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-rw-r--r--platform/uwp/app.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/platform/uwp/app.cpp b/platform/uwp/app.cpp
index c2b7ba0641..539c1815f6 100644
--- a/platform/uwp/app.cpp
+++ b/platform/uwp/app.cpp
@@ -53,7 +53,7 @@ using namespace Windows::System;
using namespace Windows::System::Threading::Core;
using namespace Microsoft::WRL;
-using namespace GodotWinRT;
+using namespace GodotUWP;
// Helper to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
@@ -63,7 +63,7 @@ inline float ConvertDipsToPixels(float dips, float dpi)
}
// Implementation of the IFrameworkViewSource interface, necessary to run our app.
-ref class GodotWinrtViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
+ref class GodotUWPViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
@@ -76,7 +76,7 @@ public:
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
- auto godotApplicationSource = ref new GodotWinrtViewSource();
+ auto godotApplicationSource = ref new GodotUWPViewSource();
CoreApplication::Run(godotApplicationSource);
return 0;
}
@@ -105,7 +105,7 @@ void App::Initialize(CoreApplicationView^ applicationView)
// Information about the Suspending and Resuming event handlers can be found here:
// http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh994930.aspx
- os = new OSWinrt;
+ os = new OSUWP;
}
@@ -157,7 +157,7 @@ void App::SetWindow(CoreWindow^ p_window)
unsigned int argc;
char** argv = get_command_line(&argc);
- Main::setup("winrt", argc, argv, false);
+ Main::setup("uwp", argc, argv, false);
// The CoreWindow has been created, so EGL can be initialized.
ContextEGL* context = memnew(ContextEGL(window));
@@ -431,7 +431,7 @@ void App::OnMouseMoved(MouseDevice ^ mouse_device, MouseEventArgs ^ args) {
void App::key_event(Windows::UI::Core::CoreWindow^ sender, bool p_pressed, Windows::UI::Core::KeyEventArgs^ key_args, Windows::UI::Core::CharacterReceivedEventArgs^ char_args)
{
- OSWinrt::KeyEvent ke;
+ OSUWP::KeyEvent ke;
InputModifierState mod;
mod.meta = false;
@@ -445,14 +445,14 @@ void App::key_event(Windows::UI::Core::CoreWindow^ sender, bool p_pressed, Windo
if (key_args != nullptr) {
- ke.type = OSWinrt::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
+ ke.type = OSUWP::KeyEvent::MessageType::KEY_EVENT_MESSAGE;
ke.unicode = 0;
ke.scancode = KeyMappingWindows::get_keysym((unsigned int)key_args->VirtualKey);
ke.echo = (!p_pressed && !key_args->KeyStatus.IsKeyReleased) || (p_pressed && key_args->KeyStatus.WasKeyDown);
} else {
- ke.type = OSWinrt::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
+ ke.type = OSUWP::KeyEvent::MessageType::CHAR_EVENT_MESSAGE;
ke.unicode = char_args->KeyCode;
ke.scancode = 0;
ke.echo = (!p_pressed && !char_args->KeyStatus.IsKeyReleased) || (p_pressed && char_args->KeyStatus.WasKeyDown);