Reviewed UWP project config
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@ -29,6 +29,20 @@ using namespace raylibUWP;
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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// Gamepad bindings struct
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struct GamepadBinding
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{
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Gamepad^ Gamepad = nullptr;
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bool Ready = false;
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};
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// Global variables
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static int posX = 100;
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static int posY = 100;
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static int gTime = 0;
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static bool mouseLocked = false;
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static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
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// The main function creates an IFrameworkViewSource for our app, and runs the app
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[Platform::MTAThread]
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int main(Platform::Array<Platform::String^>^)
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@ -48,7 +62,7 @@ App::App()
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void App::Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView)
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{
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// Register event handlers for app lifecycle. This example includes Activated, so that we
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// can make the CoreWindow active and start rendering on the window.
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// can make the CoreWindow active and start rendering on the window.
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applicationView->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
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// Logic for other event handlers could go here.
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@ -92,55 +106,38 @@ void App::SetWindow(Windows::UI::Core::CoreWindow^ window)
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void App::Load(Platform::String ^entryPoint) {} // Ignored for this example
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static bool mouseLocked = false;
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void App::Run()
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{
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// Set up our UWP implementation
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UWPSetQueryTimeFunc([]()
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{
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static auto timeStart = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
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return time_span.count();
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});
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UWPSetQueryTimeFunc([]() {
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static auto timeStart = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> time_span = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - timeStart);
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return time_span.count(); });
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UWPSetSleepFunc([](double seconds) { std::this_thread::sleep_for(std::chrono::duration<double>(seconds)); });
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UWPSetDisplaySizeFunc([](int* width, int* height)
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{
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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*width = dInfo->ScreenWidthInRawPixels;
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*height = dInfo->ScreenHeightInRawPixels;
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});
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UWPSetDisplaySizeFunc([](int* width, int* height) {
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// Get display dimensions
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DisplayInformation^ dInfo = DisplayInformation::GetForCurrentView();
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*width = dInfo->ScreenWidthInRawPixels;
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*height = dInfo->ScreenHeightInRawPixels; });
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UWPSetMouseHideFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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});
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UWPSetMouseHideFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = nullptr; });
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UWPSetMouseShowFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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});
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UWPSetMouseShowFunc([]() { CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); });
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UWPSetMouseLockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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mouseLocked = true;
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});
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UWPSetMouseLockFunc([]() {
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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mouseLocked = true; });
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UWPSetMouseUnlockFunc([]()
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{
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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mouseLocked = false;
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});
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UWPSetMouseUnlockFunc([]() {
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CoreWindow::GetForCurrentThread()->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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mouseLocked = false; });
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UWPSetMouseSetPosFunc([](int x, int y)
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{
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
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window->PointerPosition = mousePosScreen;
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});
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UWPSetMouseSetPosFunc([](int x, int y) {
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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Point mousePosScreen = Point(x + window->Bounds.X, y + window->Bounds.Y);
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window->PointerPosition = mousePosScreen; });
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// Set custom output handle
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SetTraceLogCallback([](int logType, const char* text, va_list args)
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@ -165,7 +162,7 @@ void App::Run()
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});
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// Create window
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InitWindow(640, 480, "raylib game example");
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InitWindow(800, 450, "raylib UWP - Basic example");
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// Run game loop
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while (!WindowShouldClose() && !mSuspended)
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@ -175,8 +172,13 @@ void App::Run()
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PreProcessInputs();
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GameLoop();
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PostProcessInputs();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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} else CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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CloseWindow();
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@ -187,10 +189,6 @@ void App::Uninitialize()
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// Do any UWP cleanup here.
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}
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static int posX = 100;
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static int posY = 100;
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static int gTime = 0;
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// This method is called every frame
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void App::GameLoop()
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{
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@ -242,14 +240,6 @@ void App::GameLoop()
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//----------------------------------------------------------------------------------
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}
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struct GamepadBinding
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{
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Gamepad^ Gamepad = nullptr;
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bool Ready = false;
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};
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static GamepadBinding gGamepadBindings[MAX_GAMEPADS];
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void App::PreProcessInputs()
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{
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// 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.
