Add keyboard input
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/App.obj
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/App.obj
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/pch.obj
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/pch.obj
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/pch.pch
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project/vs2015.UWP/raylib.App.UWP/ARM/Release/pch.pch
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#TargetFrameworkVersion=:PlatformToolSet=v140:EnableManagedIncrementalBuild=false:VCToolArchitecture=Native32Bit:WindowsTargetPlatformVersion=10.0.14393.0
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Release|ARM|C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\|
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@ -23,14 +23,23 @@ using namespace raylibUWP;
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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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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static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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//#define MAX_KEYS 512
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static char previousKeyState[512] = { 0 }; // Contains previous frame keyboard state
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static char currentKeyState[512] = { 0 }; // Contains current frame keyboard state
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void UWP_PollInput()
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{
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// Register previous keyboard state
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for (int k = 0; k < 512; k++) previousKeyState[k] = currentKeyState[k];
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// NOTE: Since UWP updates key state while our game is processing, the current key state really is the CURRENT, most up to date key state - not the key state from last frame.
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// If we register the current key state as the last key state right before processing the frame, prev and current keyboard states will nearly always be identical.
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// In the future, we should either create a third cache for windows to write key changes into, or better yet, just poll the keyboard using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_
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// Check if gamepads are ready
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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@ -77,9 +86,138 @@ void UWP_PollInput()
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
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}
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}
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}
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/* OTHER CODE*/
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// Stand-ins for "core.c" variables
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// NOTE(sam): We could also poll for all keys every frame using CoreWindow's GetKeyState https://docs.microsoft.com/en-us/uwp/api/windows.ui.core.corewindow#Windows_UI_Core_CoreWindow_GetKeyState_Windows_System_VirtualKey_
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// Helper to process key events
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inline void ProcessKeyEvent(Windows::System::VirtualKey key, int action)
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{
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using Windows::System::VirtualKey;
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switch (key)
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{
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case VirtualKey::Space: currentKeyState[KEY_SPACE] = action; break;
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case VirtualKey::Escape: currentKeyState[KEY_ESCAPE] = action; break;
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case VirtualKey::Enter: currentKeyState[KEY_ENTER] = action; break;
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case VirtualKey::Delete: currentKeyState[KEY_BACKSPACE] = action; break;
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case VirtualKey::Right: currentKeyState[KEY_RIGHT] = action; break;
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case VirtualKey::Left: currentKeyState[KEY_LEFT] = action; break;
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case VirtualKey::Down: currentKeyState[KEY_DOWN] = action; break;
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case VirtualKey::Up: currentKeyState[KEY_UP] = action; break;
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case VirtualKey::F1: currentKeyState[KEY_F1] = action; break;
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case VirtualKey::F2: currentKeyState[KEY_F2] = action; break;
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case VirtualKey::F3: currentKeyState[KEY_F4] = action; break;
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case VirtualKey::F4: currentKeyState[KEY_F5] = action; break;
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case VirtualKey::F5: currentKeyState[KEY_F6] = action; break;
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case VirtualKey::F6: currentKeyState[KEY_F7] = action; break;
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case VirtualKey::F7: currentKeyState[KEY_F8] = action; break;
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case VirtualKey::F8: currentKeyState[KEY_F9] = action; break;
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case VirtualKey::F9: currentKeyState[KEY_F10] = action; break;
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case VirtualKey::F10: currentKeyState[KEY_F11] = action; break;
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case VirtualKey::F11: currentKeyState[KEY_F12] = action; break;
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case VirtualKey::LeftShift: currentKeyState[KEY_LEFT_SHIFT] = action; break;
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case VirtualKey::LeftControl: currentKeyState[KEY_LEFT_CONTROL] = action; break;
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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
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case VirtualKey::RightShift: currentKeyState[KEY_RIGHT_SHIFT] = action; break;
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case VirtualKey::RightControl: currentKeyState[KEY_RIGHT_CONTROL] = action; break;
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case VirtualKey::RightMenu: currentKeyState[KEY_RIGHT_ALT] = action; break;
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case VirtualKey::Number0: currentKeyState[KEY_ZERO] = action; break;
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case VirtualKey::Number1: currentKeyState[KEY_ONE] = action; break;
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case VirtualKey::Number2: currentKeyState[KEY_TWO] = action; break;
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case VirtualKey::Number3: currentKeyState[KEY_THREE] = action; break;
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case VirtualKey::Number4: currentKeyState[KEY_FOUR] = action; break;
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case VirtualKey::Number5: currentKeyState[KEY_FIVE] = action; break;
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case VirtualKey::Number6: currentKeyState[KEY_SIX] = action; break;
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case VirtualKey::Number7: currentKeyState[KEY_SEVEN] = action; break;
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case VirtualKey::Number8: currentKeyState[KEY_EIGHT] = action; break;
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case VirtualKey::Number9: currentKeyState[KEY_NINE] = action; break;
