diff options
| author | Reece Mackie <[email protected]> | 2019-04-27 19:33:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-04-27 20:33:51 +0200 |
| commit | 2de1f318212dbceb71db6be053be995208748f2a (patch) | |
| tree | a357bfc6e8b825ebfd26098a32bc11efa2c8dc8e /projects/VS2015.UWP/raylib.App.UWP | |
| parent | f37e55a77bd6177dbaea4d7f484961c09104e104 (diff) | |
| download | raylib-2de1f318212dbceb71db6be053be995208748f2a.tar.gz raylib-2de1f318212dbceb71db6be053be995208748f2a.zip | |
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
Diffstat (limited to 'projects/VS2015.UWP/raylib.App.UWP')
15 files changed, 0 insertions, 845 deletions
diff --git a/projects/VS2015.UWP/raylib.App.UWP/App.cpp b/projects/VS2015.UWP/raylib.App.UWP/App.cpp deleted file mode 100644 index 6ce6915c..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/App.cpp +++ /dev/null @@ -1,558 +0,0 @@ -#include "pch.h" -#include "app.h" - -#include "raylib.h" - -using namespace Windows::ApplicationModel::Core; -using namespace Windows::ApplicationModel::Activation; -using namespace Windows::UI::Core; -using namespace Windows::UI::Input; -using namespace Windows::Devices::Input; -using namespace Windows::Foundation; -using namespace Windows::Foundation::Collections; -using namespace Windows::Gaming::Input; -using namespace Windows::Graphics::Display; -using namespace Microsoft::WRL; -using namespace Platform; - -using namespace raylibUWP; - -/* -TODO list: - - Cache reference to our CoreWindow? - - Implement gestures support -*/ - -// Declare uwpWindow as exter to be used by raylib internals -// NOTE: It should be properly assigned before calling InitWindow() -extern "C" { EGLNativeWindowType uwpWindow; }; - -/* INPUT CODE */ -// Stand-ins for "core.c" variables -#define MAX_GAMEPADS 4 // Max number of gamepads supported -#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) -#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) - -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 - -static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state -static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state - -static char previousMouseState[3] = { 0 }; // Registers previous mouse button state -static char currentMouseState[3] = { 0 }; // Registers current mouse button state -static int previousMouseWheelY = 0; // Registers previous mouse wheel variation -static int currentMouseWheelY = 0; // Registers current mouse wheel variation - -static bool cursorOnScreen = false; // Tracks if cursor is inside client area -static bool cursorHidden = false; // Track if cursor is hidden - -static Vector2 mousePosition; -static Vector2 mouseDelta; // NOTE: Added to keep track of mouse movement while the cursor is locked - no equivalent in "core.c" -static bool toggleCursorLock; - -CoreCursor ^regularCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // The "visible arrow" cursor type - -// Helper to process key events -void ProcessKeyEvent(Windows::System::VirtualKey key, int action) -{ - using Windows::System::VirtualKey; - switch (key) - { - case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break; - case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break; - case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break; - case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break; - case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break; - case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break; - case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break; - case VirtualKey::Up: currentKeyState[KEY_UP] = action; break; - case VirtualKey::F1: currentKeyState[KEY_F1] = action; break; - case VirtualKey::F2: currentKeyState[KEY_F2] = action; break; - case VirtualKey::F3: currentKeyState[KEY_F4] = action; break; - case VirtualKey::F4: currentKeyState[KEY_F5] = action; break; - case VirtualKey::F5: currentKeyState[KEY_F6] = action; break; - case VirtualKey::F6: currentKeyState[KEY_F7] = action; break; - case VirtualKey::F7: currentKeyState[KEY_F8] = action; break; - case VirtualKey::F8: currentKeyState[KEY_F9] = action; break; - case VirtualKey::F9: currentKeyState[KEY_F10] = action; break; - case VirtualKey::F10: currentKeyState[KEY_F11] = action; break; - case VirtualKey::F11: currentKeyState[KEY_F12] = action; break; - case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break; - case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break; - case VirtualKey::LeftMenu: currentKeyState[KEY_LEFT_ALT] = action; break; // 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 - case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break; - case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break; - case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break; - case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break; - case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break; - case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break; - case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break; - case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break; - case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break; - case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break; - case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break; - case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break; - case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break; - case VirtualKey::A: currentKeyState[KEY_A] = action; break; - case VirtualKey::B: currentKeyState[KEY_B] = action; break; - case VirtualKey::C: currentKeyState[KEY_C] = action; break; - case VirtualKey::D: currentKeyState[KEY_D] = action; break; - case VirtualKey::E: