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Reorganized project templates folder

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Ray vor 7 Jahren
Ursprung
Commit
8ae8d3ac78
53 geänderte Dateien mit 4723 neuen und 1611 gelöschten Zeilen
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      project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj
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      projects/VS2015.UWP/raylib.App.UWP/pch.cpp
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      projects/VS2015.UWP/raylib.App.UWP/pch.h
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      projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
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      projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters
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      projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user
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      projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx
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project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.vcxproj Datei anzeigen

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{b842558c-c034-4e4b-9457-a286f26e83cc}</ProjectGuid>
<RootNamespace>raylibUWP</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.14393.0</WindowsTargetPlatformMinVersion>
<ApplicationTypeRevision>10.0</ApplicationTypeRevision>
<ProjectName>raylib.App.UWP</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup 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>
<PackageCertificateKeyFile>raylib.App.UWP.TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<IncludePath>C:\Users\Sam\Documents\GitHub\raylib\release\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Users\Sam\Documents\GitHub\raylib\project\vs2015.UWP\raylib\Debug;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='ARM'">
<Link>
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories);$(VCInstallDir)\lib\store\arm;$(VCInstallDir)\lib\arm</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
<Link>
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)raylib\Debug;%(AdditionalLibraryDirectories); $(VCInstallDir)\lib\store; $(VCInstallDir)\lib</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='x64'">
<Link>
<AdditionalDependencies>mincore.lib;raylib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<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>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ProjectReference>
<LinkLibraryDependencies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkLibraryDependencies>
</ProjectReference>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;$(ProjectDir);$(IntermediateOutputPath);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/bigobj %(AdditionalOptions)</AdditionalOptions>
<DisableSpecificWarnings>4453;28204</DisableSpecificWarnings>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Default</CompileAs>
<OmitDefaultLibName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</OmitDefaultLibName>
</ClCompile>
<Link>
<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">/NODEFAULTLIB %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<Image Include="Assets\Logo.scale-100.png" />
<Image Include="Assets\SmallLogo.scale-100.png" />
<Image Include="Assets\StoreLogo.scale-100.png" />
<Image Include="Assets\SplashScreen.scale-100.png" />
<Image Include="Assets\WideLogo.scale-100.png" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
<ClInclude Include="pch.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="App.cpp" />
<ClCompile Include="pch.cpp">
<PrecompiledHeader>Create</PrecompiledHeader>
</ClCompile>
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="packages.config" />
<None Include="raylib.App.UWP.TemporaryKey.pfx" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets" Condition="Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" />
</ImportGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\ANGLE.WindowsStore.2.1.13\build\native\ANGLE.WindowsStore.targets'))" />
</Target>
</Project>

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project/vs2015.UWP/raylib.UWP.sln Datei anzeigen

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib.App.UWP", "raylib.App.UWP\raylib.App.UWP.vcxproj", "{B842558C-C034-4E4B-9457-A286F26E83CC}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raylib", "raylib\raylib.vcxproj", "{E89D61AC-55DE-4482-AFD4-DF7242EBC859}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|ARM.ActiveCfg = Debug|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|ARM.Build.0 = Debug|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|ARM.Deploy.0 = Debug|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x64.ActiveCfg = Debug|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x64.Build.0 = Debug|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x64.Deploy.0 = Debug|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x86.ActiveCfg = Debug|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x86.Build.0 = Debug|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Debug|x86.Deploy.0 = Debug|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|ARM.ActiveCfg = Release|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|ARM.Build.0 = Release|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|ARM.Deploy.0 = Release|ARM
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x64.ActiveCfg = Release|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x64.Build.0 = Release|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x64.Deploy.0 = Release|x64
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.ActiveCfg = Release|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Build.0 = Release|Win32
{B842558C-C034-4E4B-9457-A286F26E83CC}.Release|x86.Deploy.0 = Release|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|ARM.ActiveCfg = Debug|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x64.ActiveCfg = Debug|x64
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.ActiveCfg = Debug|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Debug|x86.Build.0 = Debug|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|ARM.ActiveCfg = Release|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x64.ActiveCfg = Release|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.ActiveCfg = Release|Win32
{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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project/vs2015.UWP/raylib/raylib.vcxproj Datei anzeigen

