UWP Support Overhaul (#819)
* Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Tested some desktop stuff and added projection matrix updates for window resizing. * Fixed big bad mouse bug * Fix alt buttons and add hack to combat flickery key presses (far from perfect) * Remove debug code * Final commit * Well, so I thought * Wow, i am bad * Remove packages folder * Remove useless include * Apply requested changes and fix linux build * Try to stop packages folder * Have we fixed the formatting properly? * Third time's the charm? * Where did this come from? * Re-fix * Autoformat is gonna kill * Fixed XBOX ONE Support * Fix tabs
This commit is contained in:
parent
f37e55a77b
commit
2de1f31821
29 changed files with 1382 additions and 838 deletions
78
projects/VS2017.UWP/raylib.App.UWP/App.cpp
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78
projects/VS2017.UWP/raylib.App.UWP/App.cpp
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#include "pch.h"
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#include "app.h"
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#include "raylib.h"
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using namespace raylibUWP;
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// The main function creates an IFrameworkViewSource for our app, and runs the app.
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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{
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auto appSource = ref new ApplicationSource<App>();
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CoreApplication::Run(appSource);
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return 0;
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}
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App::App()
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{
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//This does not work... need to fix this.
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SetConfigFlags(0);
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Setup(640, 480);
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}
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static int posX = 100;
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static int posY = 100;
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static int gTime = 0;
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// This method is called every frame
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void App::Update()
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{
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//return;
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// Draw
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BeginDrawing();
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ClearBackground(RAYWHITE);
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posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
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posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
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DrawRectangle(posX, posY, 400, 100, RED);
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DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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auto mPos = GetMousePosition();
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DrawCircle(mPos.x, mPos.y, 40, BLUE);
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if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
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if (IsKeyPressed(KEY_A))
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{
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posX -= 50;
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EnableCursor();
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}
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if (IsKeyPressed(KEY_D))
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{
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posX += 50;
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DisableCursor();
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}
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if (IsKeyDown(KEY_LEFT_ALT))
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DrawRectangle(250, 250, 20, 20, BLACK);
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if (IsKeyDown(KEY_BACKSPACE))
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DrawRectangle(280, 250, 20, 20, BLACK);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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DrawRectangle(280, 250, 20, 20, BLACK);
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static int pos = 0;
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pos -= GetMouseWheelMove();
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DrawRectangle(280, pos + 50, 20, 20, BLACK);
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DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
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EndDrawing();
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}
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25
projects/VS2017.UWP/raylib.App.UWP/App.h
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projects/VS2017.UWP/raylib.App.UWP/App.h
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#pragma once
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#include <string>
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#include "pch.h"
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//Define what header we use for BaseApp.h
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#define PCH "pch.h"
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//Enable hold hack
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#define HOLDHACK
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#include "BaseApp.h"
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namespace raylibUWP
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{
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ref class App sealed : public BaseApp
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{
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public:
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App();
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// IFrameworkView Methods.
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void Update() override;
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};
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}
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BIN
projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
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projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
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projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
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projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
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567
projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
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projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
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/**********************************************************************************************
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*
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* raylib.BaseApp - UWP App generic code for managing interface between C and C++
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*
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* LICENSE: zlib/libpng
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*
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* CONFIGURATION:
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*
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* #define PCH
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* This defines what header is the PCH and needs to be included
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*
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* #define HOLDHACK
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* This enables a hack to fix flickering key presses (Temporary)
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*
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* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#pragma once
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#if defined(PCH)
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#include PCH
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#endif
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#include <chrono>
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#include <memory>
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#include <wrl.h>
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//EGL
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#include <EGL/eglplatform.h>
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#include "raylib.h"
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#include "utils.h"
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Input;
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using namespace Windows::Devices::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation::Collections;
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using namespace Windows::Gaming::Input;
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using namespace Windows::Graphics::Display;
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using namespace Microsoft::WRL;
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using namespace Platform;
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extern "C" { EGLNativeWindowType uwpWindow; };
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/*
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TODO list:
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- Cache reference to our CoreWindow?
