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authorRay <[email protected]>2017-12-29 09:54:34 +0100
committerGitHub <[email protected]>2017-12-29 09:54:34 +0100
commitf51dcd8bfa829f99f09ac42e07578b37787ef7de (patch)
treee02d15611e2486151764dc568dd68f054fa7c125 /project/vs2015.UWP/raylib.App.UWP
parent14b81c20c18f00c8810d68138966e906a61412d0 (diff)
parentff984d13db6ad4c9347387e81587bf3666b877c0 (diff)
downloadraylib-f51dcd8bfa829f99f09ac42e07578b37787ef7de.tar.gz
raylib-f51dcd8bfa829f99f09ac42e07578b37787ef7de.zip
Merge pull request #427 from SamNChiet/testing_uwp
Add Keyboard Input
Diffstat (limited to 'project/vs2015.UWP/raylib.App.UWP')
-rw-r--r--project/vs2015.UWP/raylib.App.UWP/App.cpp243
-rw-r--r--project/vs2015.UWP/raylib.App.UWP/packages.config2
-rw-r--r--project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj21
3 files changed, 212 insertions, 54 deletions
diff --git a/project/vs2015.UWP/raylib.App.UWP/App.cpp b/project/vs2015.UWP/raylib.App.UWP/App.cpp
index 8fe9bc19..19260e04 100644
--- a/project/vs2015.UWP/raylib.App.UWP/App.cpp
+++ b/project/vs2015.UWP/raylib.App.UWP/App.cpp
@@ -23,63 +23,188 @@ using namespace raylibUWP;
#define MAX_GAMEPADS 4 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
-
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
+//#define MAX_KEYS 512
+static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
+static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
+
void UWP_PollInput()
{
- // Check if gamepads are ready
- for (int i = 0; i < MAX_GAMEPADS; i++)
+ // Process Keyboard
{
- // HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
- // connected gamepads with their spot in the list, but this has serious robustness problems
- // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
-
- gamepadReady[i] = (i < Gamepad::Gamepads->Size);
+ // Register previous keyboard state
+ for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
+
+ // Poll keyboard input
+ CoreWindow ^window = CoreWindow::GetForCurrentThread();
+ using Windows::System::VirtualKey;
+ // NOTE: Potential UWP bug with Alt key: https://social.msdn.microsoft.com/Forums/windowsapps/en-US/9bebfb0a-7637-400e-8bda-e55620091407/unexpected-behavior-in-windowscoreuicorephysicalkeystatusismenukeydown
+ currentKeyState[KEY_SPACE] = (window->GetAsyncKeyState(VirtualKey::Space) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_ESCAPE] = (window->GetAsyncKeyState(VirtualKey::Escape) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_ENTER] = (window->GetAsyncKeyState(VirtualKey::Enter) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_BACKSPACE] = (window->GetAsyncKeyState(VirtualKey::Back) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_RIGHT] = (window->GetAsyncKeyState(VirtualKey::Right) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_LEFT] = (window->GetAsyncKeyState(VirtualKey::Left) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_DOWN] = (window->GetAsyncKeyState(VirtualKey::Down) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_UP] = (window->GetAsyncKeyState(VirtualKey::Up) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F1] = (window->GetAsyncKeyState(VirtualKey::F1) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F2] = (window->GetAsyncKeyState(VirtualKey::F2) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F3] = (window->GetAsyncKeyState(VirtualKey::F3) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F4] = (window->GetAsyncKeyState(VirtualKey::F4) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F5] = (window->GetAsyncKeyState(VirtualKey::F5) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F6] = (window->GetAsyncKeyState(VirtualKey::F6) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F7] = (window->GetAsyncKeyState(VirtualKey::F7) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F8] = (window->GetAsyncKeyState(VirtualKey::F8) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F9] = (window->GetAsyncKeyState(VirtualKey::F9) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F10] = (window->GetAsyncKeyState(VirtualKey::F10) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F11] = (window->GetAsyncKeyState(VirtualKey::F11) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F12] = (window->GetAsyncKeyState(VirtualKey::F12) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_LEFT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::LeftShift) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_LEFT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::LeftControl) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_LEFT_ALT] = (window->GetAsyncKeyState(VirtualKey::LeftMenu) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_RIGHT_SHIFT] = (window->GetAsyncKeyState(VirtualKey::RightShift) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_RIGHT_CONTROL] = (window->GetAsyncKeyState(VirtualKey::RightControl) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_RIGHT_ALT] = (window->GetAsyncKeyState(VirtualKey::RightMenu) == CoreVirtualKeyStates::Down);
+