@ -1,186 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<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>
<Keyword>Win32Proj</Keyword>
<RootNamespace>raylib</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(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>
<ImportGroup Label="Shared">
</ImportGroup>
<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" />
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<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>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<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\ANGLE</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
<Lib>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
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<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>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_ES2;PLATFORM_UWP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\ANGLE;$(SolutionDir)..\..\release\include</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
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<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>
<ItemGroup>
<ClCompile Include="..\..\..\src\audio.c" />
<ClCompile Include="..\..\..\src\core.c" />
<ClCompile Include="..\..\..\src\external\stb_vorbis.c" />
<ClCompile Include="..\..\..\src\models.c" />
<ClCompile Include="..\..\..\src\rlgl.c" />
<ClCompile Include="..\..\..\src\shapes.c" />
<ClCompile Include="..\..\..\src\text.c" />
<ClCompile Include="..\..\..\src\textures.c" />
<ClCompile Include="..\..\..\src\utils.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\src\camera.h" />
<ClInclude Include="..\..\..\src\external\glad.h" />
<ClInclude Include="..\..\..\src\external\jar_mod.h" />
<ClInclude Include="..\..\..\src\external\jar_xm.h" />
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{E89D61AC-55DE-4482-AFD4-DF7242EBC859}.Release|x86.ActiveCfg = Release|Win32
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{B655E850-3322-42F7-941D-6AC18FD66CA1}.Debug_DLL|x86.Build.0 = Debug_DLL|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Debug|x86.ActiveCfg = Debug|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Debug|x86.Build.0 = Debug|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Release_DLL|x86.ActiveCfg = Release_DLL|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Release_DLL|x86.Build.0 = Release_DLL|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Release|x86.ActiveCfg = Release|Win32
{B655E850-3322-42F7-941D-6AC18FD66CA1}.Release|x86.Build.0 = Release|Win32
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GlobalSection(NestedProjects) = preSolution
{0981CA98-E4A5-4DF1-987F-A41D09131EFC} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{B655E850-3322-42F7-941D-6AC18FD66CA1} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
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GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
EndGlobalSection
EndGlobal

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@ -1,197 +0,0 @@
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project/Builder/README.md → projects/Builder/README.md Datei anzeigen


project/Builder/examples/README.md → projects/Builder/examples/README.md Datei anzeigen


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project/Builder/meson.build → projects/Builder/meson.build Datei anzeigen


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### Notepad++ raylib config files
This folder includes some useful files to config Notepad++ for raylib.
#### raylib functions autocomplete - c_raylib.xml
Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file.
This file has been automatically generated using the provided tool: `raylib_npp_parser`
This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent.
To use the tool, just drag and drop raylib.h over raylib_npp_parser program.
#### Notepad++ NppExec compilation scripts - npes_saved.txt
A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples.

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/**********************************************************************************************
raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data
This parser scans raylib.h for functions that start with RLAPI and generates Notepad++
autocompletion xml equivalent for function and parameters.
Converts:
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
To:
<KeyWord name="Fade" func="yes">
<Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0">
<Param name="Color color" />
<Param name="float alpha" />
</Overload>
</KeyWord>
NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml
LICENSE: zlib/libpng
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software:
Copyright (c) 2018 Ramon Santamaria (@raysan5)
**********************************************************************************************/
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#include <stdlib.h>
#define MAX_BUFFER_SIZE 512
int main(int argc, char *argv[])
{
if (argc > 1)
{
FILE *rFile = fopen(argv[1], "rt");
FILE *rxmlFile = fopen("raylib_npp.xml", "wt");
if ((rFile == NULL) || (rxmlFile == NULL))
{
printf("File could not be opened.\n");
return 0;
}
char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1);
int count = 0;
while (!feof(rFile))
{
// Read one full line
fgets(buffer, MAX_BUFFER_SIZE, rFile);
if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2);
else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments
else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration
{
char funcType[64];
char funcTypeAux[64];
char funcName[64];
char funcDesc[256];
char params[128];
char paramType[8][16];
char paramName[8][32];
int index = 0;
char *ptr = NULL;
sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName);
if (strcmp(funcType, "const") == 0)
{
sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName);
strcat(funcType, " ");
strcat(funcType, funcTypeAux);
}
ptr = strchr(buffer, '/');
index = (int)(ptr - buffer);
sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration
ptr = strchr(buffer, '(');
if (ptr != NULL) index = (int)(ptr - buffer);
else printf("Character not found!\n");
sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')'
// Scan params string for number of func params, type and name
char *paramPtr[16]; // Allocate 16 pointers for possible parameters
int paramsCount = 0;
paramPtr[paramsCount] = strtok(params, ",");
if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2);
else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1);
else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName);
fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3);
bool paramsVoid = false;
char paramConst[8][16];
while (paramPtr[paramsCount] != NULL)
{
sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]);
if (strcmp(paramType[paramsCount], "void") == 0)
{
paramsVoid = true;
break;
}
if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0))
{
sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
}
else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />");
else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]);
paramsCount++;
paramPtr[paramsCount] = strtok(NULL, ",");
}
fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n ");
fprintf(rxmlFile, " </KeyWord>\n");
count++;
printf("Function processed %02i: %s\n", count, funcName);
memset(buffer, 0, MAX_BUFFER_SIZE);
}
}
free(buffer);
fclose(rFile);
fclose(rxmlFile);
}
return 0;
}

