Kaynağa Gözat

Remove VS2017 UWP project

Not properly configured, use VS2015.UWP as reference
raysan5 7 yıl önce
ebeveyn
işleme
2875f4cf11

+ 0 - 558
projects/VS2017/raylib.App.UWP/App.cpp

@@ -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();
-}

+ 0 - 49
projects/VS2017/raylib.App.UWP/App.h

@@ -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;
-    };
-}

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projects/VS2017/raylib.App.UWP/Assets/Logo.scale-100.png


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projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.png


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projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.png


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projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.png


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projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.png


+ 0 - 26
projects/VS2017/raylib.App.UWP/Package.appxmanifest

@@ -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>

+ 0 - 4
projects/VS2017/raylib.App.UWP/packages.config

@@ -1,4 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<packages>
-  <package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
-</packages>

+ 0 - 1
projects/VS2017/raylib.App.UWP/pch.cpp

@@ -1 +0,0 @@
-#include "pch.h"

+ 0 - 16
projects/VS2017/raylib.App.UWP/pch.h

@@ -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>

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projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx


+ 0 - 42
projects/VS2017/raylib.App.UWP/raylib.App.UWP.filters

@@ -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>

+ 0 - 4
projects/VS2017/raylib.App.UWP/raylib.App.UWP.user

@@ -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>