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-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.cpp574
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/App.h52
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.pngbin801 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.pngbin329 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.pngbin2146 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.pngbin429 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.pngbin2150 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest26
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/packages.config4
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/pch.cpp1
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/pch.h16
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfxbin2512 -> 0 bytes
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters42
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj179
-rw-r--r--projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters39
-rw-r--r--projects/VS2017.UWP/raylib.UWP.sln57
-rw-r--r--projects/VS2017.UWP/raylib.UWP/packages.config4
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj251
-rw-r--r--projects/VS2017.UWP/raylib.UWP/raylib.UWP.vcxproj.filters33
19 files changed, 0 insertions, 1278 deletions
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
deleted file mode 100644
index d2a369d6..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/App.cpp
+++ /dev/null
@@ -1,574 +0,0 @@
-#include "pch.h"
-#include "app.h"
-
-#include <Windows.h>
-
-#include <raylib.h>
-#include <uwp_events.h>
-#include <gestures.h>
-
-#include <chrono>
-#include <thread>
-
-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;
-
-// 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)
-
-// Gamepad bindings struct
-struct GamepadBinding
-{
- Gamepad^ Gamepad = nullptr;
- bool Ready = false;
-};
-
-// Global variables
-static int posX = 100;
-static int posY = 100;
-static int gTime = 0;
-static bool mouseLocked = false;
-static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
-
-// The main function creates an IFrameworkViewSource for our app, and runs the app
-[Platform::MTAThread]
-int main(Platform::Array<Platform::String^>^)
-{
- auto appSource = ref new AppSource();
- CoreApplication::Run(appSource);
- return 0;
-}
-
-// App implementation
-App::App()
-{
- // Currently, UWP ignores flags... You must implement flag functionality yourself
- SetConfigFlags(0);
-}
-
-void App::Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
-{
- // Register event handlers for app lifecycle. This example includes Activated, so that we
- // can make the CoreWindow active and start rendering on the window.
- 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::Suspending += ref new Windows::Foundation::EventHandler<Windows::ApplicationModel::SuspendingEventArgs^>(this, &App::OnSuspending);
- CoreApplication::Resuming += ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
-
- // Store the app data directory
- auto dataPath = Windows::Storage::ApplicationData::Current->LocalFolder->Path;
- std::wstring dataPathW(dataPath->Begin());
- static std::string dataPathA(dataPathW.begin(), dataPathW.end());
- UWPSetDataPath(dataPathA.c_str());
-}
-
-void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
-{
- // Hook window events
- window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
- window->VisibilityChanged += ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
-
- // Hook mouse pointer events
- window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerPressed);
- window->PointerReleased += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerReleased);
- window->PointerWheelChanged += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointerWheelChanged);
- window->PointerMoved += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::PointerEventArgs^>(this, &App::OnPointerMoved);
-
- // Hook keyboard events.
- window->KeyDown += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
- window->KeyUp += ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
- window->CharacterReceived += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow^, Windows::UI::Core::CharacterReceivedEventArgs^>(this, &raylibUWP::App::OnCharacterReceived);
-
- // The CoreWindow has been created, we can pass this to raylib for EGL context creation when it's time
- UWPSetCoreWindowPtr((void*)window);
-
- // Register backrequested event to stop window from being closed (Most noticable on XBox when B is pressed)
- auto navigation = SystemNavigationManager::GetForCurrentView();
- navigation->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &raylibUWP::App::OnBackRequested);
-}
-
-void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
-
-void App::Run()
-{
- // Set up our UWP implementation
- UWPSetQueryTimeFunc([]() {
- static auto timeStart = std::chrono::high_resolution_clock::now();
- std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
- return time_span.count(); });
-
- UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
-
- UWPSetDisplaySizeFunc([](int* width, int* height) {
- // Get display dimensions
- DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
- *width = dInfo->ScreenWidthInRawPixels;
- *height = dInfo->ScreenHeightInRawPixels; });
-
- UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
-
- UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
-
- UWPSetMouseLockFunc([]() {
- CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
- mouseLocked = true; });
-
- UWPSetMouseUnlockFunc([]() {
- CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
- mouseLocked = false; });
-
- UWPSetMouseSetPosFunc([](int x, int y) {
- CoreWindow^ window = CoreWindow::GetForCurrentThread();
- Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
- window->PointerPosition = mousePosScreen; });
-
- // Set custom output handle
- SetTraceLogCallback([](int logType, const char* text, va_list args)
- {
- std::string format = text;
-
- switch (logType)
- {
- case LOG_TRACE: format = std::string("TRACE: ") + format; break;
- case LOG_DEBUG: format = std::string("DEBUG: ") + format; break;
- case LOG_INFO: format = std::string("INFO: ") + format; break;
- case LOG_WARNING: format = std::string("WARNING: ") + format; break;
- case LOG_ERROR: format = std::string("ERROR: ") + format; break;
- case LOG_FATAL: format = std::string("FATAL: ") + format; break;
- default: break;
- }
-
- char buf[1024]; // TODO: Is this large enough?