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- Implement gestures support
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*/
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// Stand-ins for "core.c" variables
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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//Mouse cursor locking
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bool cursorLocked = false;
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Vector2 mouseDelta = {0, 0};
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//Our mouse cursor
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CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type
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//Base app implementation
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ref class BaseApp : public Windows::ApplicationModel::Core::IFrameworkView
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{
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public:
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// IFrameworkView Methods.
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virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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{
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &BaseApp::OnActivated);
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// Logic for other event handlers could go here.
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// Information about the Suspending and Resuming event handlers can be found here:
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// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
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CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &BaseApp::OnResuming);
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}
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virtual void SetWindow(Windows::UI::Core::CoreWindow^ window)
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{
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window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &BaseApp::OnWindowSizeChanged);
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window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &BaseApp::OnVisibilityChanged);
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window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &BaseApp::OnWindowClosed);
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window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerPressed);
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window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &BaseApp::PointerWheelChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &BaseApp::OnKeyUp);
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Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &BaseApp::MouseMoved);
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &BaseApp::OnOrientationChanged);
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// The CoreWindow has been created, so EGL can be initialized.
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uwpWindow = (EGLNativeWindowType)window;
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InitWindow(width, height, NULL);
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}
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virtual void Load(Platform::String^ entryPoint) {}
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void Setup(int width, int height)
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{
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//Set dimensions
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this->width = width;
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this->height = height;
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}
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virtual void Run()
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{
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//Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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Vector2 screenSize = { dInfo->ScreenWidthInRawPixels, dInfo->ScreenHeightInRawPixels };
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//Send display dimensions
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UWPMessage* msg = CreateUWPMessage();
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msg->Type = SetDisplayDims;
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msg->Vector0 = screenSize;
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UWPSendMessage(msg);
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//Send the time to the core
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using clock = std::chrono::high_resolution_clock;
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auto timeStart = clock::now();
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//Set fps if 0
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if (GetFPS() <= 0)
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SetTargetFPS(60);
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while (!mWindowClosed)
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{
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if (mWindowVisible)
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{
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//Send time
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auto delta = clock::now() - timeStart;
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UWPMessage* timeMsg = CreateUWPMessage();
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timeMsg->Type = SetGameTime;
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timeMsg->Double0 = std::chrono::duration_cast<std::chrono::seconds>(delta).count();
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UWPSendMessage(timeMsg);
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//Call update function
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Update();
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PollInput();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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CloseWindow();
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}
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//Called every frame (Maybe add draw)
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virtual void Update() {}
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virtual void Uninitialize() {}
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protected:
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// Input polling
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void PollInput()
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{
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// Process Messages
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{
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//Loop over pending messages
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while (UWPHasMessages())
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{
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//Get the message
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auto msg = UWPGetMessage();
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//Carry out the command
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switch(msg->Type)
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{
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case ShowMouse: //Do the same thing because of how UWP works...
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case UnlockMouse:
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor;
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cursorLocked = false;
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MoveMouse(GetMousePosition());
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break;
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}
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case HideMouse: //Do the same thing because of how UWP works...
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case LockMouse:
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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cursorLocked = true;
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break;
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}
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case SetMouseLocation:
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{
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MoveMouse(msg->Vector0);
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break;
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}
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}
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//Delete the message
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DeleteUWPMessage(msg);
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}
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}
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// Process Keyboard
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{
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for (int k = 0x08; k < 0xA6; k++) {
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auto state = CoreWindow::GetForCurrentThread()->GetKeyState((Windows::System::VirtualKey) k);
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|
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#ifdef HOLDHACK
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//Super hacky way of waiting three frames to see if we are ready to register the key as deregistered
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//This will wait an entire 4 frames before deregistering the key, this makes sure that the key is not flickering
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if (KeyboardStateHack[k] == 2)
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{
|
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if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
|
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{
|
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KeyboardStateHack[k] = 3;
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}
|
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}
|
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else if (KeyboardStateHack[k] == 3)
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{
|
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if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
|
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{
|
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KeyboardStateHack[k] = 4;
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}
|
||||
}
|
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else if (KeyboardStateHack[k] == 4)
|
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{
|
||||
if ((state & CoreVirtualKeyStates::None) == CoreVirtualKeyStates::None)
|
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{
|
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//Reset key...