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case VirtualKey::A: currentKeyState[KEY_A] = action; break;
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case VirtualKey::B: currentKeyState[KEY_B] = action; break;
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case VirtualKey::C: currentKeyState[KEY_C] = action; break;
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case VirtualKey::D: currentKeyState[KEY_D] = action; break;
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case VirtualKey::E: currentKeyState[KEY_E] = action; break;
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case VirtualKey::F: currentKeyState[KEY_F] = action; break;
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case VirtualKey::G: currentKeyState[KEY_G] = action; break;
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case VirtualKey::H: currentKeyState[KEY_H] = action; break;
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case VirtualKey::I: currentKeyState[KEY_I] = action; break;
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case VirtualKey::J: currentKeyState[KEY_J] = action; break;
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case VirtualKey::K: currentKeyState[KEY_K] = action; break;
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case VirtualKey::L: currentKeyState[KEY_L] = action; break;
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case VirtualKey::M: currentKeyState[KEY_M] = action; break;
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case VirtualKey::N: currentKeyState[KEY_N] = action; break;
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case VirtualKey::O: currentKeyState[KEY_O] = action; break;
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case VirtualKey::P: currentKeyState[KEY_P] = action; break;
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case VirtualKey::Q: currentKeyState[KEY_Q] = action; break;
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case VirtualKey::R: currentKeyState[KEY_R] = action; break;
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case VirtualKey::S: currentKeyState[KEY_S] = action; break;
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case VirtualKey::T: currentKeyState[KEY_T] = action; break;
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case VirtualKey::U: currentKeyState[KEY_U] = action; break;
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case VirtualKey::V: currentKeyState[KEY_V] = action; break;
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case VirtualKey::W: currentKeyState[KEY_W] = action; break;
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case VirtualKey::X: currentKeyState[KEY_X] = action; break;
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case VirtualKey::Y: currentKeyState[KEY_Y] = action; break;
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case VirtualKey::Z: currentKeyState[KEY_Z] = action; break;
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}
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}
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void App::OnKeyDown(CoreWindow ^ sender, KeyEventArgs ^ args)
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{
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ProcessKeyEvent(args->VirtualKey, 1);
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}
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void App::OnKeyUp(CoreWindow ^ sender, KeyEventArgs ^ args)
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{
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ProcessKeyEvent(args->VirtualKey, 0);
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}
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// The following functions were reimplemented for UWP from core.c
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static bool GetKeyStatus(int key)
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{
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return currentKeyState[key];
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}
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// The following functions were ripped from core.c
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// Detect if a key has been pressed once
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bool UWPIsKeyPressed(int key)
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{
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bool pressed = false;
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1))
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pressed = true;
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else pressed = false;
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return pressed;
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}
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// Detect if a key is being pressed (key held down)
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bool UWPIsKeyDown(int key)
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{
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if (GetKeyStatus(key) == 1) return true;
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else return false;
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}
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// Detect if a key has been released once
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bool UWPIsKeyReleased(int key)
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{
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bool released = false;
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
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else released = false;
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return released;
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}
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// Detect if a key is NOT being pressed (key not held down)
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bool UWPIsKeyUp(int key)
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{
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if (GetKeyStatus(key) == 0) return true;
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else return false;
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}
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/* OTHER CODE */
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// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
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inline float ConvertDipsToPixels(float dips, float dpi)
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@ -139,6 +277,8 @@ void App::SetWindow(CoreWindow^ window)
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currentDisplayInformation->DpiChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
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currentDisplayInformation->OrientationChanged += ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
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window->KeyDown += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyDown);
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window->KeyUp += ref new TypedEventHandler<CoreWindow ^, KeyEventArgs ^>(this, &App::OnKeyUp);
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// The CoreWindow has been created, so EGL can be initialized.
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InitWindow(800, 450, (EGLNativeWindowType)window);
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@ -150,6 +290,8 @@ void App::Load(Platform::String^ entryPoint)
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// InitWindow() --> rlglInit()
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}
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static int posX = 100;
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static int posY = 100;
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// This method is called after the window becomes active.
