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authorRay <[email protected]>2021-03-13 13:08:05 +0100
committerRay <[email protected]>2021-03-13 13:08:05 +0100
commit75038baf716a79606e86d46dad9d527bbb65628a (patch)
tree35e380c77aea6ae5dccfefa1e264953121df91e0
parentfe3256be9fd20e4bc743934785f5a8a5d57a8832 (diff)
downloadraylib-75038baf716a79606e86d46dad9d527bbb65628a.tar.gz
raylib-75038baf716a79606e86d46dad9d527bbb65628a.zip
Reviewed UWP project config
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.cpp263
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj30
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj24
3 files changed, 155 insertions, 162 deletions
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
index 05bad920..2667826b 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/App.cpp
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
@@ -29,6 +29,20 @@ using namespace raylibUWP;
#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^>^)
@@ -48,7 +62,7 @@ App::App()
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.
+ // 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.
@@ -92,55 +106,38 @@ void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
-static bool mouseLocked = false;
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();
- });
+ 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;
- });
+ UWPSetDisplaySizeFunc([](int* width, int* height) {
+ // Get display dimensions
+ DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
+ *width = dInfo->ScreenWidthInRawPixels;
+ *height = dInfo->ScreenHeightInRawPixels; });
- UWPSetMouseHideFunc([]()
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
- });
+ UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
- UWPSetMouseShowFunc([]()
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
- });
+ UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
- UWPSetMouseLockFunc([]()
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
- mouseLocked = true;
- });
+ UWPSetMouseLockFunc([]() {
+ CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
+ mouseLocked = true; });
- UWPSetMouseUnlockFunc([]()
- {
- CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
- mouseLocked = false;
- });
+ 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;
- });
+ 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)
@@ -165,7 +162,7 @@ void App::Run()
});
// Create window
- InitWindow(640, 480, "raylib game example");
+ InitWindow(800, 450, "raylib UWP - Basic example");
// Run game loop
while (!WindowShouldClose() && !mSuspended)
@@ -175,8 +172,13 @@ void App::Run()
PreProcessInputs();
GameLoop();
PostProcessInputs();
+
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
- } else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
+ }
+ else
+ {
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
+ }
}
CloseWindow();
@@ -187,10 +189,6 @@ void App::Uninitialize()
// Do any UWP cleanup here.
}
-static int posX = 100;
-static int posY = 100;
-static int gTime = 0;
-
// This method is called every frame
void App::GameLoop()
{
@@ -242,14 +240,6 @@ void App::GameLoop()
//----------------------------------------------------------------------------------
}
-struct GamepadBinding
-{
- Gamepad^ Gamepad = nullptr;
- bool Ready = false;
-};
-
-static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
-
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.
@@ -467,86 +457,86 @@ int App::GetRaylibKey(Windows::System::VirtualKey kVey)
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
+ 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;
}
@@ -555,17 +545,14 @@ void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::Ke
{
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);
- }
+ 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);
+ if (k != -1) UWPKeyDownEvent(k, false, false);
args->Handled = true;
}
diff --git a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
index 6f61a751..25552d47 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
+++ b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
@@ -61,28 +61,28 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
<Link>
@@ -110,6 +110,9 @@
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
<PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">MultiThreadedDebugDLL</RuntimeLibrary>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">MultiThreadedDebugDLL</RuntimeLibrary>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">MultiThreadedDebugDLL</RuntimeLibrary>
</ClCompile>
<ProjectReference>
<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
@@ -125,6 +128,9 @@
<PreprocessorDefinitions>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
<OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">MultiThreadedDLL</RuntimeLibrary>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MultiThreadedDLL</RuntimeLibrary>
+ <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MultiThreadedDLL</RuntimeLibrary>
</ClCompile>
<Link>
<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">/NODEFAULTLIB %(AdditionalOptions)</AdditionalOptions>
diff --git a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
index ea96bb5f..773acc6d 100644
--- a/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
+++ b/projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj
@@ -129,33 +129,33 @@
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<GenerateManifest>false</GenerateManifest>
- <OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
- <IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
+ <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
+ <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>