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KeyboardStateHack[k] = 0;
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|
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//Tell core
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RegisterKey(k, 0);
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}
|
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}
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#endif
|
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//Left and right alt, KeyUp and KeyDown are not called for it
|
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//No need to hack because this is not a character
|
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|
||||
//TODO: Maybe do all other key registrations like this, no more key events?
|
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|
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if (k == 0xA4 || k == 0xA5)
|
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{
|
||||
if ((state & CoreVirtualKeyStates::Down) == CoreVirtualKeyStates::Down)
|
||||
{
|
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RegisterKey(k, 1);
|
||||
}
|
||||
else
|
||||
{
|
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RegisterKey(k, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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// Process Mouse
|
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{
|
||||
|
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if (CurrentPointerID > -1) {
|
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auto point = PointerPoint::GetCurrentPoint(CurrentPointerID);
|
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auto props = point->Properties;
|
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|
||||
if (props->IsLeftButtonPressed)
|
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{
|
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RegisterClick(MOUSE_LEFT_BUTTON, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RegisterClick(MOUSE_LEFT_BUTTON, 0);
|
||||
}
|
||||
|
||||
if (props->IsRightButtonPressed)
|
||||
{
|
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RegisterClick(MOUSE_RIGHT_BUTTON, 1);
|
||||
}
|
||||
else
|
||||
{
|
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RegisterClick(MOUSE_RIGHT_BUTTON, 0);
|
||||
}
|
||||
|
||||
if (props->IsMiddleButtonPressed)
|
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{
|
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RegisterClick(MOUSE_MIDDLE_BUTTON, 1);
|
||||
}
|
||||
else
|
||||
{
|
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RegisterClick(MOUSE_MIDDLE_BUTTON, 0);
|
||||
}
|
||||
}
|
||||
|
||||
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
||||
|
||||
if (cursorLocked)
|
||||
{
|
||||
// Track cursor movement delta, recenter it on the client
|
||||
auto curMousePos = GetMousePosition();
|
||||
|
||||
auto x = curMousePos.x + mouseDelta.x;
|
||||
auto y = curMousePos.y + mouseDelta.y;
|
||||
|
||||
UpdateMousePosition({ x, 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) };
|
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window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Record the cursor's position relative to the client
|
||||
auto x = window->PointerPosition.X - window->Bounds.X;
|
||||
auto y = window->PointerPosition.Y - window->Bounds.Y;
|
||||
|
||||
UpdateMousePosition({ x, 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.
|
||||
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = MarkGamepadActive;
|
||||
msg->Int0 = i;
|
||||
msg->Bool0 = i < Gamepad::Gamepads->Size;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
// Get current gamepad state
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (IsGamepadAvailable(i))
|
||||
{
|
||||
// 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
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
|
||||
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
|
||||
|
||||
// Get current axis state
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
|
||||
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Application lifecycle event handlers.
|
||||
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
|
||||
{
|
||||
// Run() won't start until the CoreWindow is activated.
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args) {}
|
||||
|
||||
// Window event handlers.
