focus on init causes issue with cursor pos and event tracking but works fine here
// This will break if there are ever multiple text inputs, but works nice for simple popup dialogs
if (Gamepad.isPressed(["dpadUp"]) || (Gamepad.getAxis('analogY') < -0.75)) {
this.text.focus();
}
}
#end
}

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uwp/.gitignore vendored Normal file
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102
uwp/CMakeLists.txt Normal file
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@ -0,0 +1,102 @@
cmake_minimum_required(VERSION 3.14)
include(FetchContent)
# Define project
project(mbhaxe-uwp LANGUAGES CXX)
# Fetch shared UWP deps
FetchContent_Declare(UwpLibs
GIT_REPOSITORY https://github.com/worleydl/uwp-dep.git
GIT_TAG fccbcd95794f57c949caf94c6a7160f7f8d2b7e0
)
FetchContent_MakeAvailable(UwpLibs)
# Setup UWP platform
set(CMAKE_SYSTEM_NAME WindowsStore) # Seems like you gotta specify these from cli for some reason
set(CMAKE_SYSTEM_VERSION 10.0)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Config for deps
set(DATACHANNEL_DIR CACHE PATH "")
set(HASHLINK_DIR CACHE PATH "")
set(MBHAXE_DIR CACHE PATH "")
set(BinDeps
${DATACHANNEL_DIR}/datachannel.hdll
${HASHLINK_DIR}/fmt.hdll
${HASHLINK_DIR}/libhl.dll
${HASHLINK_DIR}/openal.hdll
${HASHLINK_DIR}/sdl.hdll
${HASHLINK_DIR}/ssl.hdll
${HASHLINK_DIR}/ui.hdll
${HASHLINK_DIR}/uv.hdll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/dxil.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/libgallium_wgl.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/OpenAL32.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/opengl32.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/SDL2.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/z-1.dll
cacert.pem
Package.appxmanifest
)
set(BinLibs
${DATACHANNEL_DIR}/datachannel.lib
${HASHLINK_DIR}/fmt.lib
${HASHLINK_DIR}/libhl.lib
${HASHLINK_DIR}/openal.lib
${HASHLINK_DIR}/sdl.lib
${HASHLINK_DIR}/ssl.lib
${HASHLINK_DIR}/ui.lib
${HASHLINK_DIR}/uv.lib
${MBHAXE_DIR}/marblegame.lib
)
source_group("BinDep" FILES ${BinDeps})
set_property(SOURCE ${BinDeps} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${BinDeps} PROPERTY VS_DEPLOYMENT_LOCATION ".")
# Set the app source
add_executable(mbhaxe WIN32
main.cpp
)
# Setup data deployment
file(GLOB_RECURSE DATA_FILES
RELATIVE ${CMAKE_SOURCE_DIR}/..
${CMAKE_SOURCE_DIR}/../data/*
)
foreach(ASSET ${DATA_FILES})
set(FULL_PATH "${CMAKE_SOURCE_DIR}/../${ASSET}")
get_filename_component(DEST_DIR ${ASSET} DIRECTORY)
set_source_files_properties(${FULL_PATH} PROPERTIES
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "${DEST_DIR}" # preserves folder structure
)
# Optionally add to target (so VS sees them)
target_sources(mbhaxe PRIVATE ${FULL_PATH})
# Organize under "Assets" virtual folder
source_group("BinData" FILES ${FULL_PATH})
endforeach()
target_sources(mbhaxe PRIVATE
cacert.pem
Package.appxmanifest
${BinDeps}
)
target_link_libraries(mbhaxe PRIVATE ${BinLibs} SDL2 WindowsApp.lib OneCore.lib)
set_target_properties(mbhaxe PROPERTIES VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION 10.0.19041.0)

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uwp/Package.appxmanifest Normal file
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@ -0,0 +1,58 @@
<?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"
xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10"
xmlns:rescap="http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities"
IgnorableNamespaces="uap mp">
<Identity
Name="mbhaxe"
Publisher="CN=dlw"
Version="1.2.2.0" />
<mp:PhoneIdentity PhoneProductId="5a528e66-e0fc-43fb-b377-ce0b1bb0d3e8" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>MBHaxe</DisplayName>
<PublisherDisplayName>danwo</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Dependencies>
<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.0.0" MaxVersionTested="10.0.0.0" />
</Dependencies>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="uwp.App">
<uap:VisualElements
DisplayName="MBHaxe"
Square150x150Logo="Assets\Square150x150Logo.png"
Square44x44Logo="Assets\Square44x44Logo.png"
Description="Port of mbhaxe for UWP"
BackgroundColor="transparent">
<!--<uap:SplashScreen Image="Assets\SplashScreen.png" /> -->
<uap:DefaultTile/>
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<rescap:Capability Name="runFullTrust"/>
<rescap:Capability Name="broadFileSystemAccess" />
<rescap:Capability Name="expandedResources" />
<Capability Name="internetClient" />
<uap:Capability Name="removableStorage"/>
<Capability Name="codeGeneration"/>
<Capability Name="internetClientServer"/>
<Capability Name="privateNetworkClientServer"/>
</Capabilities>
</Package>

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uwp/main.cpp Normal file
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#include <Windows.h>
#define SDL_MAIN_HANDLED = 1
#include "SDL.h"
typedef wchar_t pchar;
extern "C" int wmain(int, pchar**);
int bootstrap(int, char**)
{
SDL_Init(SDL_INIT_VIDEO);
// That's it, run the main process
return wmain(0, 0);
}
int CALLBACK WinMain(HINSTANCE h, HINSTANCE, LPSTR argv, int argc)
{
return SDL_WinRTRunApp(bootstrap, NULL);
}