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12 commits

Author SHA1 Message Date
RandomityGuy
d317c20b6d
Merge pull request #59 from worleydl/mbu-uwp
Add UWP build to mbu-port branch
2025-06-24 10:07:34 +05:30
=
658e230a80 UWP: Lose some old debug code 2025-06-23 23:21:30 -04:00
=
5759bab08a UWP: Switch to select press for keyboard toggle 2025-06-23 23:21:30 -04:00
=
fa3c718e5b UWP: Move settings dir to localappdata 2025-06-23 23:21:29 -04:00
=
6f796f1faf UWP: Logo assets 2025-06-23 23:21:29 -04:00
=
e84e1ed5a6 UWP: more cmake cleanup 2025-06-23 23:21:29 -04:00
=
87c180ba84 UWP: Move cmake system flags before project def 2025-06-23 23:21:29 -04:00
=
9d6b890615 UWP: Cleanup cmake 2025-06-23 23:21:29 -04:00
=
beecf897f1 UWP: Hookup keyboard to text inputs 2025-06-23 23:21:11 -04:00
=
2dbcf2590a UWP: Missed a few scene2d changes 2025-06-23 23:05:43 -04:00
=
be66b411b0 UWP: Use MarbleGame.instance.scene2d
Prevents offset/extent corruption in 2d menus
2025-06-23 23:05:43 -04:00
=
8301e577c5 UWP: Add UWP hxml to generate static lib 2025-06-23 23:05:43 -04:00
45 changed files with 4245 additions and 34 deletions

15
compile-uwp.hxml Normal file
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@ -0,0 +1,15 @@
-D uwp
--each
--next
compile-c.hxml
# Note: I don't think hashlink supports exporting a lib project..
# The following sed changes from Application exe to Static lib
# After building the lib, you can build the final exe in a minimal uwp wrapper project (to be supplied later)
-cmd sed -i "s/<ConfigurationType>Application<\/ConfigurationType>/<ConfigurationType>StaticLibrary<\/ConfigurationType>/g" native/marblegame.vcxproj
-cmd sed -i "s/<TargetExt>.exe<\/TargetExt>/<TargetExt>.lib<\/TargetExt>/g" native/marblegame.vcxproj
#-cmd MSBuild.exe -m -nologo -p:Configuration=Debug -p:Platform=x64 -p:PlatformToolset=v142 -v:minimal native/marblegame.sln
-cmd MSBuild.exe -m -nologo -p:Configuration=Release -p:Platform=x64 -p:PlatformToolset=v142 -v:minimal native/marblegame.sln

View file

@ -79,6 +79,11 @@ class Main extends hxd.App {
+ ")");
#end
#if uwp
Settings.zoomRatio = Window.getInstance().height / 1200;
s2d.scaleMode = Zoom(Settings.zoomRatio);
#end
#if android
Window.getInstance().addEventTarget(ev -> {
if (ev.kind == EPush || ev.kind == ERelease || ev.kind == EMove) {

View file

@ -237,6 +237,8 @@ class Settings {
#if hl
#if MACOS_BUNDLE
public static var settingsDir = Path.join([Sys.getEnv("HOME"), "Library", "Application Support", "MBHaxe-MBU"]);
#elseif uwp
public static var settingsDir = Sys.getEnv("LOCALAPPDATA");
#else
public static var settingsDir = ".";
#end
@ -570,6 +572,11 @@ class Settings {
canvasElement.style.height = "100%";
#end
#if uwp
zoomRatio = Window.getInstance().height / 1200;
Settings.zoomRatio = zoomRatio;
#end
Console.log("Window resized to " + Settings.optionsSettings.screenWidth + "x" + Settings.optionsSettings.screenHeight + " (Zoom " + zoomRatio +
")");

View file

@ -27,7 +27,7 @@ class AboutMenuOptionsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -29,7 +29,7 @@ class AchievementsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -90,7 +90,7 @@ class ControllerBindingsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -27,7 +27,7 @@ class CreateMatchGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -28,7 +28,7 @@ class DifficultySelectGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -50,7 +50,7 @@ class EndGameGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -34,7 +34,7 @@ class ExitGameDlg extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -204,7 +204,7 @@ class GuiControl {
}
var scaleFactor = 1.0 / Window.getInstance().windowToPixelRatio;
#if (js || android)
#if (js || android || uwp)
scaleFactor = 1 / Settings.zoomRatio; // 768 / js.Browser.window.innerHeight * js.Browser.window.devicePixelRatio; // 0.5; // 768 / js.Browser.window.innerHeight; // js.Browser.window.innerHeight * js.Browser.window.devicePixelRatio / 768;
#end