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = HandleResize;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
mWindowVisible = args->Visible;
|
||||
}
|
||||
|
||||
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args)
|
||||
{
|
||||
mWindowClosed = true;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
//Get the current active pointer ID for our loop
|
||||
CurrentPointerID = args->CurrentPoint->PointerId;
|
||||
args->Handled = true;
|
||||
}
|
||||
|
||||
void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = ScrollWheelUpdate;
|
||||
msg->Float0 = args->CurrentPoint->Properties->MouseWheelDelta;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args)
|
||||
{
|
||||
mouseDelta.x += args->MouseDelta.X;
|
||||
mouseDelta.y += args->MouseDelta.Y;
|
||||
}
|
||||
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||
{
|
||||
#ifdef HOLDHACK
|
||||
//Start the hack
|
||||
KeyboardStateHack[(int)args->VirtualKey] = 1;
|
||||
#endif
|
||||
|
||||
RegisterKey((int)args->VirtualKey, 1);
|
||||
}
|
||||
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args)
|
||||
{
|
||||
#ifdef HOLDHACK
|
||||
//The same hack
|
||||
if (KeyboardStateHack[(int)args->VirtualKey] == 1)
|
||||
{
|
||||
KeyboardStateHack[(int)args->VirtualKey] = 2;
|
||||
}
|
||||
else if (KeyboardStateHack[(int)args->VirtualKey] == 2)
|
||||
{
|
||||
KeyboardStateHack[(int)args->VirtualKey] = 3;
|
||||
}
|
||||
else if (KeyboardStateHack[(int)args->VirtualKey] == 3)
|
||||
{
|
||||
KeyboardStateHack[(int)args->VirtualKey] = 4;
|
||||
}
|
||||
else if (KeyboardStateHack[(int)args->VirtualKey] == 4)
|
||||
{
|
||||
RegisterKey((int)args->VirtualKey, 0);
|
||||
KeyboardStateHack[(int)args->VirtualKey] = 0;
|
||||
}
|
||||
#else
|
||||
//No hack, allow flickers
|
||||
RegisterKey((int)args->VirtualKey, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
void RegisterKey(int key, char status)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UWPMessageType::RegisterKey;
|
||||
msg->Int0 = key;
|
||||
msg->Char0 = status;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void MoveMouse(Vector2 pos)
|
||||
{
|
||||
CoreWindow ^window = CoreWindow::GetForCurrentThread();
|
||||
Point mousePosScreen = Point(pos.x + window->Bounds.X, pos.y + window->Bounds.Y);
|
||||
window->PointerPosition = mousePosScreen;
|
||||
}
|
||||
|
||||
void RegisterGamepadButton(int gamepad, int button, char status)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = MarkGamepadButton;
|
||||
msg->Int0 = gamepad;
|
||||
msg->Int1 = button;
|
||||
msg->Char0 = status;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void RegisterGamepadAxis(int gamepad, int axis, float value)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = MarkGamepadAxis;
|
||||
msg->Int0 = gamepad;
|
||||
msg->Int1 = axis;
|
||||
msg->Float0 = value;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void UpdateMousePosition(Vector2 pos)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UpdateMouseLocation;
|
||||
msg->Vector0 = pos;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
void RegisterClick(int button, char status)
|
||||
{
|
||||
UWPMessage* msg = CreateUWPMessage();
|
||||
msg->Type = UWPMessageType::RegisterClick;
|
||||
msg->Int0 = button;
|
||||
msg->Char0 = status;
|
||||
UWPSendMessage(msg);
|
||||
}
|
||||
|
||||
bool mWindowClosed = false;
|
||||
bool mWindowVisible = true;
|
||||
|
||||
int width = 640;
|
||||
int height = 480;
|
||||
|
||||
int CurrentPointerID = -1;
|
||||
|
||||
#ifdef HOLDHACK
|
||||
char KeyboardStateHack[0xA6]; //0xA6 because the highest key we compare against is 0xA5
|
||||
#endif
|
||||
};
|
||||
|
||||
//Application source for creating the program
|
||||
template<typename AppType>
|
||||
ref class ApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
|
||||
{
|
||||
return ref new AppType();
|
||||
}
|
||||
};
|
26
projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest
Normal file
26
projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest
Normal file
|
@ -0,0 +1,26 @@
|
|||
<?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" IgnorableNamespaces="uap mp">
|
||||
<Identity Name="b842558c-c034-4e4b-9457-a286f26e83cc" Publisher="CN=Alumno" Version="1.0.0.0" />
|
||||
<mp:PhoneIdentity PhoneProductId="56d2ca94-c361-4e9f-9a33-bacd751552fa" PhonePublisherId="00000000-0000-0000-0000-000000000000" />
|
||||
<Properties>
|
||||
<DisplayName>raylibUWP</DisplayName>
|
||||
<PublisherDisplayName>raysan5</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="raylibUWP.App">
|
||||
<uap:VisualElements DisplayName="raylibUWP" Square150x150Logo="Assets\Logo.png" Square44x44Logo="Assets\SmallLogo.png" Description="raylib UWP game" BackgroundColor="#464646">
|
||||
<uap:SplashScreen Image="Assets\SplashScreen.png" />
|
||||
</uap:VisualElements>
|
||||
</Application>
|
||||
</Applications>
|
||||
<Capabilities>
|
||||
<Capability Name="internetClient" />
|
||||
</Capabilities>
|
||||
</Package>
|
4
projects/VS2017.UWP/raylib.App.UWP/packages.config
Normal file
4
projects/VS2017.UWP/raylib.App.UWP/packages.config
Normal file
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
|
||||
</packages>
|
1
projects/VS2017.UWP/raylib.App.UWP/pch.cpp
Normal file
1
projects/VS2017.UWP/raylib.App.UWP/pch.cpp
Normal file
|
@ -0,0 +1 @@
|
|||
#include "pch.h"
|
16
projects/VS2017.UWP/raylib.App.UWP/pch.h
Normal file
16
projects/VS2017.UWP/raylib.App.UWP/pch.h
Normal file
|
@ -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>
|
Binary file not shown.