currentKeyState[KEY_E] = action; break; - case VirtualKey::F: currentKeyState[KEY_F] = action; break; - case VirtualKey::G: currentKeyState[KEY_G] = action; break; - case VirtualKey::H: currentKeyState[KEY_H] = action; break; - case VirtualKey::I: currentKeyState[KEY_I] = action; break; - case VirtualKey::J: currentKeyState[KEY_J] = action; break; - case VirtualKey::K: currentKeyState[KEY_K] = action; break; - case VirtualKey::L: currentKeyState[KEY_L] = action; break; - case VirtualKey::M: currentKeyState[KEY_M] = action; break; - case VirtualKey::N: currentKeyState[KEY_N] = action; break; - case VirtualKey::O: currentKeyState[KEY_O] = action; break; - case VirtualKey::P: currentKeyState[KEY_P] = action; break; - case VirtualKey::Q: currentKeyState[KEY_Q] = action; break; - case VirtualKey::R: currentKeyState[KEY_R] = action; break; - case VirtualKey::S: currentKeyState[KEY_S] = action; break; - case VirtualKey::T: currentKeyState[KEY_T] = action; break; - case VirtualKey::U: currentKeyState[KEY_U] = action; break; - case VirtualKey::V: currentKeyState[KEY_V] = action; break; - case VirtualKey::W: currentKeyState[KEY_W] = action; break; - case VirtualKey::X: currentKeyState[KEY_X] = action; break; - case VirtualKey::Y: currentKeyState[KEY_Y] = action; break; - case VirtualKey::Z: currentKeyState[KEY_Z] = action; break; - - } -} - -// Callbacks -void App::PointerPressed(CoreWindow^ window, PointerEventArgs^ args) -{ - if (args->CurrentPoint->Properties->IsLeftButtonPressed) - { - currentMouseState[MOUSE_LEFT_BUTTON] = 1; - } - if (args->CurrentPoint->Properties->IsRightButtonPressed) - { - currentMouseState[MOUSE_RIGHT_BUTTON] = 1; - } - if (args->CurrentPoint->Properties->IsMiddleButtonPressed) - { - currentMouseState[MOUSE_MIDDLE_BUTTON] = 1; - } -} - -void App::PointerReleased(CoreWindow ^window, PointerEventArgs^ args) -{ - if (!(args->CurrentPoint->Properties->IsLeftButtonPressed)) - { - currentMouseState[MOUSE_LEFT_BUTTON] = 0; - } - if (!(args->CurrentPoint->Properties->IsRightButtonPressed)) - { - currentMouseState[MOUSE_RIGHT_BUTTON] = 0; - } - if (!(args->CurrentPoint->Properties->IsMiddleButtonPressed)) - { - currentMouseState[MOUSE_MIDDLE_BUTTON] = 0; - } -} - -void App::PointerWheelChanged(CoreWindow ^window, PointerEventArgs^ args) -{ - // TODO: Scale the MouseWheelDelta to match GLFW's mouse wheel sensitivity. - currentMouseWheelY += args->CurrentPoint->Properties->MouseWheelDelta; -} - -void App::MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args) -{ - mouseDelta.x += args->MouseDelta.X; - mouseDelta.y += args->MouseDelta.Y; -} - -void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args) -{ - ProcessKeyEvent(args->VirtualKey, 1); -} - -void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args) -{ - ProcessKeyEvent(args->VirtualKey, 0); -} - -/* REIMPLEMENTED FROM CORE.C */ -// Get one key state -static bool GetKeyStatus(int key) -{ - return currentKeyState[key]; -} - -// Show mouse cursor -void UWPShowCursor() -{ - CoreWindow::GetForCurrentThread()->PointerCursor = regularCursor; - cursorHidden = false; -} - -// Hides mouse cursor -void UWPHideCursor() -{ - CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; - cursorHidden = true; -} - -// Set mouse position XY -void UWPSetMousePosition(Vector2 position) -{ - CoreWindow ^window = CoreWindow::GetForCurrentThread(); - Point mousePosScreen = Point(position.x + window->Bounds.X, position.y + window->Bounds.Y); - window->PointerPosition = mousePosScreen; - mousePosition = position; -} - -// Enables cursor (unlock cursor) -void UWPEnableCursor() -{ - UWPShowCursor(); - UWPSetMousePosition(mousePosition); // The mouse is hidden in the center of the screen - move it to where it should appear - toggleCursorLock = false; -} - -// Disables cursor (lock cursor) -void UWPDisableCursor() -{ - UWPHideCursor(); - toggleCursorLock = true; -} - -// Get one mouse button state -static bool UWPGetMouseButtonStatus(int button) -{ - return currentMouseState[button]; -} - -// Poll (store) all input events -void UWP_PollInput() -{ - // Register previous keyboard state - for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k]; - - // Process Mouse - { - // Register previous mouse states - for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; - previousMouseWheelY = currentMouseWheelY; - currentMouseWheelY = 0; - - CoreWindow ^window = CoreWindow::GetForCurrentThread(); - if (toggleCursorLock) - { - // Track cursor movement delta, recenter it on the client - mousePosition.x += mouseDelta.x; - mousePosition.y += mouseDelta.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) }; - window->PointerPosition = Point(centerClient.x + window->Bounds.X, centerClient.y + window->Bounds.Y); - } - else - { - // Record the cursor's position relative to the client - mousePosition.x = window->PointerPosition.X - window->Bounds.X; - mousePosition.y = window->PointerPosition.Y - window->Bounds.