View file

@ -8,6 +8,7 @@ import h2d.Scene;
import hxd.res.BitmapFont;
import gui.GuiText.Justification;
import h2d.Text;
import src.Gamepad;
import src.ResourceLoader;
import src.MarbleGame;
@ -87,4 +88,16 @@ class GuiTextInput extends GuiControl {
text.cursorTile = h2d.Tile.fromColor(col, Std.int(1 / hxd.Window.getInstance().windowToPixelRatio), text.font.size);
text.cursorTile.dy = 2 / hxd.Window.getInstance().windowToPixelRatio;
}
#if uwp
override public function update(dt:Float, mouseState:MouseState) {
super.update(dt, mouseState);
// Calling focus on init causes issue with cursor pos and event tracking but works fine here
// This will break if there are ever multiple text inputs, but works nice for simple popup dialogs
if (Gamepad.isPressed(["back"])) {
this.text.focus();
}
}
#end
}

View file

@ -36,7 +36,7 @@ class HelpCreditsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -27,7 +27,7 @@ class InputOptionsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -28,7 +28,7 @@ class InputSelectGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -27,7 +27,7 @@ class JoinServerGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -89,7 +89,7 @@ class KeyBindingsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -33,7 +33,7 @@ class LeaderboardsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -28,7 +28,7 @@ class LeaderboardsSelectGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -102,7 +102,7 @@ class LevelSelectGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -33,7 +33,7 @@ class MPServerListGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -33,7 +33,7 @@ class MainMenuGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -248,7 +248,7 @@ class MarblePickerGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -26,7 +26,7 @@ class MiscOptionsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -28,7 +28,7 @@ class MultiplayerGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -120,7 +120,7 @@ class MultiplayerLevelSelectGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -65,7 +65,7 @@ class MultiplayerLoadingGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -26,7 +26,7 @@ class OptionsListGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -156,7 +156,7 @@ class PlayGui {
#if hl
var wnd = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var wnd = MarbleGame.instance.scene2d;
#end
@ -236,7 +236,7 @@ class PlayGui {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end
var safeVerMargin = 1 + (scene2d.height * 0.15) / 2;
@ -347,7 +347,7 @@ class PlayGui {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end
var safeVerMargin = 1 + (scene2d.height * 0.15) / 2;
@ -439,7 +439,7 @@ class PlayGui {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end
var safeVerMargin = 1 + (scene2d.height * 0.15) / 2;
@ -596,7 +596,7 @@ class PlayGui {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end
var safeVerMargin = 1 + (scene2d.height * 0.15) / 2;

View file

@ -33,7 +33,7 @@ class ReplayCenterGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -24,7 +24,7 @@ class TouchCtrlsEditGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -27,7 +27,7 @@ class TouchOptionsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -22,7 +22,7 @@ class VersionGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

View file

@ -26,7 +26,7 @@ class VideoOptionsGui extends GuiImage {
#if hl
var scene2d = hxd.Window.getInstance();
#end
#if js
#if (js || uwp)
var scene2d = MarbleGame.instance.scene2d;
#end