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@ -467,86 +457,86 @@ int App::GetRaylibKey(Windows::System::VirtualKey kVey)
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int actualKey = -1;
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switch (kVey)
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{
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case VK::Back: actualKey = KEY_BACKSPACE; break;
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case VK::Space: actualKey = KEY_SPACE; break;
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case VK::Escape: actualKey = KEY_ESCAPE; break;
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case VK::Enter: actualKey = KEY_ENTER; break;
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case VK::Delete: actualKey = KEY_DELETE; break;
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case VK::Right: actualKey = KEY_RIGHT; break;
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case VK::Left: actualKey = KEY_LEFT; break;
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case VK::Down: actualKey = KEY_DOWN; break;
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case VK::Up: actualKey = KEY_UP; break;
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case VK::F1: actualKey = KEY_F1; break;
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case VK::F2: actualKey = KEY_F2; break;
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case VK::F3: actualKey = KEY_F3; break;
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case VK::F4: actualKey = KEY_F4; break;
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case VK::F5: actualKey = KEY_F5; break;
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case VK::F6: actualKey = KEY_F6; break;
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case VK::F7: actualKey = KEY_F7; break;
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case VK::F8: actualKey = KEY_F8; break;
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case VK::F9: actualKey = KEY_F9; break;
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case VK::F10: actualKey = KEY_F10; break;
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case VK::F11: actualKey = KEY_F11; break;
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case VK::F12: actualKey = KEY_F12; break;
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case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
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case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
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case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
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case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
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case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
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case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
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case VK::Number0: actualKey = KEY_ZERO; break;
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case VK::Number1: actualKey = KEY_ONE; break;
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case VK::Number2: actualKey = KEY_TWO; break;
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case VK::Number3: actualKey = KEY_THREE; break;
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case VK::Number4: actualKey = KEY_FOUR; break;
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case VK::Number5: actualKey = KEY_FIVE; break;
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case VK::Number6: actualKey = KEY_SIX; break;
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case VK::Number7: actualKey = KEY_SEVEN; break;
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case VK::Number8: actualKey = KEY_EIGHT; break;
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case VK::Number9: actualKey = KEY_NINE; break;
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case VK::NumberPad0: actualKey = KEY_KP_0; break;
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case VK::NumberPad1: actualKey = KEY_KP_1; break;
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case VK::NumberPad2: actualKey = KEY_KP_2; break;
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case VK::NumberPad3: actualKey = KEY_KP_3; break;
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case VK::NumberPad4: actualKey = KEY_KP_4; break;
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case VK::NumberPad5: actualKey = KEY_KP_5; break;
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case VK::NumberPad6: actualKey = KEY_KP_6; break;
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case VK::NumberPad7: actualKey = KEY_KP_7; break;
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case VK::NumberPad8: actualKey = KEY_KP_8; break;
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case VK::NumberPad9: actualKey = KEY_KP_9; break;
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case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
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case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
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case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
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case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
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case VK::Add: actualKey = KEY_KP_ADD; break;
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// UWP Doesn't have a specific keypad enter or equal...