+ currentKeyState[KEY_ZERO] = (window->GetAsyncKeyState(VirtualKey::Number0) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_ONE] = (window->GetAsyncKeyState(VirtualKey::Number1) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_TWO] = (window->GetAsyncKeyState(VirtualKey::Number2) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_THREE] = (window->GetAsyncKeyState(VirtualKey::Number3) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_FOUR] = (window->GetAsyncKeyState(VirtualKey::Number4) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_FIVE] = (window->GetAsyncKeyState(VirtualKey::Number5) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_SIX] = (window->GetAsyncKeyState(VirtualKey::Number6) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_SEVEN] = (window->GetAsyncKeyState(VirtualKey::Number7) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_EIGHT] = (window->GetAsyncKeyState(VirtualKey::Number8) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_NINE] = (window->GetAsyncKeyState(VirtualKey::Number9) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_A] = (window->GetAsyncKeyState(VirtualKey::A) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_B] = (window->GetAsyncKeyState(VirtualKey::B) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_C] = (window->GetAsyncKeyState(VirtualKey::C) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_D] = (window->GetAsyncKeyState(VirtualKey::D) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_E] = (window->GetAsyncKeyState(VirtualKey::E) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_F] = (window->GetAsyncKeyState(VirtualKey::F) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_G] = (window->GetAsyncKeyState(VirtualKey::G) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_H] = (window->GetAsyncKeyState(VirtualKey::H) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_I] = (window->GetAsyncKeyState(VirtualKey::I) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_J] = (window->GetAsyncKeyState(VirtualKey::J) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_K] = (window->GetAsyncKeyState(VirtualKey::K) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_L] = (window->GetAsyncKeyState(VirtualKey::L) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_M] = (window->GetAsyncKeyState(VirtualKey::M) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_N] = (window->GetAsyncKeyState(VirtualKey::N) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_O] = (window->GetAsyncKeyState(VirtualKey::O) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_P] = (window->GetAsyncKeyState(VirtualKey::P) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_Q] = (window->GetAsyncKeyState(VirtualKey::Q) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_R] = (window->GetAsyncKeyState(VirtualKey::R) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_S] = (window->GetAsyncKeyState(VirtualKey::S) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_T] = (window->GetAsyncKeyState(VirtualKey::T) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_U] = (window->GetAsyncKeyState(VirtualKey::U) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_V] = (window->GetAsyncKeyState(VirtualKey::V) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_W] = (window->GetAsyncKeyState(VirtualKey::W) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_X] = (window->GetAsyncKeyState(VirtualKey::X) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_Y] = (window->GetAsyncKeyState(VirtualKey::Y) == CoreVirtualKeyStates::Down);
+ currentKeyState[KEY_Z] = (window->GetAsyncKeyState(VirtualKey::Z) == CoreVirtualKeyStates::Down);
}
- // Get current gamepad state
- for (int i = 0; i < MAX_GAMEPADS; i++)
+ // Process Gamepads
{
- if (gamepadReady[i])
+ // Check if gamepads are ready
+ for (int i = 0; i < MAX_GAMEPADS; i++)
{
- // Register previous gamepad states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
-
- // Get current gamepad state
- auto gamepad = Gamepad::Gamepads->GetAt(i);
- GamepadReading reading = gamepad->GetCurrentReading();
-
- // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of doing this
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
- currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
-
- // Get current axis state
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
- gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
+ // HACK: UWP keeps a contiguous list of gamepads. For the interest of time I'm just doing a 1:1 mapping of
+ // connected gamepads with their spot in the list, but this has serious robustness problems
+ // e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
+
+ gamepadReady[i] = (i < Gamepad::Gamepads->Size);
+ }
+
+ // Get current gamepad state
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (gamepadReady[i])
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
+
+ // Get current gamepad state
+ auto gamepad = Gamepad::Gamepads->GetAt(i);
+ GamepadReading reading = gamepad->GetCurrentReading();
+
+ // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
+ currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
+
+ // Get current axis state
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
+ gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
+ }
}
}
+
+}
+
+// The following functions were reimplemented for UWP from core.c
+static bool GetKeyStatus(int key)
+{
+ return currentKeyState[key];
+}
+
+// The following functions were ripped from core.c
+// Detect if a key has been pressed once
+bool UWPIsKeyPressed(int key)
+{
+ bool pressed = false;
+
+ if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1))
+ pressed = true;
+ else pressed = false;
+
+ return pressed;
+}
+
+// Detect if a key is being pressed (key held down)
+bool UWPIsKeyDown(int key)
+{
+ if (GetKeyStatus(key) == 1) return true;
+ else return false;
+}
+
+// Detect if a key has been released once
+bool UWPIsKeyReleased(int key)
+{
+ bool released = false;
+
+ if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
+ else released = false;
+
+ return released;
+}
+
+// Detect if a key is NOT being pressed (key not held down)
+bool UWPIsKeyUp(int key)
+{
+ if (GetKeyStatus(key) == 0) return true;
+ else return false;
}
-/* OTHER CODE*/
+/* OTHER CODE */
// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
@@ -139,7 +264,6 @@ void App::SetWindow(CoreWindow^ window)
currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
-
// The CoreWindow has been created, so EGL can be initialized.