- vsnprintf(buf, sizeof(buf), format.c_str(), args);
- std::string output = std::string(buf) + std::string("\n");
- OutputDebugStringA(output.c_str());
- });
-
- // Create window
- InitWindow(800, 450, "raylib UWP - Basic example");
-
- // Run game loop
- while (!WindowShouldClose() && !mSuspended)
- {
- if (mWindowVisible)
- {
- PreProcessInputs();
- GameLoop();
- PostProcessInputs();
-
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
- }
- else
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
- }
- }
-
- CloseWindow();
-}
-
-void App::Uninitialize()
-{
- // Do any UWP cleanup here.
-}
-
-// This method is called every frame
-void App::GameLoop()
-{
- // Update
- //----------------------------------------------------------------------------------
- posX += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 5;
- posY += GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * -5;
-
- auto mPos = GetMousePosition();
-
- if (IsKeyPressed(KEY_A))
- {
- posX -= 50;
- EnableCursor();
- }
-
- if (IsKeyPressed(KEY_D))
- {
- posX += 50;
- DisableCursor();
- }
-
- static float pos = 0;
- pos -= GetMouseWheelMove();
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RED);
-
- DrawRectangle(posX, posY, 400, 100, WHITE);
-
- DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
-
- DrawCircle(mPos.x, mPos.y, 40, BLUE);
-
- if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
-
- if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
- if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
- if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
-
- DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
- DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-}
-
-void App::PreProcessInputs()
-{
- // Here, we will see if we have bound gamepads. If we do we check they are still present. If they aren't present we free the binding.
- // if anyone does not have a binding but there is a gamepad available, we will bind it to the first player who is missing a controller.
- for (auto i = 0; i < MAX_GAMEPADS; i++)
- {
- // Ensure that the gamepad bindings are still in tact
- if (gGamepadBindings[i].Gamepad != nullptr)
- {
- // Check the gamepad is present
- auto found = false;
- for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
- {
- if (gGamepadBindings[i].Gamepad == Gamepad::Gamepads->GetAt(j))
- {
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- gGamepadBindings[i].Gamepad = nullptr;
- gGamepadBindings[i].Ready = false;
- }
- else gGamepadBindings[i].Ready = true;
- }
-
- // Now we check to find any unbound gamepads we can use
- if (gGamepadBindings[i].Gamepad == nullptr)
- {
- // Loop over all the attached gamepads
- Gamepad^ freeGamepad = nullptr;
- for (auto j = 0; j < Gamepad::Gamepads->Size; j++)
- {
- freeGamepad = Gamepad::Gamepads->GetAt(j);
- // Loop over existing bindings
- for (auto k = 0; k < MAX_GAMEPADS; k++)
- {
- if (gGamepadBindings[k].Gamepad == freeGamepad)
- freeGamepad = nullptr;
- }
-
- // If we passed all 4, this is a free gamepad
- if (freeGamepad != nullptr) break;
- }
-
- if (freeGamepad != nullptr)
- {
- gGamepadBindings[i].Gamepad = freeGamepad;
- gGamepadBindings[i].Ready = true;
- }
- else gGamepadBindings[i].Ready = false;
- }
- }
-
- // Send the active gamepads to raylib
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- UWPActivateGamepadEvent(i, gGamepadBindings[i].Ready);
- }
-
- // Get current gamepad state
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (gGamepadBindings[i].Ready)
- {
- // Get current gamepad state
- auto gamepad = gGamepadBindings[i].Gamepad;
- auto reading = gamepad->GetCurrentReading();
-
- // Register all button presses
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
-
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
-
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
-
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
-
- // Register buttons for 2nd triggers (because UWP doesn't count these as buttons but rather axis)
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_2, (bool)(reading.LeftTrigger > 0.1));
- UWPRegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, (bool)(reading.RightTrigger > 0.1));
-
- // Get current axis state
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
- UWPRegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
- }
- }
-}
-
-void App::PostProcessInputs()
-{
- /*
- * So here's the deal. UWP doesn't officially have mouse locking, so we're doing it ourselves here.