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//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
// Drawing-related functions
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Timming-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Color-related functions
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// Misc. functions
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
// Persistent storage management
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
RLAPI int GetKeyPressed(void); // Get latest key pressed
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Returns mouse position X
RLAPI int GetMouseY(void); // Returns mouse position Y
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
RLAPI void SetMouseScale(float scale); // Set mouse scaling
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
// Input-related functions: touch
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
// Image/Texture2D data loading/unloading/saving functions
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI void ExportImage(const char *fileName, Image image); // Export image as a PNG file
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
// Image generation functions
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture2D configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
// Texture2D drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
// Font loading/unloading functions
RLAPI Font GetDefaultFont(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
// Text misc. functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Basic geometric 3D shapes drawing functions
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
//DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model loading/unloading functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
// Mesh generation functions
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Material loading/unloading functions
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
// Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)

project/vs2015.UWP/raylib.App.UWP/App.cpp → projects/VS2015.UWP/raylib.App.UWP/App.cpp Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/App.h → projects/VS2015.UWP/raylib.App.UWP/App.h Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png → projects/VS2015.UWP/raylib.App.UWP/Assets/Logo.scale-100.png Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png → projects/VS2015.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png → projects/VS2015.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png → projects/VS2015.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png → projects/VS2015.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/Package.appxmanifest → projects/VS2015.UWP/raylib.App.UWP/Package.appxmanifest Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/packages.config → projects/VS2015.UWP/raylib.App.UWP/packages.config Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/pch.cpp → projects/VS2015.UWP/raylib.App.UWP/pch.cpp Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/pch.h → projects/VS2015.UWP/raylib.App.UWP/pch.h Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx → projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.filters → projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.filters Datei anzeigen


project/vs2015.UWP/raylib.App.UWP/raylib.App.UWP.user → projects/VS2015.UWP/raylib.App.UWP/raylib.App.UWP.user Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/App.cpp → projects/VS2017/raylib.App.UWP/App.cpp Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/App.h → projects/VS2017/raylib.App.UWP/App.h Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Assets/Logo.scale-100.png → projects/VS2017/raylib.App.UWP/Assets/Logo.scale-100.png Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Assets/SmallLogo.scale-100.png → projects/VS2017/raylib.App.UWP/Assets/SmallLogo.scale-100.png Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Assets/SplashScreen.scale-100.png → projects/VS2017/raylib.App.UWP/Assets/SplashScreen.scale-100.png Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Assets/StoreLogo.scale-100.png → projects/VS2017/raylib.App.UWP/Assets/StoreLogo.scale-100.png Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Assets/WideLogo.scale-100.png → projects/VS2017/raylib.App.UWP/Assets/WideLogo.scale-100.png Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/Package.appxmanifest → projects/VS2017/raylib.App.UWP/Package.appxmanifest Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/packages.config → projects/VS2017/raylib.App.UWP/packages.config Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/pch.cpp → projects/VS2017/raylib.App.UWP/pch.cpp Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/pch.h → projects/VS2017/raylib.App.UWP/pch.h Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx → projects/VS2017/raylib.App.UWP/raylib.App.UWP.TemporaryKey.pfx Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/raylib.App.UWP.filters → projects/VS2017/raylib.App.UWP/raylib.App.UWP.filters Datei anzeigen


project/vs2017.UWP/raylib.App.UWP/raylib.App.UWP.user → projects/VS2017/raylib.App.UWP/raylib.App.UWP.user Datei anzeigen


+ 0
- 0
projects/VSCode/HELPME Datei anzeigen


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