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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page platforms-windows Windows
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@brief Tips and tricks for Windows platforms
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@tableofcontents
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@m_keyword{ANGLE OpenGL compatibility layer,,}
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@m_footernavigation
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@section platforms-windows-rt Windows RT
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Windows RT is a restricted subset of Windows API, used for UWP / "Metro" /
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Windows Store apps. The major difference is lack of access to APIs that are
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common in Win32 world, such as memory-mapped files, DLLs or environment
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variables.
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In particular, Windows RT doesn't provide a direct access to OpenGL, the only
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possibility to use it is through ANGLE. See @ref building-windows-angle and
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@ref platforms-gl-es-angle for more information.
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For Windows RT you need to provide logo images and splash screen, all
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referenced from the `*.appxmanifest` file. The file is slightly different for
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different targets, template for Windows Store and MSVC 2013 is below, others
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are in the @ref Platform-Sdl2Application-bootstrap-winrt "SDL2 bootstrap application".
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@code{.xml}
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<?xml version="1.0" encoding="utf-8"?>
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<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest">
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<Identity Name="MyApplication" Publisher="CN=A Publisher" Version="1.1.0.0" />
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<Properties>
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<DisplayName>My Application</DisplayName>
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<PublisherDisplayName>A Publisher</PublisherDisplayName>
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<Logo>assets/logo-store.png</Logo>
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</Properties>
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<Resources>
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<Resource Language="x-generate" />
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</Resources>
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<Applications>
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<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="MyApplication.App">
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<m2:VisualElements
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DisplayName="Magnum Windows Store Application"
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Description="My Application"
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BackgroundColor="#202020"
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ForegroundText="light"
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Square150x150Logo="assets/logo.png"
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Square30x30Logo="assets/logo-small.png">
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<m2:SplashScreen Image="assets/splash.png" />
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</m2:VisualElements>
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</Application>
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</Applications>
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</Package>
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@endcode
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The assets are referenced also from the main `CMakeLists.txt` file. You have to
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mark all non-source files (except for the `*.pfx` key) with `VS_DEPLOYMENT_CONTENT`
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property and optionally set their location with `VS_DEPLOYMENT_LOCATION`. If
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you are using `*.resw` files, these need to have the `VS_TOOL_OVERRIDE`
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property set to `PRIResource`.
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@todoc DLL paths
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@todoc vcpkg
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@todoc desktop ES
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@todoc mingw, clang, clang/c2...
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@todoc "unicode"
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@todoc colored console output
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@todoc lcov on mingw (ugh)
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*/
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}
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