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. - - 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 ripped from core.c and have *no additional work done on them* -// 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 */ - -// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels. -inline float ConvertDipsToPixels(float dips, float dpi) -{ - static const float dipsPerInch = 96.0f; - return floor(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer. -} - -// Implementation of the IFrameworkViewSource interface, necessary to run our app. -ref class SimpleApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource -{ -public: - virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView() - { - return ref new App(); - } -}; - -// The main function creates an IFrameworkViewSource for our app, and runs the app. -[Platform::MTAThread] -int main(Platform::Array<Platform::String^>^) -{ - auto simpleApplicationSource = ref new SimpleApplicationSource(); - CoreApplication::Run(simpleApplicationSource); - - return 0; -} - -App::App() : - mWindowClosed(false), - mWindowVisible(true) -{ -} - -// The first method called when the IFrameworkView is being created. -void App::Initialize(CoreApplicationView^ applicationView) -{ - // Register event handlers for app lifecycle. This example includes Activated, so that we - // can make the CoreWindow active and start rendering on the window. - applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated); - - // Logic for other event handlers could go here. - // Information about the Suspending and Resuming event handlers can be found here: - // http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx - - CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming); -} - -// Called when the CoreWindow object is created (or re-created). -void App::SetWindow(CoreWindow^ window) -{ - window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged); - window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged); - window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed); - - window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerPressed); - window->PointerReleased += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerReleased); - window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::PointerWheelChanged); - window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown); - window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp); - - Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &App::MouseMoved); - - DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); - 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. - - uwpWindow = (EGLNativeWindowType)window; - - InitWindow(800, 450, NULL); -} - -// Initializes scene resources -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() -{ - while (!mWindowClosed) - { - if (mWindowVisible) - { - // Draw - BeginDrawing(); - - ClearBackground(RAYWHITE); - - 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); - - DrawCircle(mousePosition.x, mousePosition.y, 40, BLUE); - - if (UWPIsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE); - - if (UWPIsKeyPressed(KEY_A)) - { - posX -= 50; - UWPEnableCursor(); - } - - if (UWPIsKeyPressed(KEY_D)) - { - posX += 50; - UWPDisableCursor(); - } - - if (currentKeyState[KEY_LEFT_ALT]) DrawRectangle(250, 250, 20, 20, BLACK); - if (currentKeyState[KEY_BACKSPACE]) DrawRectangle(280, 250, 20, 20, BLACK); - if (currentMouseState[MOUSE_LEFT_BUTTON]) DrawRectangle(280, 250, 20, 20, BLACK); - - static int pos = 0; - pos -= currentMouseWheelY; - - DrawRectangle(280, pos + 50, 20, 20, BLACK); - DrawRectangle(250, 280 + (time++ % 60), 10, 10, PURPLE); - - EndDrawing(); - - UWP_PollInput(); - - CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); - } - else - { - CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); - } - } - - CloseWindow(); -} - -// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView -// class is torn down while the app is in the foreground. -void App::Uninitialize() -{ - // CloseWindow(); -} - -// Application lifecycle event handler. -void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) -{ - // Run() won't start until the CoreWindow is activated. - CoreWindow::GetForCurrentThread()->Activate(); -} - -void App::OnResuming(Object^ sender, Object^ args) -{ - // Restore any data or state that was unloaded on suspend. By default, data - // and state are persisted when resuming from suspend. Note that this event - // does not occur if the app was previously terminated. -} - -void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) -{ - // TODO: Update window and render area size - //m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height)); - //m_main->UpdateForWindowSizeChange(); -} - -// Window event handlers. -void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) -{ - mWindowVisible = args->Visible; - - // raylib core has the variable windowMinimized to register state, - // it should be modifyed by this event... -} - -void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) -{ - mWindowClosed = true; - - // raylib core has the variable windowShouldClose to register state, - // it should be modifyed by this event... -} - -void App::OnDpiChanged(DisplayInformation^ sender, Object^ args) -{ - //m_deviceResources->SetDpi(sender->LogicalDpi); - //m_main->UpdateForWindowSizeChange(); -} - -void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args) -{ - //m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation); - //m_main->UpdateForWindowSizeChange(); -} diff --git a/projects/VS2015.UWP/raylib.App.UWP/App.h b/projects/VS2015.UWP/raylib.App.UWP/App.h deleted file mode 100644 index 5b58528b..