399
uwp/.gitignore vendored Normal file
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@ -0,0 +1,399 @@
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116
uwp/CMakeLists.txt Normal file
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@ -0,0 +1,116 @@
cmake_minimum_required(VERSION 3.14)
include(FetchContent)
# Setup UWP platform
set(CMAKE_SYSTEM_NAME WindowsStore)
set(CMAKE_SYSTEM_VERSION 10.0.19041.0)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Define project
project(mbhaxe-uwp LANGUAGES CXX)
set_directory_properties(PROPERTIES VS_STARTUP_PROJECT ${PROJECT_NAME})
# Fetch shared UWP deps
FetchContent_Declare(UwpLibs
GIT_REPOSITORY https://github.com/worleydl/uwp-dep.git
GIT_TAG fccbcd95794f57c949caf94c6a7160f7f8d2b7e0
)
FetchContent_MakeAvailable(UwpLibs)
# Config for haxe dependency paths
set(DATACHANNEL_DIR CACHE PATH "")
set(HASHLINK_DIR CACHE PATH "")
set(MBHAXE_DIR CACHE PATH "")
add_executable(${PROJECT_NAME} WIN32
main.cpp
)
set(PkgAssets
Assets/LockScreenLogo.scale-200.png
Assets/Square44x44Logo.targetsize-24_altform-unplated.png
Assets/Square44x44Logo.scale-200.png
Assets/Square150x150Logo.scale-200.png
Assets/StoreLogo.png
)
set(BinDeps
${DATACHANNEL_DIR}/datachannel.hdll
${HASHLINK_DIR}/fmt.hdll
${HASHLINK_DIR}/libhl.dll
${HASHLINK_DIR}/openal.hdll
${HASHLINK_DIR}/sdl.hdll
${HASHLINK_DIR}/ssl.hdll
${HASHLINK_DIR}/ui.hdll
${HASHLINK_DIR}/uv.hdll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/dxil.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/libgallium_wgl.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/OpenAL32.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/opengl32.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/SDL2.dll
${CMAKE_BINARY_DIR}/_deps/uwplibs-src/x64/bin/z-1.dll
cacert.pem
Package.appxmanifest
)
set(BinLibs
${DATACHANNEL_DIR}/datachannel.lib
${HASHLINK_DIR}/fmt.lib
${HASHLINK_DIR}/libhl.lib
${HASHLINK_DIR}/openal.lib
${HASHLINK_DIR}/sdl.lib
${HASHLINK_DIR}/ssl.lib
${HASHLINK_DIR}/ui.lib
${HASHLINK_DIR}/uv.lib
${MBHAXE_DIR}/marblegame.lib
)
source_group("BinDeps" FILES ${BinDeps})
set_source_files_properties(${BinDeps} PROPERTIES
VS_COPY_TO_OUT_DIR Always
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "."
)
source_group("PkgAssets" FILES ${PkgAssets})
set_source_files_properties(${PkgAssets} PROPERTIES
#VS_COPY_TO_OUT_DIR Always
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "Assets"
)
# Setup data deployment
file(GLOB_RECURSE DATA_FILES
RELATIVE ${CMAKE_SOURCE_DIR}/..
${CMAKE_SOURCE_DIR}/../data/*
)
foreach(ASSET ${DATA_FILES})
set(FULL_PATH "${CMAKE_SOURCE_DIR}/../${ASSET}")
get_filename_component(DEST_DIR ${ASSET} DIRECTORY)
set_source_files_properties("${FULL_PATH}" PROPERTIES
VS_COPY_TO_OUT_DIR Always
VS_DEPLOYMENT_CONTENT TRUE
VS_DEPLOYMENT_LOCATION "${DEST_DIR}" # preserves folder structure
)
target_sources(${PROJECT_NAME} PRIVATE "${FULL_PATH}")
source_group("BinData" FILES "${FULL_PATH}")
endforeach()
target_sources(${PROJECT_NAME} PRIVATE
cacert.pem
Package.appxmanifest
${BinDeps}
${PkgAssets}
)
target_link_libraries(${PROJECT_NAME} PRIVATE ${BinLibs} SDL2 WindowsApp.lib OneCore.lib)
set_target_properties(${PROJECT_NAME} PROPERTIES VS_WINDOWS_TARGET_PLATFORM_MIN_VERSION 10.0.19041.0)

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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"
IgnorableNamespaces="uap mp">
<Identity
Name="mbhaxe"
Publisher="CN=dlw"
Version="1.2.2.0" />
<mp:PhoneIdentity PhoneProductId="5a528e66-e0fc-43fb-b377-ce0b1bb0d3e8" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>MBHaxe</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="uwp.App">
<uap:VisualElements
DisplayName="MBHaxe"
Square150x150Logo="Assets\Square150x150Logo.png"
Square44x44Logo="Assets\Square44x44Logo.png"
Description="Port of mbhaxe for UWP"
BackgroundColor="transparent">
<!--<uap:SplashScreen Image="Assets\SplashScreen.png" /> -->
<uap:DefaultTile/>
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<rescap:Capability Name="runFullTrust"/>
<rescap:Capability Name="broadFileSystemAccess" />
<rescap:Capability Name="expandedResources" />
<Capability Name="internetClient" />
<uap:Capability Name="removableStorage"/>
<Capability Name="codeGeneration"/>
<Capability Name="internetClientServer"/>
<Capability Name="privateNetworkClientServer"/>
</Capabilities>
</Package>

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#include <Windows.h>
#define SDL_MAIN_HANDLED = 1
#include "SDL.h"
typedef wchar_t pchar;
extern "C" int wmain(int, pchar**);
int bootstrap(int, char**)
{
// That's it, run the main process
return wmain(0, 0);
}
int CALLBACK WinMain(HINSTANCE h, HINSTANCE, LPSTR argv, int argc)
{
return SDL_WinRTRunApp(bootstrap, NULL);
}