- * If anyone has any better ideas on how to implement this feel free!
- * This is done after the game loop so getting mouse delta etc. still works.
- */
- if (mouseLocked)
- {
- auto w = GetScreenWidth();
- auto h = GetScreenHeight();
- SetMousePosition(w / 2, h / 2);
- }
-}
-
-// Events
-void App::OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args)
-{
- // Run() won't start until the CoreWindow is activated.
- CoreWindow::GetForCurrentThread()->Activate();
-}
-
-void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
-{
- // TODO: In your game, you will need to load your state here
- mSuspended = false;
-}
-
-void App::OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args)
-{
- // TODO: In your game, you will need to save your state here
- mSuspended = true;
-}
-
-void App::OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args)
-{
- UWPResizeEvent(args->Size.Width, args->Size.Height);
- args->Handled = true;
-}
-
-void App::OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args)
-{
- mWindowVisible = args->Visible;
- args->Handled = true;
-}
-
-// Input event handlers
-void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
-{
- auto props = args->CurrentPoint->Properties;
- auto device = args->CurrentPoint->PointerDevice;
-
- if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
- {
- if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
- if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
- if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
- }
- else if (device->PointerDeviceType == PointerDeviceType::Touch)
- {
- auto pos = args->CurrentPoint->Position;
- UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, true);
- }
-
- args->Handled = true;
-}
-
-void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
-{
- auto props = args->CurrentPoint->Properties;
- auto device = args->CurrentPoint->PointerDevice;
-
- if (device->PointerDeviceType == PointerDeviceType::Mouse)
- {
- if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
- if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
- if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
- }
- else if (device->PointerDeviceType == PointerDeviceType::Touch)
- {
- auto pos = args->CurrentPoint->Position;
- UWPGestureTouch(args->CurrentPoint->PointerId, pos.X, pos.Y, false);
- }
-
- args->Handled = true;
-}
-
-void App::OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
-{
- UWPMouseWheelEvent(args->CurrentPoint->Properties->MouseWheelDelta);
- args->Handled = true;
-}
-
-void App::OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args)
-{
- auto pos = args->CurrentPoint->Position;
- if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Mouse)
- {
- UWPMousePosEvent((double)pos.X, (double)pos.Y);
- args->Handled = true;
- }
- else if (args->CurrentPoint->PointerDevice->PointerDeviceType == PointerDeviceType::Touch)
- {
- UWPGestureMove(args->CurrentPoint->PointerId, pos.X, pos.Y);
- }
-}
-
-int App::GetRaylibKey(Windows::System::VirtualKey kVey)
-{
- using VK = Windows::System::VirtualKey;
- int actualKey = -1;
- switch (kVey)
- {
- case VK::Back: actualKey = KEY_BACKSPACE; break;
- case VK::Space: actualKey = KEY_SPACE; break;
- case VK::Escape: actualKey = KEY_ESCAPE; break;
- case VK::Enter: actualKey = KEY_ENTER; break;
- case VK::Delete: actualKey = KEY_DELETE; break;
- case VK::Right: actualKey = KEY_RIGHT; break;
- case VK::Left: actualKey = KEY_LEFT; break;
- case VK::Down: actualKey = KEY_DOWN; break;
- case VK::Up: actualKey = KEY_UP; break;
- case VK::F1: actualKey = KEY_F1; break;
- case VK::F2: actualKey = KEY_F2; break;
- case VK::F3: actualKey = KEY_F3; break;
- case VK::F4: actualKey = KEY_F4; break;
- case VK::F5: actualKey = KEY_F5; break;