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case VK::A: actualKey = KEY_A; break;
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case VK::B: actualKey = KEY_B; break;
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case VK::C: actualKey = KEY_C; break;
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case VK::D: actualKey = KEY_D; break;
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case VK::E: actualKey = KEY_E; break;
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case VK::F: actualKey = KEY_F; break;
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case VK::G: actualKey = KEY_G; break;
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case VK::H: actualKey = KEY_H; break;
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case VK::I: actualKey = KEY_I; break;
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case VK::J: actualKey = KEY_J; break;
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case VK::K: actualKey = KEY_K; break;
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case VK::L: actualKey = KEY_L; break;
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case VK::M: actualKey = KEY_M; break;
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case VK::N: actualKey = KEY_N; break;
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case VK::O: actualKey = KEY_O; break;
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case VK::P: actualKey = KEY_P; break;
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case VK::Q: actualKey = KEY_Q; break;
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case VK::R: actualKey = KEY_R; break;
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case VK::S: actualKey = KEY_S; break;
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case VK::T: actualKey = KEY_T; break;
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case VK::U: actualKey = KEY_U; break;
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case VK::V: actualKey = KEY_V; break;
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case VK::W: actualKey = KEY_W; break;
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case VK::X: actualKey = KEY_X; break;
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case VK::Y: actualKey = KEY_Y; break;
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case VK::Z: actualKey = KEY_Z; break;
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// I don't think we can have any more
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case VK::Back: actualKey = KEY_BACKSPACE; break;
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case VK::Space: actualKey = KEY_SPACE; break;
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case VK::Escape: actualKey = KEY_ESCAPE; break;
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case VK::Enter: actualKey = KEY_ENTER; break;
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case VK::Delete: actualKey = KEY_DELETE; break;
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case VK::Right: actualKey = KEY_RIGHT; break;
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case VK::Left: actualKey = KEY_LEFT; break;
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case VK::Down: actualKey = KEY_DOWN; break;
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case VK::Up: actualKey = KEY_UP; break;
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case VK::F1: actualKey = KEY_F1; break;
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case VK::F2: actualKey = KEY_F2; break;
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case VK::F3: actualKey = KEY_F3; break;
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case VK::F4: actualKey = KEY_F4; break;
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case VK::F5: actualKey = KEY_F5; break;
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case VK::F6: actualKey = KEY_F6; break;
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case VK::F7: actualKey = KEY_F7; break;
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case VK::F8: actualKey = KEY_F8; break;
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case VK::F9: actualKey = KEY_F9; break;
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case VK::F10: actualKey = KEY_F10; break;
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case VK::F11: actualKey = KEY_F11; break;
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case VK::F12: actualKey = KEY_F12; break;
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case VK::LeftShift: actualKey = KEY_LEFT_SHIFT; break;
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case VK::LeftControl: actualKey = KEY_LEFT_CONTROL; break;
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case VK::LeftMenu: actualKey = KEY_LEFT_ALT; break;
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case VK::RightShift: actualKey = KEY_RIGHT_SHIFT; break;
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case VK::RightControl: actualKey = KEY_RIGHT_CONTROL; break;
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case VK::RightMenu: actualKey = KEY_RIGHT_ALT; break;
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case VK::Number0: actualKey = KEY_ZERO; break;
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case VK::Number1: actualKey = KEY_ONE; break;
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case VK::Number2: actualKey = KEY_TWO; break;
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case VK::Number3: actualKey = KEY_THREE; break;
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case VK::Number4: actualKey = KEY_FOUR; break;
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case VK::Number5: actualKey = KEY_FIVE; break;
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case VK::Number6: actualKey = KEY_SIX; break;
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case VK::Number7: actualKey = KEY_SEVEN; break;
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case VK::Number8: actualKey = KEY_EIGHT; break;
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case VK::Number9: actualKey = KEY_NINE; break;
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case VK::NumberPad0: actualKey = KEY_KP_0; break;
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case VK::NumberPad1: actualKey = KEY_KP_1; break;
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case VK::NumberPad2: actualKey = KEY_KP_2; break;
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case VK::NumberPad3: actualKey = KEY_KP_3; break;
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case VK::NumberPad4: actualKey = KEY_KP_4; break;
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case VK::NumberPad5: actualKey = KEY_KP_5; break;
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case VK::NumberPad6: actualKey = KEY_KP_6; break;
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case VK::NumberPad7: actualKey = KEY_KP_7; break;
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case VK::NumberPad8: actualKey = KEY_KP_8; break;
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case VK::NumberPad9: actualKey = KEY_KP_9; break;
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case VK::Decimal: actualKey = KEY_KP_DECIMAL; break;
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case VK::Divide: actualKey = KEY_KP_DIVIDE; break;
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case VK::Multiply: actualKey = KEY_KP_MULTIPLY; break;
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case VK::Subtract: actualKey = KEY_KP_SUBTRACT; break;
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case VK::Add: actualKey = KEY_KP_ADD; break;
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// UWP Doesn't have a specific keypad enter or equal...
