text: #include "pch.h"
  #include "app.h"
  
  #include <Windows.h>
  
  #include <raylib.h>
  #include <uwp_events.h>
  #include <gestures.h>
  
  #include <chrono>
  #include <thread>
  
  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;
  
  // 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)
  
  // Gamepad bindings struct
  struct GamepadBinding
  {
      Gamepad^ Gamepad = nullptr;
      bool Ready = false;
  };
  
  // Global variables
  static int posX = 100;
  static int posY = 100;
  static int gTime = 0;
  static bool mouseLocked = false;
  static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
  
  // The main function creates an IFrameworkViewSource for our app, and runs the app
  [Platform::MTAThread]
  int main(Platform::Array<Platform::String^>^)
  {
      auto appSource = ref new AppSource();
      CoreApplication::Run(appSource);
      return 0;
  }
  
  // App implementation
  App::App()
  {
  	// Currently, UWP ignores flags... You must implement flag functionality yourself
  	SetConfigFlags(0);
  }
  
  void App::Initialize(Windows::ApplicationModel::Core::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::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
      CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
  
      // Store the app data directory
      auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
      std::wstring dataPathW(dataPath->Begin());
      static std::string dataPathA(dataPathW.begin(), dataPathW.end());
      UWPSetDataPath(dataPathA.c_str());
  }
  
  void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
  {
      // Hook window events
      window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
      window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
  
      // Hook mouse pointer events
      window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
      window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
      window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
      window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
  
      // Hook keyboard events.
      window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
      window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
      window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
  
      // The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
      UWPSetCoreWindowPtr((void*)window);
  
      // Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
      auto navigation = SystemNavigationManager::GetForCurrentView();
      navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
  }
  
  void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
  
  void App::Run()
  {
      // Set up our UWP implementation
      UWPSetQueryTimeFunc([]() {
          static auto timeStart = std::chrono::high_resolution_clock::now();
          std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
          return time_span.count(); });
  
      UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
  
      UWPSetDisplaySizeFunc([](int* width, int* height) {
          // Get display dimensions
          DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
          *width = dInfo->ScreenWidthInRawPixels;
          *height = dInfo->ScreenHeightInRawPixels; });
  
      UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
  
      UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
  
      UWPSetMouseLockFunc([]() {
          CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
          mouseLocked = true; });
  
      UWPSetMouseUnlockFunc([]() {
          CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
          mouseLocked = false; });
  
      UWPSetMouseSetPosFunc([](int x, int y) {
          CoreWindow^ window = CoreWindow::GetForCurrentThread();
          Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
          window->PointerPosition = mousePosScreen; });
  
      // Set custom output handle
      SetTraceLogCallback([](int logType, const char* text, va_list args)
          {
              std::string format = text;
  
              switch (logType)
              {
              case LOG_TRACE: format = std::string("TRACE: ") + format; break;
              case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
              case LOG_INFO: format = std::string("INFO: ") + format; break;
              case LOG_WARNING: format = std::string("WARNING: ") + format; break;
              case LOG_ERROR: format = std::string("ERROR: ") + format; break;
              case LOG_FATAL: format = std::string("FATAL: ") + format; break;
              default: break;
              }
  
              char buf[1024]; // TODO: Is this large enough?
              vsnprintf(buf, sizeof(buf), format.c_str(), args);
              std::string output = std::string(buf) + std::string("\n");
              OutputDebugStringA(output.c_str());
          });
  
      // Create window
      InitWindow(800, 450, "raylib UWP - Basic example");
  
      // Run game loop
      while (!WindowShouldClose() && !mSuspended)
      {
          if (mWindowVisible)
          {
              PreProcessInputs();
              GameLoop();
              PostProcessInputs();
  
              CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
          } 
          else
          {
              CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
          }
      }
  
      CloseWindow();
  }
  
  void App::Uninitialize()
  {
      // Do any UWP cleanup here.
  }
  
  // This method is called every frame
  void App::GameLoop()
  {
      // Update
      //----------------------------------------------------------------------------------
      posX += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 5;
      posY += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * -5;
  
      auto mPos = GetMousePosition();
  
      if (IsKeyPressed(KEY_A))
      {
          posX -= 50;
          EnableCursor();
      }
  
      if (IsKeyPressed(KEY_D))
      {
          posX += 50;
          DisableCursor();
      }
  
      static float pos = 0;
      pos -= GetMouseWheelMove();
      //----------------------------------------------------------------------------------
  
      // Draw
      //----------------------------------------------------------------------------------
  	BeginDrawing();
  	
  		ClearBackground(RED);
  
  		DrawRectangle(posX, posY, 400, 100, WHITE);
  
  		DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
  
  		DrawCircle(mPos.x, mPos.y, 40, BLUE);
  
  		if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
  
  		if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
  		if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
  		if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
  