42
projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters
Normal file
42
projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters
Normal file
|
@ -0,0 +1,42 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="App.cpp" />
|
||||
<ClCompile Include="pch.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="Assets\SmallLogo.scale-100.png">
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
<Image Include="Assets\SplashScreen.scale-100.png">
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
<Image Include="Assets\StoreLogo.scale-100.png">
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
<Image Include="Assets\WideLogo.scale-100.png">
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
<Image Include="Assets\Logo.scale-100.png">
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AppxManifest Include="Package.appxmanifest" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="UWP_OpenGLES2_TemporaryKey.pfx" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="$(angle-BinPath)\libEGL.dll" />
|
||||
<None Include="$(angle-BinPath)\libGLESv2.dll" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Assets">
|
||||
<UniqueIdentifier>{d16954bb-de54-472b-ac10-ecab10d3fdc8}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
</Project>
|
151
projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
Normal file
151
projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
Normal file
|
@ -0,0 +1,151 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{b842558c-c034-4e4b-9457-a286f26e83cc}</ProjectGuid>
|
||||
<RootNamespace>raylibUWP</RootNamespace>
|
||||
<DefaultLanguage>en-US</DefaultLanguage>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
<AppContainerApplication>true</AppContainerApplication>
|
||||
<ApplicationType>Windows Store</ApplicationType>
|
||||
<WindowsTargetPlatformVersion>10.0.17763.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformMinVersion>10.0.17763.0</WindowsTargetPlatformMinVersion>
|
||||
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
|
||||
<ProjectName>raylib.App.UWP</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<PackageCertificateKeyFile>raylib.App.UWP.TemporaryKey.pfx</PackageCertificateKeyFile>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm;$(SolutionDir)\raylib\Debug</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)raylib\Debug;%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store; $(VCInstallDir)\lib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
|
||||
<Link>
|
||||
<AdditionalDependencies>mincore.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\x64\Debug;C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
|
||||
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
|
||||
</ProjectReference>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
|
||||
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
|
||||
<OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">/NODEFAULTLIB %(AdditionalOptions)</AdditionalOptions>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="Assets\Logo.scale-100.png" />
|
||||
<Image Include="Assets\SmallLogo.scale-100.png" />
|
||||
<Image Include="Assets\StoreLogo.scale-100.png" />
|
||||
<Image Include="Assets\SplashScreen.scale-100.png" />
|
||||
<Image Include="Assets\WideLogo.scale-100.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="App.h" />
|
||||
<ClInclude Include="BaseApp.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="App.cpp" />
|
||||
<ClCompile Include="pch.cpp">
|
||||
<PrecompiledHeader>Create</PrecompiledHeader>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AppxManifest Include="Package.appxmanifest">
|
||||
<SubType>Designer</SubType>
|
||||
</AppxManifest>
|
||||
<None Include="packages.config" />
|
||||
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib.UWP\raylib.UWP.vcxproj">
|
||||
<Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
|
||||
</ImportGroup>
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
|
||||
</Target>
|
||||
</Project>
|
Loading…
Add table
Add a link
Reference in a new issue