Add staging uwp build files

This commit is contained in:
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2024-03-11 15:03:08 -04:00
parent 27a907408c
commit bfdb737cf9
2 changed files with 152 additions and 0 deletions
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<?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"
xmlns:rescap="http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities"
xmlns:uap3="http://schemas.microsoft.com/appx/manifest/uap/windows10/3"
xmlns:uap4="http://schemas.microsoft.com/appx/manifest/uap/windows10/4"
xmlns:iot="http://schemas.microsoft.com/appx/manifest/iot/windows10"
xmlns:uap2="http://schemas.microsoft.com/appx/manifest/uap/windows10/2"
xmlns:uap6="http://schemas.microsoft.com/appx/manifest/uap/windows10/6"
IgnorableNamespaces="uap mp uap3 uap4 iot uap2 uap6">
<Identity
Name="0587b567-7771-46ca-a4e2-0ec8ef4343c0"
Publisher="CN=datboi"
Version="1.0.0.0" />
<mp:PhoneIdentity PhoneProductId="0587b567-7771-46ca-a4e2-0ec8ef4343c0" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>soh_uwp</DisplayName>
<PublisherDisplayName>danwo</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="soh_uwp.App">
<uap:VisualElements
DisplayName="soh_uwp"
Square150x150Logo="Assets\Square150x150Logo.png"
Square44x44Logo="Assets\Square44x44Logo.png"
Description="soh_uwp"
BackgroundColor="transparent">
<uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png"/>
<uap:SplashScreen Image="Assets\SplashScreen.png" />
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<rescap:Capability Name="runFullTrust"/>
<rescap:Capability Name="broadFileSystemAccess" />
<rescap:Capability Name="expandedResources" />
<Capability Name="internetClient" />
<uap:Capability Name="removableStorage"/>
</Capabilities>
</Package>
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/*
SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14
*/
/* At least one file in any SDL/WinRT app appears to require compilation
with C++/CX, otherwise a Windows Metadata file won't get created, and
an APPX0702 build error can appear shortly after linking.
The following set of preprocessor code forces this file to be compiled
as C++/CX, which appears to cause Visual C++ 2012's build tools to
create this .winmd file, and will help allow builds of SDL/WinRT apps
to proceed without error.
If other files in an app's project enable C++/CX compilation, then it might
be possible for SDL_winrt_main_NonXAML.cpp to be compiled without /ZW,
for Visual C++'s build tools to create a winmd file, and for the app to
build without APPX0702 errors. In this case, if
SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
the #error (to force C++/CX compilation) will be disabled.
Please note that /ZW can be specified on a file-by-file basis. To do this,
right click on the file in Visual C++, click Properties, then change the
setting through the dialog that comes up.
*/
/* Prevent MSVC++ from warning about threading models when defining our
custom WinMain. The threading model will instead be set via a direct
call to Windows::Foundation::Initialize (rather than via an attributed
function).
To note, this warning (C4447) does not seem to come up unless this file
is compiled with C++/CX enabled (via the /ZW compiler flag).
*/
#ifdef _MSC_VER
#pragma warning(disable : 4447)
#endif
/* Make sure the function to initialize the Windows Runtime gets linked in. */
#ifdef _MSC_VER
#pragma comment(lib, "runtimeobject.lib")
#endif
#include <Windows.h>
#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>
#include <winrt/Windows.ApplicationModel.Activation.h>
#include <winrt/Windows.ApplicationModel.Core.h>
#include <winrt/Windows.UI.Core.h>
#include <winrt/Windows.UI.Composition.h>
#include <winrt/Windows.UI.Input.h>
#include <winrt/Windows.UI.ViewManagement.Core.h>
#include <winrt/Windows.Graphics.Display.Core.h>
#include <winrt/Windows.Gaming.Input.h>
#include <winrt/Windows.Storage.h>
#include <winrt/Windows.System.h>
using namespace winrt::Windows;
using namespace winrt::Windows::ApplicationModel::Core;
using namespace winrt::Windows::Graphics::Display::Core;
using namespace winrt::Windows::Foundation::Numerics;
using namespace winrt::Windows::UI;
using namespace winrt::Windows::UI::Core;
using namespace winrt::Windows::UI::Composition;
using namespace winrt::Windows::Storage;
#include "../libultraship/src/graphic/Fast3D/wininfo.h"
#include "SDL2/SDL.h"
void* WinInfo::getCurrentWindow() {
void* ptr = nullptr;
while (ptr == nullptr) {
ptr = winrt::get_abi(CoreWindow::GetForCurrentThread());
Sleep(10);
}
return ptr;
}
std::string WinInfo::getSavePath() {
return winrt::to_string(ApplicationData::Current().LocalFolder().Path());
}
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
char* args[] = {
(char*) "example",
NULL
};
winrt::init_apartment();
return SDL_WinRTRunApp(SDL_main, args);
winrt::uninit_apartment();
}