  		DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
  		DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
  
  	EndDrawing();
      //----------------------------------------------------------------------------------
  }
  
  void App::PreProcessInputs()
  {
      // Here, we will see if we have bound gamepads. If we do we check they are still present. If they aren't present we free the binding.
      //  if anyone does not have a binding but there is a gamepad available, we will bind it to the first player who is missing a controller.
      for (auto i = 0; i < MAX_GAMEPADS; i++)
      {
          // Ensure that the gamepad bindings are still in tact
          if (gGamepadBindings[i].Gamepad != nullptr)
          {
              // Check the gamepad is present
              auto found = false;
              for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
              {
                  if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
                  {
                      found = true;
                      break;
                  }
              }
  
              if (!found)
              {
                  gGamepadBindings[i].Gamepad = nullptr;
                  gGamepadBindings[i].Ready = false;
              }
              else gGamepadBindings[i].Ready = true;
          }
  
          // Now we check to find any unbound gamepads we can use
          if (gGamepadBindings[i].Gamepad == nullptr)
          {
              // Loop over all the attached gamepads
              Gamepad^ freeGamepad = nullptr;
              for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
              {
                  freeGamepad = Gamepad::Gamepads->GetAt(j);
                  // Loop over existing bindings
                  for (auto k = 0; k < MAX_GAMEPADS; k++)
                  {
                      if (gGamepadBindings[k].Gamepad == freeGamepad)
                          freeGamepad = nullptr;
                  }
  
                  // If we passed all 4, this is a free gamepad
                  if (freeGamepad != nullptr) break;
              }
  
              if (freeGamepad != nullptr)
              {
                  gGamepadBindings[i].Gamepad = freeGamepad;
                  gGamepadBindings[i].Ready = true;
              }
              else gGamepadBindings[i].Ready = false;
          }
      }
  
      // Send the active gamepads to raylib
      for (int i = 0; i < MAX_GAMEPADS; i++)
      {
          UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
      }
  
      // Get current gamepad state
      for (int i = 0; i < MAX_GAMEPADS; i++)
      {
          if (gGamepadBindings[i].Ready)
          {
              // Get current gamepad state
              auto gamepad = gGamepadBindings[i].Gamepad;
              auto reading = gamepad->GetCurrentReading();
  
              // Register all button presses
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
  
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
  
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
  
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
  
              // Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
              UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
  
              // Get current axis state
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
              UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
          }
      }
  }
  
  void App::PostProcessInputs()
  {
      /*
       * So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
       * If anyone has any better ideas on how to implement this feel free!
       * This is done after the game loop so getting mouse delta etc. still works.
       */
      if (mouseLocked)
      {
          auto w = GetScreenWidth();
          auto h = GetScreenHeight();
          SetMousePosition(w / 2, h / 2);
      }
  }
  
  // Events
  void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
  {
      // Run() won't start until the CoreWindow is activated.
      CoreWindow::GetForCurrentThread()->Activate();
  }
  
  void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
  {
      // TODO: In your game, you will need to load your state here
      mSuspended = false;
  }
  
  void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
  {
      // TODO: In your game, you will need to save your state here
      mSuspended = true;
  }
  
  void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
  {
      UWPResizeEvent(args->Size.Width, args->Size.Height);
      args->Handled = true;
  }
  
  void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
  {
      mWindowVisible = args->Visible;
      args->Handled = true;
  }
  
  // Input event handlers
  void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
  {
      auto props = args->CurrentPoint->Properties;
      auto device = args->CurrentPoint->PointerDevice;
  
      if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
      {
          if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
          if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
          if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
      }
      else if (device->PointerDeviceType == PointerDeviceType::Touch)
      {
          auto pos = args->CurrentPoint->Position;
          UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
      }
  
      args->Handled = true;
  }
  
  void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
  {
      auto props = args->CurrentPoint->Properties;
      auto device = args->CurrentPoint->PointerDevice;
  
      if (device->PointerDeviceType == PointerDeviceType::Mouse)
      {
          if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
          if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
          if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
      }
      else if (device->PointerDeviceType == PointerDeviceType::Touch)
      {
          auto pos = args->CurrentPoint->Position;
          UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
      }
  
      args->Handled = true;
  }
  
  void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
  {
      UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
      args->Handled = true;
  }
  
  void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
  {
      auto pos = args->CurrentPoint->Position;
      if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
      {
          UWPMousePosEvent((double)pos.X, (double)pos.Y);
          args->Handled = true;
      }
      else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
      {
          UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
      }
  }
  
