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authorraysan5 <[email protected]>2018-07-21 15:44:06 +0200
committerraysan5 <[email protected]>2018-07-21 15:44:06 +0200
commit2875f4cf117c1f0db2cf841cbf28b983fc980d6e (patch)
tree48ecf4f94af733388a24baef9ef957abff6625b0 /projects
parent6e812cf14700d4106ab941c3b2da02da06b0fb45 (diff)
downloadraylib-2875f4cf117c1f0db2cf841cbf28b983fc980d6e.tar.gz
raylib-2875f4cf117c1f0db2cf841cbf28b983fc980d6e.zip
Remove VS2017 UWP project
Not properly configured, use VS2015.UWP as reference
Diffstat (limited to 'projects')
-rw-r--r--projects/VS2017/raylib.App.UWP/App.cpp558
-rw-r--r--projects/VS2017/raylib.App.UWP/App.h49
-rw-r--r--projects/VS2017/raylib.App.UWP/Assets/Logo.scale-100.pngbin801 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.pngbin329 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.pngbin2146 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.pngbin429 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.pngbin2150 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/Package.appxmanifest26
-rw-r--r--projects/VS2017/raylib.App.UWP/packages.config4
-rw-r--r--projects/VS2017/raylib.App.UWP/pch.cpp1
-rw-r--r--projects/VS2017/raylib.App.UWP/pch.h16
-rw-r--r--projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfxbin2512 -> 0 bytes
-rw-r--r--projects/VS2017/raylib.App.UWP/raylib.App.UWP.filters42
-rw-r--r--projects/VS2017/raylib.App.UWP/raylib.App.UWP.user4
14 files changed, 0 insertions, 700 deletions
diff --git a/projects/VS2017/raylib.App.UWP/App.cpp b/projects/VS2017/raylib.App.UWP/App.cpp
deleted file mode 100644
index 375b668c..00000000
--- a/projects/VS2017/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;
-
-/*
-To-do list
- - Cache reference to our CoreWindow?
- - Implement gestures
-*/
-
-/* 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.
- InitWindow(800, 450, (EGLNativeWindowType)window);
-}
-
-// 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/VS2017/raylib.App.UWP/App.h b/projects/VS2017/raylib.App.UWP/App.h
deleted file mode 100644
index 5b58528b..00000000
--- a/projects/VS2017/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/VS2017/raylib.App.UWP/Assets/Logo.scale-100.png b/projects/VS2017/raylib.App.UWP/Assets/Logo.scale-100.png
deleted file mode 100644
index e26771cb..00000000
--- a/projects/VS2017/raylib.App.UWP/Assets/Logo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.png b/projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.png
deleted file mode 100644
index 1eb0d9d5..00000000
--- a/projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.png b/projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.png
deleted file mode 100644
index c951e031..00000000
--- a/projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.png b/projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.png
deleted file mode 100644
index dcb67271..00000000
--- a/projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.png b/projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.png
deleted file mode 100644
index 9dd94b62..00000000
--- a/projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/Package.appxmanifest b/projects/VS2017/raylib.App.UWP/Package.appxmanifest
deleted file mode 100644
index f0f56862..00000000
--- a/projects/VS2017/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>Alumno</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/VS2017/raylib.App.UWP/packages.config b/projects/VS2017/raylib.App.UWP/packages.config
deleted file mode 100644
index 70c3dea0..00000000
--- a/projects/VS2017/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/VS2017/raylib.App.UWP/pch.cpp b/projects/VS2017/raylib.App.UWP/pch.cpp
deleted file mode 100644
index bcb5590b..00000000
--- a/projects/VS2017/raylib.App.UWP/pch.cpp
+++ /dev/null
@@ -1 +0,0 @@
-#include "pch.h"
diff --git a/projects/VS2017/raylib.App.UWP/pch.h b/projects/VS2017/raylib.App.UWP/pch.h
deleted file mode 100644
index dcbd2378..00000000
--- a/projects/VS2017/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/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx b/projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
deleted file mode 100644
index 0ada3be0..00000000
--- a/projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017/raylib.App.UWP/raylib.App.UWP.filters b/projects/VS2017/raylib.App.UWP/raylib.App.UWP.filters
deleted file mode 100644
index 4e83c979..00000000
--- a/projects/VS2017/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/VS2017/raylib.App.UWP/raylib.App.UWP.user b/projects/VS2017/raylib.App.UWP/raylib.App.UWP.user
deleted file mode 100644
index abe8dd89..00000000
--- a/projects/VS2017/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