InitWindow(800, 450, (EGLNativeWindowType)window);
}
@@ -150,6 +274,9 @@ void App::Load(Platform::String^ entryPoint)
// InitWindow() --> rlglInit()
}
+static int posX = 100;
+static int posY = 100;
+static int time = 0;
// This method is called after the window becomes active.
void App::Run()
{
@@ -158,18 +285,44 @@ void App::Run()
if (mWindowVisible)
{
// Update
+ UWP_PollInput();
// Draw
BeginDrawing();
ClearBackground(RAYWHITE);
-
- DrawRectangle(100, 100, 400, 100, RED);
+
+
+ posX += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_X] * 5;
+ posY += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_Y] * -5;
+ DrawRectangle(posX, posY, 400, 100, RED);
DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
- EndDrawing();
+ if(UWPIsKeyDown(KEY_S))
+ {
+ DrawCircle(100, 100, 100, BLUE);
+ }
+
+ if(UWPIsKeyPressed(KEY_A))
+ {
+ posX -= 50;
+ }
+ if (UWPIsKeyPressed(KEY_D))
+ {
+ posX += 50;
+ }
+
+ if(currentKeyState[KEY_LEFT_ALT])
+ DrawRectangle(250, 250, 20, 20, BLACK);
+ if (currentKeyState[KEY_BACKSPACE])
+ DrawRectangle(280, 250, 20, 20, BLACK);
+
+ DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE);
+
+ EndDrawing();
+
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
else
diff --git a/project/vs2015.UWP/raylib.App.UWP/packages.config b/project/vs2015.UWP/raylib.App.UWP/packages.config
index 4a5c0b55..70c3dea0 100644
--- a/project/vs2015.UWP/raylib.App.UWP/packages.config
+++ b/project/vs2015.UWP/raylib.App.UWP/packages.config
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
- <package id="ANGLE.WindowsStore" version="2.1.2" targetFramework="native" />
+ <package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
</packages> \ No newline at end of file
diff --git a/project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
index 307c7394..bc7f27d2 100644
--- a/project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
+++ b/project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
@@ -58,10 +58,14 @@
<PropertyGroup>
<PackageCertificateKeyFile>raylib.App.UWP.TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
+ <IncludePath>C:\Users\Sam\Documents\GitHub\raylib\release\include;$(IncludePath)</IncludePath>
+ <LibraryPath>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\raylib\Debug;$(LibraryPath)</LibraryPath>
+ </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
<Link>
- <AdditionalDependencies>mincore.lib; %(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store\arm; $(VCInstallDir)\lib\arm</AdditionalLibraryDirectories>
+ <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
@@ -73,7 +77,7 @@
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
<Link>
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
+ <AdditionalLibraryDirectories>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\x64\Debug;C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
@@ -85,6 +89,9 @@
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
+ <ProjectReference>
+ <LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
+ </ProjectReference>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
@@ -122,19 +129,17 @@
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
- <None Include="raylib.App.UWP.TemporaryKey.pfx" />
- </ItemGroup>
- <ItemGroup>
<None Include="packages.config" />
+ <None Include="raylib.App.UWP.TemporaryKey.pfx" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
- <Import Project="..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets')" />
+ <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.2.1.2\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets'))" />
+ <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> \ No newline at end of file