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case VK::A: actualKey = KEY_A; break;
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case VK::B: actualKey = KEY_B; break;
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case VK::C: actualKey = KEY_C; break;
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case VK::D: actualKey = KEY_D; break;
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case VK::E: actualKey = KEY_E; break;
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case VK::F: actualKey = KEY_F; break;
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case VK::G: actualKey = KEY_G; break;
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case VK::H: actualKey = KEY_H; break;
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case VK::I: actualKey = KEY_I; break;
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case VK::J: actualKey = KEY_J; break;
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case VK::K: actualKey = KEY_K; break;
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case VK::L: actualKey = KEY_L; break;
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case VK::M: actualKey = KEY_M; break;
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case VK::N: actualKey = KEY_N; break;
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case VK::O: actualKey = KEY_O; break;
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case VK::P: actualKey = KEY_P; break;
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case VK::Q: actualKey = KEY_Q; break;
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case VK::R: actualKey = KEY_R; break;
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case VK::S: actualKey = KEY_S; break;
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case VK::T: actualKey = KEY_T; break;
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case VK::U: actualKey = KEY_U; break;
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case VK::V: actualKey = KEY_V; break;
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case VK::W: actualKey = KEY_W; break;
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case VK::X: actualKey = KEY_X; break;
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case VK::Y: actualKey = KEY_Y; break;
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case VK::Z: actualKey = KEY_Z; break;
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// I don't think we can have any more
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}
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return actualKey;
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}
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@ -555,17 +545,14 @@ void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::Ke
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{
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auto k = GetRaylibKey(args->VirtualKey);
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auto controlState = (sender->GetKeyState(Windows::System::VirtualKey::Control) & Windows::UI::Core::CoreVirtualKeyStates::Down) == Windows::UI::Core::CoreVirtualKeyStates::Down;
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if (k != -1) {
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UWPKeyDownEvent(k, true, controlState);
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}
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if (k != -1) UWPKeyDownEvent(k, true, controlState);
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args->Handled = true;
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}
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void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
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{
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auto k = GetRaylibKey(args->VirtualKey);
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if (k != -1)
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UWPKeyDownEvent(k, false, false);
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if (k != -1) UWPKeyDownEvent(k, false, false);
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args->Handled = true;
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}
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@ -61,28 +61,28 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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<IncludePath>$(IncludePath)</IncludePath>
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<LibraryPath>$(LibraryPath)</LibraryPath>
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<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
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<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
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<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
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<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
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<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
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<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
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<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
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<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
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<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
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<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
|
||||
<Link>
|
||||
@ -110,6 +110,9 @@
|
||||
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
|
||||
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary Condition="'$(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)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
|
||||
@ -125,6 +128,9 @@
|
||||
<PreprocessorDefinitions>PLATFORM_UWP;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs Condition="'$(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)|$(Platform)'=='Release|x64'">/NODEFAULTLIB %(AdditionalOptions)</AdditionalOptions>
|
||||
|
@ -129,33 +129,33 @@
|
||||
<PropertyGroup />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<GenerateManifest>false</GenerateManifest>
|
||||
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)\obj\$(Platform)\$(Configuration)\</IntDir>
|
||||
<OutDir>$(SolutionDir)\Build\$(ProjectName)\bin\$(Configuration)\$(Platform)</OutDir>
|
||||
<IntDir>$(SolutionDir)\Build\$(ProjectName)\obj\$(Configuration)\$(Platform)</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
Loading…
Reference in New Issue
Block a user