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[WIP] WinRT port #86
[WIP] WinRT port #86
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sln project missing (maybe it in .gitignore?) |
Instead of just defining XASH_WINRT everywhere, define it as 1 in build.h, so macro checking will be a lot eaiser: As well as checking XASH_WIN32: |
I don't know whether the waf or even cmake supports winrt builds for msvc. In every project there should be a .cpp compiled with /ZW to force creating .winmd files. And the linker only deploys DLLs referenced with .winmd files.
I checked and found build.h is only referenced by engine, but not hlsdk/mainui. Adding |
In winrt builds, |
waf adds /ZW for winphone and winapp targets: |
Some extra problems:
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And biggest trouble: how to specify command line? On ios i used dialog box with input field and text fike for earlier ios (because it crashed on dialog creation). On android there is java launcher., but engine still does not have cross-platform launcher |
I suppose you're doing something wrong then. Both mainui_cpp and hlsdk-xash3d are meant to be crossplatform by minimizing the platform-specific code. I've seen your PR to both mainui_cpp and hlsdk and... it's not something that user DLLs should solve. I've accepted that one change for mainui_cpp, but HLSDK is something that we gonna discuss. If SDL2 fails to handle the input for WinRT, then you can add a WinRT specific input in engine instead and use our input extension Also, if you're gonna to maintain the WinRT port, once it will be shaped, I require that every port we have is built through Waf and Travis CI is set up to always build latest version. It may sound as additional work for you, but in fact it minimizes your and everyone's else headache. We will knew which commit has broken the winrt support and if engine will be refactored or new files will be added, no standalone MSVS project will be required to update. We dropped Android.mk, CMakeLists, Makefiles because of this. It's physically hard to maintain multiple buildsystems. |
I think, it must be possible to "send" zip archive to UWP app |
Maybe don't use SDL for UWP port then? We don't use SDL for Android port already because it just suck. |
I think that only pro users may change command line, while others just leave it default. |
It is unuseful without public filesystem. I used file with cmdline on ios6 because running on ios6 without jailbreak is impossible |
About idea with URI: is it secure? If this allows ay web page open this URI, it maybe dangerous (for example, Android has flag that forbids launching from browser) |
It seems that the app can have full access to a folder selected by Windows.Storage.Pickers.FolderPicker. |
Tested but the FolderPicker shows and doesn't respond to any input. Maybe some random SDL2 take over it and
Always ACCESS DENIED My current solution is to open the app local path with |
Will it work on windows 10 mobile? |
Also, I suppose WinRT doesn't support loading libraries from filesystem at all, so there absolutely shouldn't be an extension on library naming? |
While doing #88, I thought that instead of this "_WIN32 && !_WINRT" we can NOT define XASH_WIN32 for WinRT targets(although WinRT supports limited Win32 API) and add instead XASH_WINRT macro. |
Sorry for my late reply.
I don't have windows 10 phones for testing, so... IDK
Maybe we can build all mods into the app just like the previous iOS port.
How about |
Yep. Good idea.
If you want to support them, then ok. |
If this PR is completed someday, Xash3D should also run just fine on Xbox One/Series consoles (when deployed via dev mode), as well as natively on Windows 10X (without the use of VAIL or RAIL). |
csmoe will drop supporting for UWP due to lack of users, so I am closing this. |
Sad.
UWP port would be useful for XBox One/Series but I don't have such hardware
(and I don't know who does).
…On Sat, Apr 17, 2021, 3:02 PM Moemod Hymei⭐ ***@***.***> wrote:
Closed #86 <#86>.
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Related PRs
FWGS/hlsdk-portable#114
FWGS/mainui_cpp#29
FWGS/gl-wes-v2#2
Build
FWGS/hlsdk-xash3d => hlsdk/
extras.pak => msvc/extras.pak
SDL2-2.0.10 => SDL2/
Build msvc/xash3d-winrt.sln with Visual Studio 2019 v142