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/App.h +++ /dev/null @@ -1,49 +0,0 @@ -#pragma once - -#include <string> - -#include "pch.h" - -namespace raylibUWP -{ - ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView - { - public: - App(); - - // IFrameworkView Methods. - virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView); - virtual void SetWindow(Windows::UI::Core::CoreWindow^ window); - virtual void Load(Platform::String^ entryPoint); - virtual void Run(); - virtual void Uninitialize(); - - protected: - - // Application lifecycle event handlers. - void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args); - void OnResuming(Platform::Object^ sender, Platform::Object^ args); - - // Window event handlers. - void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args); - void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args); - void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args); - - // 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); - void PointerReleased(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args); - void PointerWheelChanged(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::PointerEventArgs^ args); - void MouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args); - void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args); - void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args); - - private: - - bool mWindowClosed; - bool mWindowVisible; - }; -} diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png b/projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png Binary files differdeleted file mode 100644 index e26771cb..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png b/projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png Binary files differdeleted file mode 100644 index 1eb0d9d5..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png b/projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png Binary files differdeleted file mode 100644 index c951e031..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png b/projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png Binary files differdeleted file mode 100644 index dcb67271..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png b/projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png Binary files differdeleted file mode 100644 index 9dd94b62..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest b/projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest deleted file mode 100644 index 56020a50..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest +++ /dev/null @@ -1,26 +0,0 @@ -<?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>
\ No newline at end of file diff --git a/projects/VS2015.UWP/raylib.App.UWP/packages.config b/projects/VS2015.UWP/raylib.App.UWP/packages.config deleted file mode 100644 index 70c3dea0..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/packages.config +++ /dev/null @@ -1,4 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<packages> - <package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" /> -</packages>
\ No newline at end of file diff --git a/projects/VS2015.UWP/raylib.App.UWP/pch.cpp b/projects/VS2015.UWP/raylib.App.UWP/pch.cpp deleted file mode 100644 index bcb5590b..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/pch.cpp +++ /dev/null @@ -1 +0,0 @@ -#include "pch.h" diff --git a/projects/VS2015.UWP/raylib.App.UWP/pch.h b/projects/VS2015.UWP/raylib.App.UWP/pch.h deleted file mode 100644 index dcbd2378..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/pch.h +++ /dev/null @@ -1,16 +0,0 @@ -#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>
\ No newline at end of file diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx b/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx Binary files differdeleted file mode 100644 index 0ada3be0..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx +++ /dev/null diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters b/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters deleted file mode 100644 index 4e83c979..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters +++ /dev/null @@ -1,42 +0,0 @@ -<?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>
\ No newline at end of file diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user b/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user deleted file mode 100644 index abe8dd89..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user +++ /dev/null @@ -1,4 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <PropertyGroup /> -</Project>
\ No newline at end of file diff --git a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj deleted file mode 100644 index f20a276e..00000000 --- a/projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj +++ /dev/null @@ -1,145 +0,0 @@ -<?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>10.0.14393.0</WindowsTargetPlatformVersion> - <WindowsTargetPlatformMinVersion>10.0.14393.0</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>v140</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="'$(Platform)'=='ARM'"> - <Link> - <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies> - <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm;$(SolutionDir)\raylib\Debug</AdditionalLibraryDirectories> - </Link> - </ItemDefinitionGroup> - <ItemDefinitionGroup Condition="'$(Platform)'=='Win32'"> - <Link> - <AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies> - <AdditionalLibraryDirectories>$(SolutionDir)raylib\Debug;%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store; $(VCInstallDir)\lib</AdditionalLibraryDirectories> - </Link> - </ItemDefinitionGroup> - <ItemDefinitionGroup Condition="'$(Platform)'=='x64'"> - <Link> - <AdditionalDependencies>mincore.lib;raylib.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);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> - <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions> - <DisableSpecificWarnings>4453;28204</DisableSpecificWarnings> - <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> - </ClCompile> - <ProjectReference> - <LinkLibraryDependencies Condition="'$(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>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="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> - <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>
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