- case VK::F6: actualKey = KEY_F6; break;
- case VK::F7: actualKey = KEY_F7; break;
- case VK::F8: actualKey = KEY_F8; break;
- case VK::F9: actualKey = KEY_F9; break;
- case VK::F10: actualKey = KEY_F10; break;
- case VK::F11: actualKey = KEY_F11; break;
- case VK::F12: actualKey = KEY_F12; break;
- case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
- case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
- case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
- case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
- case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
- case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
- case VK::Number0: actualKey = KEY_ZERO; break;
- case VK::Number1: actualKey = KEY_ONE; break;
- case VK::Number2: actualKey = KEY_TWO; break;
- case VK::Number3: actualKey = KEY_THREE; break;
- case VK::Number4: actualKey = KEY_FOUR; break;
- case VK::Number5: actualKey = KEY_FIVE; break;
- case VK::Number6: actualKey = KEY_SIX; break;
- case VK::Number7: actualKey = KEY_SEVEN; break;
- case VK::Number8: actualKey = KEY_EIGHT; break;
- case VK::Number9: actualKey = KEY_NINE; break;
- case VK::NumberPad0: actualKey = KEY_KP_0; break;
- case VK::NumberPad1: actualKey = KEY_KP_1; break;
- case VK::NumberPad2: actualKey = KEY_KP_2; break;
- case VK::NumberPad3: actualKey = KEY_KP_3; break;
- case VK::NumberPad4: actualKey = KEY_KP_4; break;
- case VK::NumberPad5: actualKey = KEY_KP_5; break;
- case VK::NumberPad6: actualKey = KEY_KP_6; break;
- case VK::NumberPad7: actualKey = KEY_KP_7; break;
- case VK::NumberPad8: actualKey = KEY_KP_8; break;
- case VK::NumberPad9: actualKey = KEY_KP_9; break;
- case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
- case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
- case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
- case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
- case VK::Add: actualKey = KEY_KP_ADD; break;
- // UWP Doesn't have a specific keypad enter or equal...
- case VK::A: actualKey = KEY_A; break;
- case VK::B: actualKey = KEY_B; break;
- case VK::C: actualKey = KEY_C; break;
- case VK::D: actualKey = KEY_D; break;
- case VK::E: actualKey = KEY_E; break;
- case VK::F: actualKey = KEY_F; break;
- case VK::G: actualKey = KEY_G; break;
- case VK::H: actualKey = KEY_H; break;
- case VK::I: actualKey = KEY_I; break;
- case VK::J: actualKey = KEY_J; break;
- case VK::K: actualKey = KEY_K; break;
- case VK::L: actualKey = KEY_L; break;
- case VK::M: actualKey = KEY_M; break;
- case VK::N: actualKey = KEY_N; break;
- case VK::O: actualKey = KEY_O; break;
- case VK::P: actualKey = KEY_P; break;
- case VK::Q: actualKey = KEY_Q; break;
- case VK::R: actualKey = KEY_R; break;
- case VK::S: actualKey = KEY_S; break;
- case VK::T: actualKey = KEY_T; break;
- case VK::U: actualKey = KEY_U; break;
- case VK::V: actualKey = KEY_V; break;
- case VK::W: actualKey = KEY_W; break;
- case VK::X: actualKey = KEY_X; break;
- case VK::Y: actualKey = KEY_Y; break;
- case VK::Z: actualKey = KEY_Z; break;
- // I don't think we can have any more
- }
- return actualKey;
-}
-
-void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
-{
- auto k = GetRaylibKey(args->VirtualKey);
- auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
- if (k != -1) UWPKeyDownEvent(k, true, controlState);
- args->Handled = true;
-}
-
-void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
-{
- auto k = GetRaylibKey(args->VirtualKey);
- if (k != -1) UWPKeyDownEvent(k, false, false);
- args->Handled = true;
-}
-
-void App::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
-{
- UWPKeyCharEvent(args->KeyCode);
-}
-
-void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
-{
- // This simply stops the program from closing.