  int App::GetRaylibKey(Windows::System::VirtualKey kVey)
  {
      using VK = Windows::System::VirtualKey;
      int actualKey = -1;
      switch (kVey)
      {
          case VK::Back: actualKey = KEY_BACKSPACE; break;
          case VK::Space: actualKey = KEY_SPACE; break;
          case VK::Escape: actualKey = KEY_ESCAPE; break;
          case VK::Enter: actualKey = KEY_ENTER; break;
          case VK::Delete: actualKey = KEY_DELETE; break;
          case VK::Right: actualKey = KEY_RIGHT; break;
          case VK::Left: actualKey = KEY_LEFT; break;
          case VK::Down: actualKey = KEY_DOWN; break;
          case VK::Up: actualKey = KEY_UP; break;
          case VK::F1: actualKey = KEY_F1; break;
          case VK::F2: actualKey = KEY_F2; break;
          case VK::F3: actualKey = KEY_F3; break;
          case VK::F4: actualKey = KEY_F4; break;
          case VK::F5: actualKey = KEY_F5; break;
          case VK::F6: actualKey = KEY_F6; break;
          case VK::F7: actualKey = KEY_F7; break;
          case VK::F8: actualKey = KEY_F8; break;
          case VK::F9: actualKey = KEY_F9; break;
          case VK::F10: actualKey = KEY_F10; break;
          case VK::F11: actualKey = KEY_F11; break;
          case VK::F12: actualKey = KEY_F12; break;
          case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
          case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
          case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
          case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
          case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
          case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
          case VK::Number0: actualKey = KEY_ZERO; break;
          case VK::Number1: actualKey = KEY_ONE; break;
          case VK::Number2: actualKey = KEY_TWO; break;
          case VK::Number3: actualKey = KEY_THREE; break;
          case VK::Number4: actualKey = KEY_FOUR; break;
          case VK::Number5: actualKey = KEY_FIVE; break;
          case VK::Number6: actualKey = KEY_SIX; break;
          case VK::Number7: actualKey = KEY_SEVEN; break;
          case VK::Number8: actualKey = KEY_EIGHT; break;
          case VK::Number9: actualKey = KEY_NINE; break;
          case VK::NumberPad0: actualKey = KEY_KP_0; break;
          case VK::NumberPad1: actualKey = KEY_KP_1; break;
          case VK::NumberPad2: actualKey = KEY_KP_2; break;
          case VK::NumberPad3: actualKey = KEY_KP_3; break;
          case VK::NumberPad4: actualKey = KEY_KP_4; break;
          case VK::NumberPad5: actualKey = KEY_KP_5; break;
          case VK::NumberPad6: actualKey = KEY_KP_6; break;
          case VK::NumberPad7: actualKey = KEY_KP_7; break;
          case VK::NumberPad8: actualKey = KEY_KP_8; break;
          case VK::NumberPad9: actualKey = KEY_KP_9; break;
          case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
          case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
          case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
          case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
          case VK::Add: actualKey = KEY_KP_ADD; break;
          // UWP Doesn't have a specific keypad enter or equal...
          case VK::A: actualKey = KEY_A; break;
          case VK::B: actualKey = KEY_B; break;
          case VK::C: actualKey = KEY_C; break;
          case VK::D: actualKey = KEY_D; break;
          case VK::E: actualKey = KEY_E; break;
          case VK::F: actualKey = KEY_F; break;
          case VK::G: actualKey = KEY_G; break;
          case VK::H: actualKey = KEY_H; break;
          case VK::I: actualKey = KEY_I; break;
          case VK::J: actualKey = KEY_J; break;
          case VK::K: actualKey = KEY_K; break;
          case VK::L: actualKey = KEY_L; break;
          case VK::M: actualKey = KEY_M; break;
          case VK::N: actualKey = KEY_N; break;
          case VK::O: actualKey = KEY_O; break;
          case VK::P: actualKey = KEY_P; break;
          case VK::Q: actualKey = KEY_Q; break;
          case VK::R: actualKey = KEY_R; break;
          case VK::S: actualKey = KEY_S; break;
          case VK::T: actualKey = KEY_T; break;
          case VK::U: actualKey = KEY_U; break;
          case VK::V: actualKey = KEY_V; break;
          case VK::W: actualKey = KEY_W; break;
          case VK::X: actualKey = KEY_X; break;
          case VK::Y: actualKey = KEY_Y; break;
          case VK::Z: actualKey = KEY_Z; break;
          // I don't think we can have any more
      }
      return actualKey;
  }
  
  void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
  {
      auto k = GetRaylibKey(args->VirtualKey);
      auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
      if (k != -1) UWPKeyDownEvent(k, true, controlState);
      args->Handled = true;
  }
  
  void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
  {
      auto k = GetRaylibKey(args->VirtualKey);
      if (k != -1) UWPKeyDownEvent(k, false, false);
      args->Handled = true;
  }
  
  void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
  {
      UWPKeyCharEvent(args->KeyCode);
  }
  
  void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
  {
      // This simply stops the program from closing.
      args->Handled = true;
  }
  
  // AppSource implementation
  Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
  {
      return ref new App();
  }
  