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| author | raysan5 <[email protected]> | 2021-07-05 12:34:23 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-07-05 12:34:23 +0200 |
| commit | c0ca8a74bcf52ba82156c3fd11f5f4f16dc109cc (patch) | |
| tree | b93451376eafad94c6a8f7cf836618894bcae4d8 /projects/VS2017.UWP/raylib.App.UWP/App.h | |
| parent | 63b1860010e7337dca4fe30178fbac8ee91c46bd (diff) | |
| download | raylib-c0ca8a74bcf52ba82156c3fd11f5f4f16dc109cc.tar.gz raylib-c0ca8a74bcf52ba82156c3fd11f5f4f16dc109cc.zip | |
WARNING: BREAKING: REMOVED PLATFORM_UWP support
After lot of investigation, I'm afraid I'm removing official UWP support from raylib, I'll keep the current implementation in a separate branch (UWP), just in case. It seems Microsoft is trying to replace UWP in the long term, they announced lack of support for the new WinUI 3 and they seem to be moving to Windows App SDK.
Also, on current implementation, the code is divided between raylib and the example, requiring multiple callback hooks, making it difficult to follow and maintain.
And realistically speaking, raylib is probably not the best option for anyone willing to target UWP, neither Xbox consoles.
Diffstat (limited to 'projects/VS2017.UWP/raylib.App.UWP/App.h')
| -rw-r--r-- | projects/VS2017.UWP/raylib.App.UWP/App.h | 52 |
1 files changed, 0 insertions, 52 deletions
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.h b/projects/VS2017.UWP/raylib.App.UWP/App.h deleted file mode 100644 index 6cbeadac..00000000 --- a/projects/VS2017.UWP/raylib.App.UWP/App.h +++ /dev/null @@ -1,52 +0,0 @@ -#pragma once - -#include <string> - -#include "pch.h" - -namespace raylibUWP -{ - ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView - { - public: - App(); - - // IFrameworkView methods. - void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView) override; - void SetWindow(Windows::UI::Core::CoreWindow^ window) override; - void Load(Platform::String^ entryPoint) override; - void Run() override; - void Uninitialize() override; - private: - bool mWindowVisible = true; - bool mSuspended = false; - - void GameLoop(); - void PreProcessInputs(); - void PostProcessInputs(); - - // Helpers - int GetRaylibKey(Windows::System::VirtualKey kVey); - - // Events - void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args); - void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args); - void OnResuming(Platform::Object^ sender, Platform::Object^ args); - 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 OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); - void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); - void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); - void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ 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); - void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args); - void OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args); - }; - - ref class AppSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource - { - public: - Windows::ApplicationModel::Core::IFrameworkView^ CreateView() override; - }; -} |