- args->Handled = true;
-}
-
-// AppSource implementation
-Windows::ApplicationModel::Core::IFrameworkView ^AppSource::CreateView()
-{
- return ref new App();
-}
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;
- };
-}
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
deleted file mode 100644
index e26771cb..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png
deleted file mode 100644
index 1eb0d9d5..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png
deleted file mode 100644
index c951e031..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png
deleted file mode 100644
index dcb67271..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png b/projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
deleted file mode 100644
index 9dd94b62..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest b/projects/VS2017.UWP/raylib.App.UWP/Package.appxmanifest
deleted file mode 100644
index 56020a50..00000000
--- a/projects/VS2017.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/VS2017.UWP/raylib.App.UWP/packages.config b/projects/VS2017.UWP/raylib.App.UWP/packages.config
deleted file mode 100644
index 70c3dea0..00000000
--- a/projects/VS2017.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/VS2017.UWP/raylib.App.UWP/pch.cpp b/projects/VS2017.UWP/raylib.App.UWP/pch.cpp
deleted file mode 100644
index bcb5590b..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/pch.cpp
+++ /dev/null
@@ -1 +0,0 @@
-#include "pch.h"
diff --git a/projects/VS2017.UWP/raylib.App.UWP/pch.h b/projects/VS2017.UWP/raylib.App.UWP/pch.h
deleted file mode 100644
index dcbd2378..00000000
--- a/projects/VS2017.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/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
deleted file mode 100644
index 0ada3be0..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
+++ /dev/null
Binary files differ
diff --git a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.filters
deleted file mode 100644
index 4e83c979..00000000
--- a/projects/VS2017.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/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
deleted file mode 100644
index 0c3c0e77..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
+++ /dev/null
@@ -1,179 +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>10.0.18362.0</WindowsTargetPlatformVersion>
- <WindowsTargetPlatformMinVersion>10.0.18362.0</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>$(DefaultPlatformToolset)</PlatformToolset>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
- <ConfigurationType>Application</ConfigurationType>
- <UseDebugLibraries>false</UseDebugLibraries>
- <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
- </PropertyGroup>
- <Import Project="$(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>
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
- <OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
- <IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
- </PropertyGroup>
- <ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
- <Link>
- <AdditionalDependencies>mincore.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
- <Link>
- <AdditionalDependencies>mincore.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>$(VCInstallDir)\lib\store; $(VCInstallDir)\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
- <Link>
- <AdditionalDependencies>mincore.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <AdditionalLibraryDirectories>$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
- <ClCompile>
- <PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
- <PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
- <AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
- <DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
- <PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">MultiThreadedDebugDLL</RuntimeLibrary>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">MultiThreadedDebugDLL</RuntimeLibrary>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">MultiThreadedDebugDLL</RuntimeLibrary>
- </ClCompile>
- <ProjectReference>
- <LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
- </ProjectReference>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(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>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
- <OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">MultiThreadedDLL</RuntimeLibrary>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MultiThreadedDLL</RuntimeLibrary>
- <RuntimeLibrary Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MultiThreadedDLL</RuntimeLibrary>
- </ClCompile>
- <Link>
- <AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">/NODEFAULTLIB %(AdditionalOptions)</AdditionalOptions>
- </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="raylib.App.UWP.TemporaryKey.pfx" />
- </ItemGroup>
- <ItemGroup>
- <ProjectReference Include="..\raylib.UWP\raylib.UWP.vcxproj">
- <Project>{ea91e088-7c71-4f32-b761-e054305cd519}</Project>
- </ProjectReference>
- </ItemGroup>
- <ItemGroup>
- <None Include="packages.config" />
- </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> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters b/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters
deleted file mode 100644
index ce747ba6..00000000
--- a/projects/VS2017.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj.filters
+++ /dev/null
@@ -1,39 +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\Logo.scale-100.png">
- <Filter>Logo</Filter>
- </Image>
- <Image Include="Assets\SmallLogo.scale-100.png">
- <Filter>Logo</Filter>
- </Image>
- <Image Include="Assets\StoreLogo.scale-100.png">
- <Filter>Logo</Filter>
- </Image>
- <Image Include="Assets\WideLogo.scale-100.png">
- <Filter>Logo</Filter>
- </Image>
- <Image Include="Assets\SplashScreen.scale-100.png">
- <Filter>Logo</Filter>
- </Image>
- </ItemGroup>
- <ItemGroup>
- <AppxManifest Include="Package.appxmanifest" />
- </ItemGroup>
- <ItemGroup>
- <Filter Include="Logo">
- <UniqueIdentifier>{cdf72d55-f249-4ad6-9a91-f8a084e64933}</UniqueIdentifier>
- </Filter>
- </ItemGroup>
- <ItemGroup>
- <None Include="packages.config" />
- </ItemGroup>
-</Project> \ No newline at end of file
diff --git a/projects/VS2017.UWP/raylib.UWP.sln b/projects/VS2017.UWP/raylib.UWP.sln
deleted file mode 100644
index fb528655..00000000
--- a/projects/VS2017.UWP/raylib.UWP.sln
+++ /dev/null
@@ -1,57 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 15
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