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void App::Run()
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{
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@ -157,18 +299,33 @@ void App::Run()
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{
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if (mWindowVisible)
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{
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// Update
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// Draw
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(100, 100, 400, 100, RED);
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posX += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_X] * 5;
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posY += gamepadAxisState[GAMEPAD_PLAYER1][GAMEPAD_XBOX_AXIS_LEFT_Y] * -5;
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DrawRectangle(posX, posY, 400, 100, RED);
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DrawLine(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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if(UWPIsKeyDown(KEY_S))
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{
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DrawCircle(100, 100, 100, BLUE);
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}
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if(UWPIsKeyPressed(KEY_A))
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{
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posX -= 50;
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}
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EndDrawing();
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// Update
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UWP_PollInput(); // TODO: Move to beginning of frame - currently at end of frame to accomodate keyboard callback
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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}
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@ -33,6 +33,10 @@ namespace raylibUWP
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void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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// Input Event Handlers
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void OnKeyDown(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
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void OnKeyUp(Windows::UI::Core::CoreWindow ^ sender, Windows::UI::Core::KeyEventArgs ^ args);
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private:
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bool mWindowClosed;
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="ANGLE.WindowsStore" version="2.1.2" targetFramework="native" />
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<package id="ANGLE.WindowsStore" version="2.1.13" targetFramework="native" />
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</packages>
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<PropertyGroup>
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<PackageCertificateKeyFile>raylib.App.UWP.TemporaryKey.pfx</PackageCertificateKeyFile>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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<IncludePath>C:\Users\Sam\Documents\GitHub\raylib\release\include;$(IncludePath)</IncludePath>
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<LibraryPath>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\raylib\Debug;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
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<Link>
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<AdditionalDependencies>mincore.lib; %(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store\arm; $(VCInstallDir)\lib\arm</AdditionalLibraryDirectories>
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<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm</AdditionalLibraryDirectories>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
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<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
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<Link>
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<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\x64\Debug;C:\Users\Alumno\Downloads\angle\UWP_OpenGLES2\raylib;%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\amd64;$(VCInstallDir)\lib\amd64</AdditionalLibraryDirectories>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
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<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<ProjectReference>
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<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
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</ProjectReference>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
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<ClCompile>
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<AppxManifest Include="Package.appxmanifest">
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<SubType>Designer</SubType>
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</AppxManifest>
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<None Include="raylib.App.UWP.TemporaryKey.pfx" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="raylib.App.UWP.TemporaryKey.pfx" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<Import Project="..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets')" />
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<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')" />
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</ImportGroup>
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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<PropertyGroup>
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<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>
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</PropertyGroup>
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<Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.2\build\native\ANGLE.WindowsStore.targets'))" />
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<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'))" />
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</Target>
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</Project>
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{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Build.0 = Release|Win32
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{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Deploy.0 = Release|Win32
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.ActiveCfg = Debug|Win32
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x64.ActiveCfg = Debug|Win32
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x64.ActiveCfg = Debug|x64
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.ActiveCfg = Debug|Win32
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.Build.0 = Debug|Win32
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|ARM.ActiveCfg = Release|Win32
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project/vs2015.UWP/raylib/Release/core.obj
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project/vs2015.UWP/raylib/Release/models.obj
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project/vs2015.UWP/raylib/Release/models.obj
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project/vs2015.UWP/raylib/Release/raylib.lib
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project/vs2015.UWP/raylib/Release/raylib.lib
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.command.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.command.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.read.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.read.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.write.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/CL.write.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/lib.command.1.tlog
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project/vs2015.UWP/raylib/Release/raylib.tlog/lib.command.1.tlog
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@ -0,0 +1,2 @@
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#TargetFrameworkVersion=v4.0:PlatformToolSet=v140:EnableManagedIncrementalBuild=false:VCToolArchitecture=Native32Bit:WindowsTargetPlatformVersion=10.0.14393.0
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Release|Win32|C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\|
|
BIN
project/vs2015.UWP/raylib/Release/rlgl.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/rlgl.obj
Normal file
Binary file not shown.
BIN
project/vs2015.UWP/raylib/Release/shapes.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/shapes.obj
Normal file
Binary file not shown.
BIN
project/vs2015.UWP/raylib/Release/stb_vorbis.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/stb_vorbis.obj
Normal file
Binary file not shown.
BIN
project/vs2015.UWP/raylib/Release/text.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/text.obj
Normal file
Binary file not shown.
BIN
project/vs2015.UWP/raylib/Release/textures.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/textures.obj
Normal file
Binary file not shown.
BIN
project/vs2015.UWP/raylib/Release/utils.obj
Normal file
BIN
project/vs2015.UWP/raylib/Release/utils.obj
Normal file
Binary file not shown.
@ -5,10 +5,18 @@
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{E89D61AC-55DE-4482-AFD4-DF7242EBC859}</ProjectGuid>
|
||||
@ -23,6 +31,12 @@
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
@ -30,6 +44,13 @@
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
@ -38,13 +59,20 @@
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)$(ProjectName)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)$(ProjectName)\$(Configuration)\temp</IntDir>
|
||||
@ -66,6 +94,23 @@
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external\include\ANGLE</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
</Link>
|
||||
<Lib>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
@ -84,6 +129,24 @@
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\include\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
|
Loading…
x
Reference in New Issue
Block a user